axmol/CocosDenshion/uphone/SimpleAudioEngine.cpp

267 lines
5.4 KiB
C++

#include "SimpleAudioEngine.h"
#include "SoundPlayer.h"
#include "SoundDataManager.h"
#include "TSoundPlayer.h"
#define BREAK_IF(cond) if (cond) break;
static SimpleAudioEngine *s_pSharedAudioEngine = NULL;
static SoundDataManager *s_pDataManager = NULL;
static SoundPlayer *s_pBackPlayer = NULL;
static TSoundPlayer *s_pEffectPlayer = NULL;
static int s_nBackgroundMusicVolume = 100;
static int s_nEffectsVolume = 100;
static bool s_bWillPlayBackgroundMusic = false;
SimpleAudioEngine::SimpleAudioEngine()
{
if (s_pEffectPlayer)
{
delete s_pEffectPlayer;
}
s_pEffectPlayer = new TSoundPlayer();
if (s_pBackPlayer)
{
delete s_pBackPlayer;
}
s_pBackPlayer = new SoundPlayer();
SetBackgroundMusicVolume(s_nBackgroundMusicVolume);
if (s_pDataManager)
{
delete s_pDataManager;
}
s_pDataManager = new SoundDataManager();
}
SimpleAudioEngine::~SimpleAudioEngine()
{
if (s_pEffectPlayer)
{
delete s_pEffectPlayer;
s_pEffectPlayer = NULL;
}
if (s_pBackPlayer)
{
delete s_pBackPlayer;
s_pBackPlayer = NULL;
}
if (s_pDataManager)
{
delete s_pDataManager;
s_pDataManager = NULL;
}
}
SimpleAudioEngine* SimpleAudioEngine::getSharedEngine()
{
if (s_pSharedAudioEngine == NULL)
{
s_pSharedAudioEngine = new SimpleAudioEngine;
}
return s_pSharedAudioEngine;
}
void SimpleAudioEngine::release()
{
if (s_pSharedAudioEngine)
{
delete s_pSharedAudioEngine;
s_pSharedAudioEngine = NULL;
}
}
void SimpleAudioEngine::playBackgroundMusic(const char* pszFilePath, bool bLoop)
{
int nTimes = 1;
if (bLoop)
{
nTimes = -1;
}
int nSoundID = s_pDataManager->loadSoundData(pszFilePath);
tEffectElement* pElement = s_pDataManager->getSoundData(nSoundID);
if (pElement)
{
s_pBackPlayer->PlaySoundFromMem(pElement->pDataBuffer, pElement->nDataSize, pElement->FileName, nTimes);
}
}
void SimpleAudioEngine::stopBackgroundMusic()
{
if (s_pBackPlayer)
{
s_pBackPlayer->Stop();
}
}
void SimpleAudioEngine::pauseBackgroundMusic()
{
if (s_pBackPlayer)
{
s_pBackPlayer->Pause();
}
}
void SimpleAudioEngine::resumeBackgroundMusic()
{
if (s_pBackPlayer)
{
s_pBackPlayer->Resume();
}
}
void SimpleAudioEngine::rewindBackgroundMusic()
{
if (s_pBackPlayer)
{
s_pBackPlayer->Rewind();
}
}
bool SimpleAudioEngine::willPlayBackgroundMusic()
{
return s_bWillPlayBackgroundMusic;
}
bool SimpleAudioEngine::isBackgroundMusicPlaying()
{
bool bRet = false;
if (s_pBackPlayer)
{
bRet = s_pBackPlayer->IsPlaying();
}
return bRet;
}
// properties
int SimpleAudioEngine::GetBackgroundMusicVolume()
{
return s_nBackgroundMusicVolume;
}
void SimpleAudioEngine::SetBackgroundMusicVolume(int volume)
{
if (volume > 100)
{
volume = 100;
}
else if (volume < 0)
{
volume = 0;
}
if (s_pBackPlayer)
{
s_pBackPlayer->SetVolumeValue(volume);
}
s_nBackgroundMusicVolume = volume;
}
int SimpleAudioEngine::GetEffectsVolume()
{
return s_nEffectsVolume;
}
void SimpleAudioEngine::SetEffectsVolume(int volume)
{
if (volume > 100)
{
volume = 100;
}
else if (volume < 0)
{
volume = 0;
}
s_nEffectsVolume = volume;
}
// for sound effects
int SimpleAudioEngine::playEffect(const char* pszFilePath)
{
int nSoundID = preloadEffect(pszFilePath);
if (nSoundID > 0)
{
playPreloadedEffect(nSoundID);
}
return nSoundID;
}
void SimpleAudioEngine::stopEffect(int nSoundId)
{
do
{
tEffectElement* pElement = s_pDataManager->getSoundData(nSoundId);
BREAK_IF(! pElement);
Int32 nID = pElement->nPlayerSoundID;
if (nID >= 0)
{
s_pEffectPlayer->Stop(nID);
pElement->nPlayerSoundID = -1;
}
} while (0);
}
int SimpleAudioEngine::preloadEffect(const char* pszFilePath)
{
return s_pDataManager->loadSoundData(pszFilePath);
}
void SimpleAudioEngine::unloadEffect(int nSoundId)
{
s_pDataManager->unloadEffect(nSoundId);
}
void SimpleAudioEngine::playPreloadedEffect(int nSoundId)
{
do
{
tEffectElement* pElement = s_pDataManager->getSoundData(nSoundId);
BREAK_IF(! pElement);
TSoundPlayParameter soundParam;
soundParam.pSoundData = pElement->pDataBuffer;
soundParam.dataLen = pElement->nDataSize;
soundParam.dataType = SOUND_TYPE_WAVE;
soundParam.volume = (int) (0xFFFF * ((float) s_nEffectsVolume / 100));
Int32 nID = s_pEffectPlayer->Play(soundParam);
if (nID >= 0)
{
pElement->nPlayerSoundID = nID;
}
} while (0);
}
void SimpleAudioEngine::setSoundResInfo(const T_SoundResInfo ResInfo[], int nCount)
{
s_pDataManager->setSoundResInfo(ResInfo, nCount);
}
void SimpleAudioEngine::setResourceEntry(const void* pResEntry)
{
s_pDataManager->setResEntry(pResEntry);
}
void SimpleAudioEngine::unloadEffectAll()
{
s_pDataManager->removeAllEffects();
}