axmol/CocosDenshion/uphone/SoundDataManager.h

84 lines
2.0 KiB
Objective-C

#ifndef _SOUND_DATA_MANAGER_H_
#define _SOUND_DATA_MANAGER_H_
#include "ResourceHandle.h"
#include <map>
#include "uthash.h"
#include "SimpleAudioEngine.h"
#include <string>
/**
@struct tEffectElement
@brief The struct of hash table elements
*/
typedef struct _hashElement
{
int nSoundID;
unsigned char* pDataBuffer;
const char* FileName;
int nDataSize;
int nPlayerSoundID;
UT_hash_handle hh;
} tEffectElement;
/**
@class SoundDataManager
@brief The manager of sound data
*/
class SoundDataManager
{
public:
SoundDataManager();
~SoundDataManager();
/**
@brief Set the resource entry,it's only used on platform-uphone now
*/
void setResEntry(const void* pResEntry);
/**
@brief set the sound ResInfo,it's only used on platform-uphone now
*/
void setSoundResInfo(const T_SoundResInfo ResInfo[], int nCount);
/**
@brief Load the sound data
@param pszFilePath The path of the effect file,or the FileName of T_SoundResInfo
@return Load success, return the SoundId;Or return 0
*/
int loadSoundData(const char* pszFilePath);
/**
@brief Get the sound data by SoundID
@param nSoundID The soundID
@return If find succeed,return the pointer of hash table element;or return NULL
*/
tEffectElement* getSoundData(int nSoundID);
/**
@brief Unload the sound effect element by SoundID
@param nSoundID The effect soundID
*/
void unloadEffect(int nSoundID);
/**
@brief Unload all effect elements
*/
void removeAllEffects();
private:
int loadFromResourceInfo(const char* pFileKey);
int loadFromFile(const char* pFilePath);
private:
ResourceHandle* m_pHRes;
// use hash map to save the effects loaded
struct _hashElement * m_pEffects;
typedef std::map<std::string, int> SoundInfoMap;
SoundInfoMap* m_pSoundMap;
};
#endif