void SimpleAudioEngine::playBackgroundMusic(const char* pszFilePath, bool bLoop) { if (! pszFilePath) { return; } sharedMusic().Open(_FullPath(pszFilePath).c_str(), _Hash(pszFilePath)); sharedMusic().Play((bLoop) ? -1 : 1); }
void SimpleAudioEngine::stopBackgroundMusic(bool bReleaseData) { if (bReleaseData) { sharedMusic().Close(); } else { sharedMusic().Stop(); } }
void SimpleAudioEngine::end() { sharedMusic().Close(); for (auto& iter : sharedList()) { delete iter.second; iter.second = nullptr; } sharedList().clear(); return; }
void SimpleAudioEngine::end() { sharedMusic().Close(); EffectList::iterator p = sharedList().begin(); while (p != sharedList().end()) { delete p->second; p->second = NULL; p++; } sharedList().clear(); }
bool SimpleAudioEngine::isBackgroundMusicPlaying() { return sharedMusic().IsPlaying(); }
void SimpleAudioEngine::rewindBackgroundMusic() { sharedMusic().Rewind(); }
void SimpleAudioEngine::resumeBackgroundMusic() { sharedMusic().Resume(); }
void SimpleAudioEngine::pauseBackgroundMusic() { sharedMusic().Pause(); }
void SimpleAudioEngine::setBackgroundMusicVolume(float volume) { sharedMusic().SetVolume(int(volume * 100)); }
float SimpleAudioEngine::getBackgroundMusicVolume() { return float(sharedMusic().GetVolume()) / 100.f; }
void SimpleAudioEngine::end() { sharedMusic().Close(); sharedList().clear(); return; }