mirror of https://github.com/axmolengine/axmol.git
303 lines
6.5 KiB
C++
303 lines
6.5 KiB
C++
#include "SimpleAudioEngine.h"
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#include "SoundPlayer.h"
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#include "SoundDataManager.h"
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#include <vector>
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typedef std::vector<SoundPlayer*> PlayerArray;
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typedef PlayerArray::iterator PlayerArrayIterator;
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#define BREAK_IF(cond) if (cond) break;
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static SimpleAudioEngine *s_pSharedAudioEngie = NULL;
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static PlayerArray *s_pEffectPlayers = NULL;
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static SoundDataManager *s_pDataManager = NULL;
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static SoundPlayer *s_pBackPlayer = NULL;
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static int s_nBackgroundMusicVolume = 100;
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static int s_nEffectsVolume = 100;
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static bool s_bWillPlayBackgroundMusic = false;
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void removeAllEffectPlayers()
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{
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PlayerArrayIterator iter;
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for (iter = s_pEffectPlayers->begin(); iter != s_pEffectPlayers->end(); ++iter)
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{
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if (*iter)
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{
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delete *iter;
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}
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}
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s_pEffectPlayers->clear();
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delete s_pEffectPlayers;
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}
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SimpleAudioEngine::SimpleAudioEngine()
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{
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if (s_pEffectPlayers)
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{
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removeAllEffectPlayers();
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}
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s_pEffectPlayers = new PlayerArray();
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SetEffectsVolume(s_nEffectsVolume);
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if (s_pBackPlayer)
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{
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delete s_pBackPlayer;
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}
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s_pBackPlayer = new SoundPlayer();
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SetBackgroundMusicVolume(s_nBackgroundMusicVolume);
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if (s_pDataManager)
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{
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delete s_pDataManager;
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}
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s_pDataManager = new SoundDataManager();
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}
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SimpleAudioEngine::~SimpleAudioEngine()
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{
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removeAllEffectPlayers();
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if (s_pBackPlayer)
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{
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delete s_pBackPlayer;
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s_pBackPlayer = NULL;
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}
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if (s_pDataManager)
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{
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delete s_pDataManager;
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s_pDataManager = NULL;
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}
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}
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SimpleAudioEngine* SimpleAudioEngine::getSharedEngine()
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{
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if (s_pSharedAudioEngie == NULL)
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{
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s_pSharedAudioEngie = new SimpleAudioEngine;
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}
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return s_pSharedAudioEngie;
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}
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void SimpleAudioEngine::playBackgroundMusic(const char* pszFilePath, bool bLoop)
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{
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int nTimes = 1;
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if (bLoop)
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{
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nTimes = -1;
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}
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int nSoundID = s_pDataManager->loadSoundData(pszFilePath);
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tEffectElement* pElement = s_pDataManager->getSoundData(nSoundID);
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if (pElement)
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{
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s_pBackPlayer->PlaySoundFromMem(pElement->pDataBuffer, pElement->nDataSize, pElement->FileName, nTimes);
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}
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}
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void SimpleAudioEngine::stopBackgroundMusic()
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{
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if (s_pBackPlayer)
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{
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s_pBackPlayer->Stop();
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}
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}
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void SimpleAudioEngine::pauseBackgroundMusic()
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{
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if (s_pBackPlayer)
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{
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s_pBackPlayer->Pause();
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}
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}
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void SimpleAudioEngine::resumeBackgroundMusic()
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{
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if (s_pBackPlayer)
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{
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s_pBackPlayer->Resume();
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}
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}
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void SimpleAudioEngine::rewindBackgroundMusic()
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{
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if (s_pBackPlayer)
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{
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s_pBackPlayer->Rewind();
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}
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}
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bool SimpleAudioEngine::willPlayBackgroundMusic()
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{
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return s_bWillPlayBackgroundMusic;
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}
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bool SimpleAudioEngine::isBackgroundMusicPlaying()
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{
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bool bRet = false;
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if (s_pBackPlayer)
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{
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bRet = s_pBackPlayer->IsPlaying();
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}
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return bRet;
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}
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// properties
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int SimpleAudioEngine::GetBackgroundMusicVolume()
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{
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return s_nBackgroundMusicVolume;
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}
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void SimpleAudioEngine::SetBackgroundMusicVolume(int volume)
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{
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if (volume > 100)
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{
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volume = 100;
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}
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else if (volume < 0)
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{
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volume = 0;
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}
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if (s_pBackPlayer)
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{
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s_pBackPlayer->SetVolumeValue(volume);
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}
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s_nBackgroundMusicVolume = volume;
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}
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int SimpleAudioEngine::GetEffectsVolume()
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{
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return s_nEffectsVolume;
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}
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void SimpleAudioEngine::SetEffectsVolume(int volume)
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{
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if (volume > 100)
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{
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volume = 100;
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}
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else if (volume < 0)
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{
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volume = 0;
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}
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PlayerArrayIterator iter;
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for (iter = s_pEffectPlayers->begin(); iter != s_pEffectPlayers->end(); ++iter)
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{
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if (*iter)
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{
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(*iter)->SetVolumeValue(volume);
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}
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}
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s_nEffectsVolume = volume;
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}
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// for sound effects
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int SimpleAudioEngine::playEffect(const char* pszFilePath)
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{
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int nSoundID = preloadEffect(pszFilePath);
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if (nSoundID > 0)
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{
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playPreloadedEffect(nSoundID);
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}
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return nSoundID;
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}
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void SimpleAudioEngine::stopEffect(int nSoundId)
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{
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SoundPlayer* pPlayer = NULL;
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// find the players are playing the effect
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PlayerArrayIterator iter;
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for (iter = s_pEffectPlayers->begin(); iter != s_pEffectPlayers->end(); ++iter)
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{
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if ((*iter) && pPlayer->GetCurrentSoundID() == nSoundId)
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{
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pPlayer->Stop();
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}
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}
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}
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int SimpleAudioEngine::preloadEffect(const char* pszFilePath)
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{
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return s_pDataManager->loadSoundData(pszFilePath);
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}
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void SimpleAudioEngine::unloadEffect(int nSoundId)
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{
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s_pDataManager->unloadEffect(nSoundId);
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}
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void SimpleAudioEngine::playPreloadedEffect(int nSoundId)
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{
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do
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{
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tEffectElement* pElement = s_pDataManager->getSoundData(nSoundId);
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BREAK_IF(! pElement);
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SoundPlayer* pPlayer = NULL;
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bool bLoaded = false;
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// find the not playing player in s_pEffectPlayers
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PlayerArrayIterator iter;
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for (iter = s_pEffectPlayers->begin(); iter != s_pEffectPlayers->end(); ++iter)
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{
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if ((*iter) && !(*iter)->IsPlaying())
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{
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pPlayer = (*iter);
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if (pPlayer->GetCurrentSoundID() == nSoundId)
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{
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bLoaded = true;
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break;
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}
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}
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}
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// not find player,new one player
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if (!pPlayer)
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{
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pPlayer = new SoundPlayer();
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s_pEffectPlayers->push_back(pPlayer);
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// set the player volume
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pPlayer->SetVolumeValue(s_nEffectsVolume);
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}
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// play the sound and record the player
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if (bLoaded)
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{
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pPlayer->Rewind();
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}
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else
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{
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pPlayer->PlaySoundFromMem(pElement->pDataBuffer, pElement->nDataSize, pElement->FileName);
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pPlayer->SetCurrentSoundID(nSoundId);
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}
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} while (0);
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}
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void SimpleAudioEngine::setSoundResInfo(const T_SoundResInfo ResInfo[], int nCount)
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{
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s_pDataManager->setSoundResInfo(ResInfo, nCount);
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}
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void SimpleAudioEngine::setResourceEntry(const void* pResEntry)
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{
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s_pDataManager->setResEntry(pResEntry);
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}
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