mirror of https://github.com/axmolengine/axmol.git
156 lines
4.8 KiB
Objective-C
156 lines
4.8 KiB
Objective-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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#ifndef _SIMPLE_AUDIO_ENGINE_H_
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#define _SIMPLE_AUDIO_ENGINE_H_
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#include "Export.h"
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#include <stddef.h>
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namespace CocosDenshion {
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/**
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@class SimpleAudioEngine
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@brief offer a VERY simple interface to play background music & sound effect
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*/
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class EXPORT_DLL SimpleAudioEngine
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{
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public:
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SimpleAudioEngine();
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~SimpleAudioEngine();
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/**
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@brief Get the shared Engine object,it will new one when first time be called
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*/
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static SimpleAudioEngine* sharedEngine();
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/**
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@brief Release the shared Engine object
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@warning It must be called before the application exit, or a memroy leak will be casued.
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*/
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static void end();
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/**
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@brief Set the ResourcePath and(or) the zip file name
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@param pszResPath The absolute resource path
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@param pszZipFileName The relative path of the .zip file
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*/
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static void setResource(const char* pszZipFileName, const char* pszResPath = NULL);
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/**
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@brief Preload background music
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@param pszFilePath The path of the background music file,or the FileName of T_SoundResInfo
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*/
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void preloadBackgroundMusic(const char* pszFilePath);
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/**
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@brief Play background music
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@param pszFilePath The path of the background music file,or the FileName of T_SoundResInfo
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@param bLoop Whether the background music loop or not
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*/
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void playBackgroundMusic(const char* pszFilePath, bool bLoop = false);
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/**
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@brief Stop playing background music
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@param bReleaseData If release the background music data or not.As default value is false
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*/
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void stopBackgroundMusic(bool bReleaseData = false);
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/**
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@brief Pause playing background music
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*/
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void pauseBackgroundMusic();
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/**
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@brief Resume playing background music
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*/
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void resumeBackgroundMusic();
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/**
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@brief Rewind playing background music
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*/
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void rewindBackgroundMusic();
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bool willPlayBackgroundMusic();
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/**
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@brief Whether the background music is playing
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@return If is playing return true,or return false
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*/
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bool isBackgroundMusicPlaying();
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// properties
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/**
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@brief The volume of the background music max value is 1.0,the min value is 0.0
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*/
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float getBackgroundMusicVolume();
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/**
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@brief set the volume of background music
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@param volume must be in 0.0~1.0
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*/
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void setBackgroundMusicVolume(float volume);
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/**
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@brief The volume of the effects max value is 1.0,the min value is 0.0
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*/
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float getEffectsVolume();
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/**
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@brief set the volume of sound effecs
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@param volume must be in 0.0~1.0
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*/
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void setEffectsVolume(float volume);
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// for sound effects
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/**
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@brief Play sound effect
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@param pszFilePath The path of the effect file,or the FileName of T_SoundResInfo
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*/
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unsigned int playEffect(const char* pszFilePath);
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/**
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@brief Stop playing sound effect
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@param nSoundId The return value of function playEffect
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*/
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void stopEffect(unsigned int nSoundId);
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/**
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@brief preload a compressed audio file
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@details the compressed audio will be decode to wave, then write into an
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internal buffer in SimpleaudioEngine
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*/
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void preloadEffect(const char* pszFilePath);
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/**
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@brief unload the preloaded effect from internal buffer
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@param[in] pszFilePath The path of the effect file,or the FileName of T_SoundResInfo
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*/
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void unloadEffect(const char* pszFilePath);
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};
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} // end of namespace CocosDenshion
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#endif // _SIMPLE_AUDIO_ENGINE_H_
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