axmol/CocosDenshion/uphone/SimpleAudioEngine.cpp

303 lines
6.5 KiB
C++

#include "SimpleAudioEngine.h"
#include "SoundPlayer.h"
#include "SoundDataManager.h"
#include <vector>
typedef std::vector<SoundPlayer*> PlayerArray;
typedef PlayerArray::iterator PlayerArrayIterator;
#define BREAK_IF(cond) if (cond) break;
static SimpleAudioEngine *s_pSharedAudioEngie = NULL;
static PlayerArray *s_pEffectPlayers = NULL;
static SoundDataManager *s_pDataManager = NULL;
static SoundPlayer *s_pBackPlayer = NULL;
static int s_nBackgroundMusicVolume = 100;
static int s_nEffectsVolume = 100;
static bool s_bWillPlayBackgroundMusic = false;
void removeAllEffectPlayers()
{
PlayerArrayIterator iter;
for (iter = s_pEffectPlayers->begin(); iter != s_pEffectPlayers->end(); ++iter)
{
if (*iter)
{
delete *iter;
}
}
s_pEffectPlayers->clear();
delete s_pEffectPlayers;
}
SimpleAudioEngine::SimpleAudioEngine()
{
if (s_pEffectPlayers)
{
removeAllEffectPlayers();
}
s_pEffectPlayers = new PlayerArray();
SetEffectsVolume(s_nEffectsVolume);
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()
{
removeAllEffectPlayers();
if (s_pBackPlayer)
{
delete s_pBackPlayer;
s_pBackPlayer = NULL;
}
if (s_pDataManager)
{
delete s_pDataManager;
s_pDataManager = NULL;
}
}
SimpleAudioEngine* SimpleAudioEngine::getSharedEngine()
{
if (s_pSharedAudioEngie == NULL)
{
s_pSharedAudioEngie = new SimpleAudioEngine;
}
return s_pSharedAudioEngie;
}
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;
}
PlayerArrayIterator iter;
for (iter = s_pEffectPlayers->begin(); iter != s_pEffectPlayers->end(); ++iter)
{
if (*iter)
{
(*iter)->SetVolumeValue(volume);
}
}
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)
{
SoundPlayer* pPlayer = NULL;
// find the players are playing the effect
PlayerArrayIterator iter;
for (iter = s_pEffectPlayers->begin(); iter != s_pEffectPlayers->end(); ++iter)
{
if ((*iter) && pPlayer->GetCurrentSoundID() == nSoundId)
{
pPlayer->Stop();
}
}
}
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);
SoundPlayer* pPlayer = NULL;
bool bLoaded = false;
// find the not playing player in s_pEffectPlayers
PlayerArrayIterator iter;
for (iter = s_pEffectPlayers->begin(); iter != s_pEffectPlayers->end(); ++iter)
{
if ((*iter) && !(*iter)->IsPlaying())
{
pPlayer = (*iter);
if (pPlayer->GetCurrentSoundID() == nSoundId)
{
bLoaded = true;
break;
}
}
}
// not find player,new one player
if (!pPlayer)
{
pPlayer = new SoundPlayer();
s_pEffectPlayers->push_back(pPlayer);
// set the player volume
pPlayer->SetVolumeValue(s_nEffectsVolume);
}
// play the sound and record the player
if (bLoaded)
{
pPlayer->Rewind();
}
else
{
pPlayer->PlaySoundFromMem(pElement->pDataBuffer, pElement->nDataSize, pElement->FileName);
pPlayer->SetCurrentSoundID(nSoundId);
}
} 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);
}