mirror of https://github.com/axmolengine/axmol.git
163 lines
3.6 KiB
C++
163 lines
3.6 KiB
C++
/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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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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#include "SimpleAudioEngine.h"
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#include "jni/SimpleAudioEngineJni.h"
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namespace CocosDenshion {
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static SimpleAudioEngine *s_pEngine = 0;
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SimpleAudioEngine::SimpleAudioEngine()
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{
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}
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SimpleAudioEngine::~SimpleAudioEngine()
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{
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}
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SimpleAudioEngine* SimpleAudioEngine::sharedEngine()
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{
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if (! s_pEngine)
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{
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s_pEngine = new SimpleAudioEngine();
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}
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return s_pEngine;
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}
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void SimpleAudioEngine::end()
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{
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endJNI();
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}
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void SimpleAudioEngine::preloadBackgroundMusic(const char* pszFilePath)
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{
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preloadBackgroundMusicJNI(pszFilePath);
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}
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void SimpleAudioEngine::playBackgroundMusic(const char* pszFilePath, bool bLoop)
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{
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playBackgroundMusicJNI(pszFilePath, bLoop);
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}
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void SimpleAudioEngine::stopBackgroundMusic(bool bReleaseData)
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{
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stopBackgroundMusicJNI();
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}
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void SimpleAudioEngine::pauseBackgroundMusic()
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{
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pauseBackgroundMusicJNI();
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}
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void SimpleAudioEngine::resumeBackgroundMusic()
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{
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resumeBackgroundMusicJNI();
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}
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void SimpleAudioEngine::rewindBackgroundMusic()
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{
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rewindBackgroundMusicJNI();
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}
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bool SimpleAudioEngine::willPlayBackgroundMusic()
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{
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return true;
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}
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bool SimpleAudioEngine::isBackgroundMusicPlaying()
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{
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return isBackgroundMusicPlayingJNI();
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}
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float SimpleAudioEngine::getBackgroundMusicVolume()
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{
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return getBackgroundMusicVolumeJNI();
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}
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void SimpleAudioEngine::setBackgroundMusicVolume(float volume)
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{
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setBackgroundMusicVolumeJNI(volume);
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}
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float SimpleAudioEngine::getEffectsVolume()
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{
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return getEffectsVolumeJNI();
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}
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void SimpleAudioEngine::setEffectsVolume(float volume)
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{
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setEffectsVolumeJNI(volume);
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}
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unsigned int SimpleAudioEngine::playEffect(const char* pszFilePath, bool bLoop)
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{
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return playEffectJNI(pszFilePath, bLoop);
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}
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void SimpleAudioEngine::stopEffect(unsigned int nSoundId)
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{
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stopEffectJNI(nSoundId);
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}
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void SimpleAudioEngine::preloadEffect(const char* pszFilePath)
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{
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preloadEffectJNI(pszFilePath);
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}
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void SimpleAudioEngine::unloadEffect(const char* pszFilePath)
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{
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unloadEffectJNI(pszFilePath);
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}
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void SimpleAudioEngine::pauseEffect(unsigned int nSoundId)
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{
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pauseEffectJNI(nSoundId);
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}
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void SimpleAudioEngine::pauseAllEffects()
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{
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pauseAllEffectsJNI();
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}
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void SimpleAudioEngine::resumeEffect(unsigned int nSoundId)
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{
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resumeEffectJNI(nSoundId);
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}
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void SimpleAudioEngine::resumeAllEffects()
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{
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resumeAllEffectsJNI();
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}
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void SimpleAudioEngine::stopAllEffects()
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{
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stopAllEffectsJNI();
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}
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}
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