mirror of https://github.com/axmolengine/axmol.git
238 lines
7.5 KiB
Objective-C
238 lines
7.5 KiB
Objective-C
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2010 Steve Oldmeadow
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef _SIMPLE_AUDIO_ENGINE_H_
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#define _SIMPLE_AUDIO_ENGINE_H_
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#include <stddef.h>
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#include "Export.h"
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#include <typeinfo>
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#include <ctype.h>
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#include <string.h>
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#if defined(__GNUC__) && ((__GNUC__ >= 4) || ((__GNUC__ == 3) && (__GNUC_MINOR__ >= 1)))
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#define CC_DEPRECATED_ATTRIBUTE __attribute__((deprecated))
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#elif _MSC_VER >= 1400 //vs 2005 or higher
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#define CC_DEPRECATED_ATTRIBUTE __declspec(deprecated)
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#else
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#define CC_DEPRECATED_ATTRIBUTE
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#endif
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namespace CocosDenshion {
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/**
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@class SimpleAudioEngine
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@brief Offers a VERY simple interface to play background music & sound effects.
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@note Make sure to call SimpleAudioEngine::end() when the sound engine is not needed anymore
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to release allocated resources.
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*/
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class EXPORT_DLL SimpleAudioEngine
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{
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public:
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/**
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@brief Get the shared Engine object,it will new one when first time be called
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*/
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static SimpleAudioEngine* getInstance();
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/**
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* @js NA
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* @lua NA
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*/
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CC_DEPRECATED_ATTRIBUTE static SimpleAudioEngine* sharedEngine() { return SimpleAudioEngine::getInstance(); }
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/**
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@brief Release the shared Engine object
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@warning It must be called before the application exit, or a memroy leak will be casued.
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*/
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static void end();
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protected:
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SimpleAudioEngine();
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virtual ~SimpleAudioEngine();
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public:
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/**
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@brief Preload background music
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@param pszFilePath The path of the background music file.
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* @js preloadMusic
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* @lua preloadMusic
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*/
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virtual void preloadBackgroundMusic(const char* pszFilePath);
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/**
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@brief Play background music
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@param pszFilePath The path of the background music file,or the FileName of T_SoundResInfo
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@param bLoop Whether the background music loop or not
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* @js playMusic
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* @lua playMusic
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*/
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virtual void playBackgroundMusic(const char* pszFilePath, bool bLoop = false);
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/**
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@brief Stop playing background music
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@param bReleaseData If release the background music data or not.As default value is false
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* @js stopMusic
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* @lua stopMusic
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*/
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virtual void stopBackgroundMusic(bool bReleaseData = false);
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/**
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@brief Pause playing background music
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* @js pauseMusic
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* @lua pauseMusic
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*/
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virtual void pauseBackgroundMusic();
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/**
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@brief Resume playing background music
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* @js resumeMusic
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* @lua resumeMusic
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*/
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virtual void resumeBackgroundMusic();
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/**
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@brief Rewind playing background music
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* @js rewindMusic
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* @lua rewindMusic
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*/
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virtual void rewindBackgroundMusic();
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/**
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@brief Indicates whether any background music can be played or not.
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@return <i>true</i> if background music can be played, otherwise <i>false</i>.
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* @js willPlayMusic
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* @lua willPlayMusic
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*/
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virtual bool willPlayBackgroundMusic();
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/**
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@brief Indicates whether the background music is playing
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@return <i>true</i> if the background music is playing, otherwise <i>false</i>
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* @js isMusicPlaying
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* @lua isMusicPlaying
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*/
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virtual bool isBackgroundMusicPlaying();
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//
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// properties
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//
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/**
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@brief The volume of the background music within the range of 0.0 as the minimum and 1.0 as the maximum.
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* @js getMusicVolume
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* @lua getMusicVolume
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*/
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virtual float getBackgroundMusicVolume();
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/**
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@brief Set the volume of background music
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@param volume must be within the range of 0.0 as the minimum and 1.0 as the maximum.
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* @js setMusicVolume
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* @lua setMusicVolume
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*/
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virtual void setBackgroundMusicVolume(float volume);
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/**
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@brief The volume of the effects within the range of 0.0 as the minimum and 1.0 as the maximum.
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*/
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virtual float getEffectsVolume();
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/**
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@brief Set the volume of sound effects
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@param volume must be within the range of 0.0 as the minimum and 1.0 as the maximum.
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*/
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virtual void setEffectsVolume(float volume);
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//
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// for sound effects
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/**
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@brief Play sound effect with a file path, pitch, pan and gain
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@param pszFilePath The path of the effect file.
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@param bLoop Determines whether to loop the effect playing or not. The default value is false.
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@param pitch Frequency, normal value is 1.0. Will also change effect play time.
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@param pan Stereo effect, in the range of [-1..1] where -1 enables only left channel.
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@param gain Volume, in the range of [0..1]. The normal value is 1.
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@return the OpenAL source id
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@note Full support is under development, now there are limitations:
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- no pitch effect on Samsung Galaxy S2 with OpenSL backend enabled;
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- no pitch/pan/gain on emscrippten, win32, marmalade.
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*/
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virtual unsigned int playEffect(const char* pszFilePath, bool bLoop = false,
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float pitch = 1.0f, float pan = 0.0f, float gain = 1.0f);
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/**
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@brief Pause playing sound effect
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@param nSoundId The return value of function playEffect
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*/
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virtual void pauseEffect(unsigned int nSoundId);
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/**
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@brief Pause all playing sound effect
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*/
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virtual void pauseAllEffects();
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/**
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@brief Resume playing sound effect
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@param nSoundId The return value of function playEffect
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*/
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virtual void resumeEffect(unsigned int nSoundId);
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/**
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@brief Resume all playing sound effect
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*/
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virtual void resumeAllEffects();
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/**
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@brief Stop playing sound effect
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@param nSoundId The return value of function playEffect
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*/
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virtual void stopEffect(unsigned int nSoundId);
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/**
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@brief Stop all playing sound effects
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*/
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virtual void stopAllEffects();
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/**
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@brief preload a compressed audio file
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@details the compressed audio will be decoded to wave, then written into an internal buffer in SimpleAudioEngine
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@param pszFilePath The path of the effect file
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*/
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virtual void preloadEffect(const char* pszFilePath);
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/**
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@brief unload the preloaded effect from internal buffer
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@param pszFilePath The path of the effect file
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*/
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virtual void unloadEffect(const char* pszFilePath);
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};
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} // end of namespace CocosDenshion
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#endif // _SIMPLE_AUDIO_ENGINE_H_
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