Cocos2d-x之Sound
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音效简介:
1.1 在游戏开发的过程中除了华丽的界面,生动的动画之外,适当的音效也是重要的一部分
1.2 游戏中的声音分为两类,一类是音乐,播放时间较长,适合用作背景音乐。另一类是音效,播放时间较短,可以重复的播放,例如,子弹打出的声音,地鼠触动的声音。
1.3 cocos2d-x集成了CocosDenshion音效引擎,可以方便的实现游戏音效。CocosDenshion提供了多个音效API,它们分别是CDSoundEngine,CDAudioManager和SimpleAudioEngine。前两个是比较底层的可以控制多个声音的播放,在游戏开发中我们一般使用SimpleAudioEngine就足够了。
1.4 使用SimpleAudioEngine比较的简单,只要添加头文件和命名空间就可以使用了。#include
"SimpleAudioEngine.h";即可使用。
1.5
在Cocos2d-x中不同的平台之下,所支持的音乐格式有些差异:
Cocos2d-x在不同平台下支持的背景音乐格式:
Android: MP3,
WAV, 3GP
IOS: MP3, CAF
Win32: MID,WAV
Cocos2d-x在不同平台下支持的音效音乐格式:
Android: OGG, WAV
IOS: CAF
Win32: MID,WAV
音乐不同平台的判别:
音效文件
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) #define EFFECT_FILE "effect.ogg" #elif (CC_TARGET_PLATFORM == CC_PLATFROM_MARMALADE) #define EFFECT_FILE "effect.raw" #else #define EFFECT_FILE "effect.wav" #endif // CC_PLATFORM_ANDROID
背景音乐文件
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) #define MUSIC_FILE "music.mid" #elif (CC_TARGET_PLATFROM == CC_PLATFORM_BLACKBERRY) #define MUSIC_FILE "music.ogg" #else #define MUSIC_FILE "music.mp3" #endif // CC_PLATFORM_WIN32
音效API中的重要函数:
/** Returns a shared instance of the SimpleAudioEngine.*/
实例化
static SimpleAudioEngine* getInstance();
/** Release the shared Engine object.warning It must be called before the application exit, or it will lead to memory leaks.*/
static void end();
/** Preload background music.param filePath The path of the background music file.*/
预处理背景音乐问ujianjiang压缩格式的文件进行解压处理,如MP3解压为WAV
virtual void preloadBackgroundMusic(const char* filePath);
/** Play background music.param filePath The path of the background music file,or the FileName of T_SoundResInfo.param loop Whether the background music loop or not.*/
播放背景音乐,参数bLoop控制是否循环播放,默认为false
virtual void playBackgroundMusic(const char* filePath, bool loop = false);
/** Stop playing background music.param releaseData If release the background music data or not.As default value is false.*/
停止播放音乐
virtual void stopBackgroundMusic(bool releaseData = false);
/** Pause playing background music.*/
暂停播放背景音乐
virtual void pauseBackgroundMusic();
/** Resume playing background music.*/
继续播放背景音乐
virtual void resumeBackgroundMusic();
/** Rewind playing background music.*/
倒带
virtual void rewindBackgroundMusic();
/** Indicates whether any background music can be played or not.return <i>true</i> if background music can be played, otherwise <i>false</i>.*/
virtual bool willPlayBackgroundMusic();
/** Indicates whether the background music is playing.return <i>true</i> if the background music is playing, otherwise <i>false</i>.*/
判断背景音乐是否在播放
virtual bool isBackgroundMusicPlaying();
/** The volume of the background music within the range of 0.0 as the minimum and 1.0 as the maximum.*/
virtual float getBackgroundMusicVolume();
/** Set the volume of background music.param volume must be within the range of 0.0 as the minimum and 1.0 as the maximum.*/
设置背景音乐的音量大小
virtual void setBackgroundMusicVolume(float volume);
/** The volume of the effects within the range of 0.0 as the minimum and 1.0 as the maximum.*/
获得背景音乐的音量大小
virtual float getEffectsVolume();
/** Set the volume of sound effects.param volume must be within the range of 0.0 as the minimum and 1.0 as the maximum.*/
virtual void setEffectsVolume(float volume);
/** Play sound effect with a file path, pitch, pan and gain.
* @param filePath The path of the effect file.
* @param loop Determines whether to loop the effect playing or not. The default value is false.
* @param pitch Frequency, normal value is 1.0. Will also change effect play time.
* @param pan Stereo effect, in the range of [-1..1] where -1 enables only left channel.
* @param gain Volume, in the range of [0..1]. The normal value is 1.
* @return The sound id.
*
* @note Full support is under development, now there are limitations:
* - no pitch effect on Samsung Galaxy S2 with OpenSL backend enabled;
* - no pitch/pan/gain on win32.
*/
播放音频
virtual unsigned int playEffect(const char* filePath, bool loop = false,float pitch = 1.0f, float pan = 0.0f, float gain = 1.0f);
/** Pause playing sound effect.param soundId The return value of function playEffect.*/
暂停播放所有音效,参数SoundId是playEffect函数返回ID
virtual void pauseEffect(unsigned int soundId);
/** Pause all playing sound effect.*/
暂停播放所有音效
virtual void pauseAllEffects();
/** Resume playing sound effect.param soundId The return value of function playEffect.*/
继续播放音效,参数SoundId是playEffect函数返回ID
virtual void resumeEffect(unsigned int soundId);
/** Resume all playing sound effect.*/
继续播放所有音效
virtual void resumeAllEffects();
/** Stop playing sound effect.param soundId The return value of function playEffect.*/
停止播放所有音效,参数soundId是playEffect函数返回ID
virtual void stopEffect(unsigned int soundId);
/** Stop all playing sound effects.*/
停止播放所有音效
virtual void stopAllEffects();
/** Preload a compressed audio file.The compressed audio will be decoded to wave, then written into an internal buffer in SimpleAudioEngine.param filePath The path of the effect file.*/
预处理音频文件,将压缩格式的文件进行解压处理,如MP3解压为WAV
virtual void preloadEffect(const char* filePath);
/** Unload the preloaded effect from internal buffer.param filePath The path of the effect file.*/
virtual void unloadEffect(const char* filePath);
实例:
.h files #ifndef _SOUNDTEST_SCENE_H_
#define _SOUNDTEST_SCENE_H_
//使用音效比较的简单我们只要包含托文件SimpleAudioEngine.h和命名空间CocosDenshion
#include "cocos2d.h"
#include "ui\CocosGUI.h"
#include "editor-support/cocostudio/CCSGUIReader.h"
#include "SimpleAudioEngine.h" //设置音乐格式的宏
#define BG_FILES "MainMenuMusic1.wav"
#define EFFECT_FILES "mole.wav"
USING_NS_CC;
using namespace cocos2d::ui;
using namespace CocosDenshion;
class soundTest : public cocos2d::Layer
{
private:
public:
static cocos2d::Scene* createScene();
virtual bool init();
//Player music
void testPlayBGMusic(Ref* snedef);
void testPlayEffMusic(Ref* snedef);
//Pause music
void testPauseBGMusic(Ref* snedef);
void testPauseEffMusic(Ref* snedef);
//Resume music
void testResumeBGMusic(Ref* snedef);
void testResumeEffMusic(Ref* snedef);
//Stop music
void testStopBGMusic(Ref* snedef);
void testStopEffMusic(Ref* snedef);
//CallBack function
void sliderEvent1(Ref* sendef, SliderEventType type);
void sliderEvent2(Ref* sendef, SliderEventType type);
CREATE_FUNC(soundTest);
};
#endif // _SOUNDTEST_SCENE_H_ .cpp files #include "SoundTest.h" Scene* soundTest::createScene()
{
auto scene = Scene::create();
auto layer = soundTest::create();
scene->addChild(layer);
return scene;
}
bool soundTest::init()
{
if (!Layer::init())
{
return false;
} Size size = Director::getInstance()->getWinSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin(); SimpleAudioEngine::getInstance()->preloadBackgroundMusic(BG_FILES);
SimpleAudioEngine::getInstance()->preloadEffect(EFFECT_FILES); SimpleAudioEngine::getInstance()->setBackgroundMusicVolume(0.2);
SimpleAudioEngine::getInstance()->setEffectsVolume(0.2); auto item1 = MenuItemFont::create("Play bg", CC_CALLBACK_1(soundTest::testPlayBGMusic, this));
auto item2 = MenuItemFont::create("Play eff", CC_CALLBACK_1(soundTest::testPlayEffMusic, this)); auto item3 = MenuItemFont::create("Pause bg", CC_CALLBACK_1(soundTest::testPauseBGMusic, this));
auto item4 = MenuItemFont::create("Pause ef", CC_CALLBACK_1(soundTest::testPauseEffMusic, this)); auto item5 = MenuItemFont::create("Resume bg", CC_CALLBACK_1(soundTest::testResumeBGMusic, this));
auto item6 = MenuItemFont::create("Resume eff", CC_CALLBACK_1(soundTest::testResumeEffMusic, this)); auto item7 = MenuItemFont::create("Stop bg", CC_CALLBACK_1(soundTest::testStopBGMusic, this));
auto item8 = MenuItemFont::create("Stop eff", CC_CALLBACK_1(soundTest::testStopEffMusic, this)); auto menu1 = Menu::create(item1, item3, item5, item7, NULL);
menu1->setPosition(Vec2(100, size.height - 100));
menu1->alignItemsVertically();
this->addChild(menu1); auto menu2 = Menu::create(item2, item4, item6, item8, NULL);
menu2->setPosition(Vec2(300, size.height - 100));
menu2->alignItemsVertically();
this->addChild(menu2); Slider* slider1 = Slider::create(); slider1->loadBarTexture("sliderTrack.png");
slider1->loadSlidBallTextures("sliderThumb.png", "sliderThumb.png", "");
slider1->loadProgressBarTexture("sliderProgress.png");
slider1->setPosition(Vec2(200, 300));
slider1->addEventListenerSlider(this, sliderpercentchangedselector(soundTest::sliderEvent1));
this->addChild(slider1); Slider* slider2 = Slider::create(); slider2->loadBarTexture("sliderTrack.png");
slider2->loadSlidBallTextures("sliderThumb.png", "sliderThumb.png", "");
slider2->loadProgressBarTexture("sliderProgress.png");
slider2->setPosition(Vec2(size.width - 200, 10));
slider2->addEventListenerSlider(this, sliderpercentchangedselector(soundTest::sliderEvent1));
this->addChild(slider2); return true;
}
//设置调节音量大小条的回调函数
void soundTest::sliderEvent1(Ref* sendef, SliderEventType type)
{
if (type == SLIDER_PERCENTCHANGED)
{
Slider* slider = dynamic_cast<Slider*>(sendef);
int percent = slider->getPercent();
SimpleAudioEngine::getInstance()->setBackgroundMusicVolume(percent*0.1);
}
}
void soundTest::sliderEvent2(Ref* sendef, SliderEventType type)
{
if (type == SLIDER_PERCENTCHANGED)
{
Slider* slider = dynamic_cast<Slider*>(sendef);
int percent = slider->getPercent();
SimpleAudioEngine::getInstance()->setBackgroundMusicVolume(percent*0.1);
}
}
//开始播放音乐
void soundTest::testPlayBGMusic(Ref* sendef)
{
SimpleAudioEngine::getInstance()->playBackgroundMusic(BG_FILES, true);
}
//开始播放音效
void soundTest::testPlayEffMusic(Ref* sendef)
{
SimpleAudioEngine::getInstance()->playEffect(EFFECT_FILES);
}
//暂停播放的音乐
void soundTest::testPauseBGMusic(Ref* sendef)
{
SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
//暂停播放所有的音效
void soundTest::testPauseEffMusic(Ref* sendef)
{
SimpleAudioEngine::getInstance()->pauseAllEffects();
}
//恢复播放的音乐
void soundTest::testResumeBGMusic(Ref* sendef)
{
SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}
//恢复播放所有的音效
void soundTest::testResumeEffMusic(Ref* sendef)
{
SimpleAudioEngine::getInstance()->resumeAllEffects();
}
//停止播放的音乐
void soundTest::testStopBGMusic(Ref* sendef)
{
SimpleAudioEngine::getInstance()->stopBackgroundMusic();
}
//停止播放所有的音效
void soundTest::testStopEffMusic(Ref* sendef)
{
SimpleAudioEngine::getInstance()->stopAllEffects();
}
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