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Cocos2d-x中背景音乐和音效使用实例
来源: 互联网 发布时间:2014-10-28
本文导语: 游戏中的音乐和音效是必不可少的,好的音乐可以给我们留下很深的印象也决定了这个游戏的品质。今天我们来学习一下cocos2d-x中如何使用音乐和音效。这些用到的函数都比较简单,现在直接上代码。 //声音预先处理类的头...
游戏中的音乐和音效是必不可少的,好的音乐可以给我们留下很深的印象也决定了这个游戏的品质。今天我们来学习一下cocos2d-x中如何使用音乐和音效。这些用到的函数都比较简单,现在直接上代码。
//声音预先处理类的头文件 #ifndef _AUDIO_PRETREAT_H #define _AUDIO_PRETREAT_H #include "cocos2d.h" //使用声音引擎必须包含SimpleAudioEngeim.h头文件 #include "SimpleAudioEngine.h" using namespace cocos2d; //声音引擎的命名空间 using namespace CocosDenshion; //类AudioPretrea采用单例设计模式 //把用到的音乐做为枚举类型 enum MUSIC_TYPE { MUSIC_TYPE_BACKGROUND //背景音乐 }; //把用到的音乐做为枚举类型 enum EFFECT_TYPE { EFFECT_TYPE_EFFECT1 }; class AudioPretreat { private: static AudioPretreat * m_audioPretreat; public: //单例设计的时候需要用到的俩个函数 static AudioPretreat * sharedAudioPretreat(); static void freeAudioPretreat(); //可以根据不同的平台获取不同的声音文件 char * getMusic(MUSIC_TYPE type); char * getEffect(EFFECT_TYPE type); //在init中完成声音的预先加载 bool init(); }; #endif
//声音预先处理类的实现 #include "AudioPretreat.h" //单例设计模式采用的惯用方式 AudioPretreat * AudioPretreat::m_audioPretreat = NULL; AudioPretreat * AudioPretreat::sharedAudioPretreat() { if(NULL == m_audioPretreat) { m_audioPretreat = new AudioPretreat(); } return m_audioPretreat; } //在AppDelegate析构的时候调用这个函数 void AudioPretreat::freeAudioPretreat() { if(m_audioPretreat) { delete m_audioPretreat; m_audioPretreat = NULL; } } //根据不同的平台获得不同的声音文件 char * AudioPretreat::getMusic(MUSIC_TYPE type) { switch(type) { case MUSIC_TYPE_BACKGROUND: //WIN32,ANDROID,IOS都使用MP3格式的背景音乐 #if(CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) return "background-music.mp3"; #else(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) return "background-music.mp3"; #endif break; } return NULL; } //根据不同的平台获得不同的音效文件 char * AudioPretreat::getEffect(EFFECT_TYPE type) { switch(type) { case EFFECT_TYPE_EFFECT1: #if(CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) return "pew-pew-lei.wav"; #else(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) return "pew-pew-lei.ogg"; #endif } return NULL; } //init函数中完成一些初始化的操作 bool AudioPretreat::init() { bool bRet = false; do { //预先加载声音,参数是声音文件 SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic(this->getMusic(MUSIC_TYPE_BACKGROUND)); //加载音效 SimpleAudioEngine::sharedEngine()->preloadEffect(this->getEffect(EFFECT_TYPE_EFFECT1)); //设置声音的大小0.0-1.0 SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.1f); bRet = true; } while(0); return bRet; }
// 下面就来看一下如何使用声音引擎 bool HelloWorld::init() { bool bRet = false; do { CC_BREAK_IF(! CCLayer::init()); CCSize size = CCDirector::sharedDirector()->getVisibleSize(); AudioPretreat::sharedAudioPretreat()->init(); //以下是对背景音乐的一些操作 //设置字符串,并且转码 std::string str1 = "播放背景音乐"; std::string str2 = "停止背景音乐"; std::string str3 = "暂停背景音乐"; std::string str4 = "恢复背景音乐"; std::string str5 = "重头播放背景音乐"; std::string str6 = "背景音乐:加"; std::string str7 = "背景音乐:减"; GBKToUTF8(str1,"GB2312","UTF-8"); GBKToUTF8(str2,"GB2312","UTF-8"); GBKToUTF8(str3,"GB2312","UTF-8"); GBKToUTF8(str4,"GB2312","UTF-8"); GBKToUTF8(str5,"GB2312","UTF-8"); GBKToUTF8(str6,"GB2312","UTF-8"); GBKToUTF8(str7,"GB2312","UTF-8"); CCMenuItemFont::setFontSize(24); CCMenuItemFont::setFontName("Arial"); CCMenuItemFont * menu1 = CCMenuItemFont::create(str1.c_str(),this,menu_selector(HelloWorld::menu)); menu1->setTag(1); CCMenuItemFont * menu2 = CCMenuItemFont::create(str2.c_str(),this,menu_selector(HelloWorld::menu)); menu2->setTag(2); CCMenuItemFont * menu3 = CCMenuItemFont::create(str3.c_str(),this,menu_selector(HelloWorld::menu)); menu3->setTag(3); CCMenuItemFont * menu4 = CCMenuItemFont::create(str4.c_str(),this,menu_selector(HelloWorld::menu)); menu4->setTag(4); CCMenuItemFont * menu5 = CCMenuItemFont::create(str5.c_str(),this,menu_selector(HelloWorld::menu)); menu5->setTag(5); CCMenuItemFont * menu6 = CCMenuItemFont::create(str6.c_str(),this,menu_selector(HelloWorld::menu)); menu6->setTag(6); CCMenuItemFont * menu7 = CCMenuItemFont::create(str7.c_str(),this,menu_selector(HelloWorld::menu)); menu7->setTag(7); CCMenu * leftMenu = CCMenu::create(menu1,menu2,menu3,menu4,menu5,menu6,menu7,NULL); leftMenu->alignItemsVerticallyWithPadding(5); leftMenu->setPositionX(size.width/4); this->addChild(leftMenu); //以下是对音效的操作 std::string str11 = "播放音效"; std::string str12 = "停止音效"; std::string str13 = "暂停音效"; std::string str14 = "恢复音效"; std::string str15 = "从缓存中移除音效"; std::string str16 = "音效:加"; std::string str17 = "音效:减"; GBKToUTF8(str11,"GB2312","UTF-8"); GBKToUTF8(str12,"GB2312","UTF-8"); GBKToUTF8(str13,"GB2312","UTF-8"); GBKToUTF8(str14,"GB2312","UTF-8"); GBKToUTF8(str15,"GB2312","UTF-8"); GBKToUTF8(str16,"GB2312","UTF-8"); GBKToUTF8(str17,"GB2312","UTF-8"); CCMenuItemFont * menu11 = CCMenuItemFont::create(str11.c_str(),this,menu_selector(HelloWorld::menu)); menu11->setTag(11); CCMenuItemFont * menu12 = CCMenuItemFont::create(str12.c_str(),this,menu_selector(HelloWorld::menu)); menu12->setTag(12); CCMenuItemFont * menu13 = CCMenuItemFont::create(str13.c_str(),this,menu_selector(HelloWorld::menu)); menu13->setTag(13); CCMenuItemFont * menu14 = CCMenuItemFont::create(str14.c_str(),this,menu_selector(HelloWorld::menu)); menu14->setTag(14); CCMenuItemFont * menu15 = CCMenuItemFont::create(str15.c_str(),this,menu_selector(HelloWorld::menu)); menu15->setTag(15); CCMenuItemFont * menu16 = CCMenuItemFont::create(str16.c_str(),this,menu_selector(HelloWorld::menu)); menu16->setTag(16); CCMenuItemFont * menu17 = CCMenuItemFont::create(str17.c_str(),this,menu_selector(HelloWorld::menu)); menu17->setTag(17); CCMenu * rightMenu = CCMenu::create(menu11,menu12,menu13,menu14,menu15,menu16,menu17,NULL); rightMenu->alignItemsVerticallyWithPadding(5); rightMenu->setPositionX(size.width*3/4); this->addChild(rightMenu); bRet = true; } while (0); return bRet; } void HelloWorld::menu(CCObject * sender) { CCNode * node = (CCNode *)sender; int tag = node->getTag(); switch(tag) { case 1: //播放声音,第二个参数代表是否循环播放 SimpleAudioEngine::sharedEngine()->playBackgroundMusic( AudioPretreat::sharedAudioPretreat()->getMusic(MUSIC_TYPE_BACKGROUND),true); break; case 2: SimpleAudioEngine::sharedEngine()->stopBackgroundMusic(); break; case 3: //pause和resume成对使用 SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); break; case 4: SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); break; case 5: SimpleAudioEngine::sharedEngine()->rewindBackgroundMusic(); break; case 6: //这个函数在win32上没法改变声音的大小,大家用f12跟进函数的时候里边是空,但是在android平台上有实现 SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume( SimpleAudioEngine::sharedEngine()->getBackgroundMusicVolume()+0.1f); break; case 7: //这个函数在win32上没法改变声音的大小,大家用f12跟进函数的时候里边是空,但是在android平台上有实现 SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume( SimpleAudioEngine::sharedEngine()->getBackgroundMusicVolume()-0.1f); break; case 11: //第二个参数设为true的话则循环播放,soundID是在HelloWorld的头文件中定义的 //音效函数不同于背景音乐的是会返回一个ID soundID = SimpleAudioEngine::sharedEngine()->playEffect( AudioPretreat::sharedAudioPretreat()->getEffect(EFFECT_TYPE_EFFECT1),true); break; case 12: //音效函数大多会传入一个ID,因为游戏中的音效不止一个 SimpleAudioEngine::sharedEngine()->stopEffect(soundID); break; case 13: SimpleAudioEngine::sharedEngine()->pauseEffect(soundID); break; case 14: SimpleAudioEngine::sharedEngine()->resumeEffect(soundID); case 15: //从缓存中移除音效,需要传入移除的音效的名字 SimpleAudioEngine::sharedEngine()->unloadEffect( AudioPretreat::sharedAudioPretreat()->getEffect(EFFECT_TYPE_EFFECT1)); case 16: SimpleAudioEngine::sharedEngine()->setEffectsVolume( SimpleAudioEngine::sharedEngine()->getEffectsVolume()+0.1); break; case 17: SimpleAudioEngine::sharedEngine()->setEffectsVolume( SimpleAudioEngine::sharedEngine()->getEffectsVolume()-0.1); break; } } //编码格式转化函数 int GBKToUTF8(std::string & gbkStr, const char* toCode, const char* fromCode) { iconv_t iconvH; iconvH = iconv_open(fromCode, toCode); if (iconvH == 0) { return -1; } const char* strChar = gbkStr.c_str(); const char** pin = &strChar; size_t strLength = gbkStr.length(); char* outbuf = (char*) malloc(strLength*4); char* pBuff = outbuf; memset( outbuf, 0, strLength*4); size_t outLength = strLength*4; if (-1 == iconv(iconvH, pin, &strLength, &outbuf, &outLength)) { iconv_close(iconvH); return -1; } gbkStr = pBuff; iconv_close(iconvH); return 0; }
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