mirror of https://github.com/axmolengine/axmol.git
84 lines
3.7 KiB
C++
84 lines
3.7 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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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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#include "audio/include/SimpleAudioEngine.h"
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#include "audio/android/jni/cddandroidAndroidJavaEngine.h"
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#include "audio/android/ccdandroidUtils.h"
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namespace CocosDenshion {
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static SimpleAudioEngine *s_pEngine = nullptr;
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SimpleAudioEngine* SimpleAudioEngine::getInstance() {
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if (! s_pEngine) {
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s_pEngine = new CocosDenshion::android::AndroidJavaEngine();
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}
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return s_pEngine;
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}
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void SimpleAudioEngine::end() {
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if (s_pEngine) {
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delete s_pEngine;
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s_pEngine = nullptr;
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}
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}
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SimpleAudioEngine::SimpleAudioEngine() {
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}
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SimpleAudioEngine::~SimpleAudioEngine() {
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}
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// Empty implementations. On Android, only subclasses are meant to be used
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void SimpleAudioEngine::preloadBackgroundMusic(const char* pszFilePath) { }
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void SimpleAudioEngine::playBackgroundMusic(const char* pszFilePath, bool bLoop) { }
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void SimpleAudioEngine::stopBackgroundMusic(bool bReleaseData) { }
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void SimpleAudioEngine::pauseBackgroundMusic() { }
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void SimpleAudioEngine::resumeBackgroundMusic() { }
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void SimpleAudioEngine::rewindBackgroundMusic() { }
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bool SimpleAudioEngine::willPlayBackgroundMusic() { return false; }
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bool SimpleAudioEngine::isBackgroundMusicPlaying() { return false; }
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float SimpleAudioEngine::getBackgroundMusicVolume() { return 0.0f; }
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void SimpleAudioEngine::setBackgroundMusicVolume(float volume) { }
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float SimpleAudioEngine::getEffectsVolume() { return 0.0f; }
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void SimpleAudioEngine::setEffectsVolume(float volume) { }
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unsigned int SimpleAudioEngine::playEffect(const char* pszFilePath,
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bool bLoop,
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float pitch,
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float pan,
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float gain) {
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return 0; }
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void SimpleAudioEngine::pauseEffect(unsigned int nSoundId) { }
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void SimpleAudioEngine::pauseAllEffects() { }
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void SimpleAudioEngine::resumeEffect(unsigned int nSoundId) { }
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void SimpleAudioEngine::resumeAllEffects() { }
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void SimpleAudioEngine::stopEffect(unsigned int nSoundId) { }
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void SimpleAudioEngine::stopAllEffects() { }
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void SimpleAudioEngine::preloadEffect(const char* pszFilePath) { }
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void SimpleAudioEngine::unloadEffect(const char* pszFilePath) { }
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}
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