void MainScene::preloadMusic() { SimpleAudioEngine *pAudioEngine = SimpleAudioEngine::sharedEngine(); pAudioEngine->preloadBackgroundMusic(BACK_MUSIC); pAudioEngine->preloadEffect(JUMP_MUSIC); pAudioEngine->preloadEffect(CROUCH_MUSIC); }
KDvoid GameManager::showMenu ( KDvoid ) { m_eGameState = MainMenu; CCDirector::sharedDirector ( )->popScene ( ); SimpleAudioEngine* pSE = SimpleAudioEngine::sharedEngine ( ); if ( !pSE->isBackgroundMusicPlaying ( ) && m_bMusicOn ) { pSE->preloadBackgroundMusic ( "titletheme.mp3" ); } }
KDbool SoundManager::init ( KDvoid ) { SimpleAudioEngine* pSE = SimpleAudioEngine::sharedEngine ( ); // sound loading pSE->preloadEffect ( "sound_fx_chip_was_unselected.wav" ); pSE->preloadEffect ( "sound_fx_regeneration.wav" ); pSE->preloadEffect ( "sound_fx_selected_chip.wav" ); pSE->preloadEffect ( "sound_fx_tap.wav" ); pSE->preloadEffect ( "sound_fx_ready.wav" ); pSE->preloadEffect ( "sound_fx_new_girl.mp3" ); pSE->preloadEffect ( "sound_fx_incorrect_matching.mp3" ); pSE->preloadEffect ( "sound_fx_game_over.mp3" ); pSE->preloadEffect ( "sound_fx_correct_matching_with_wildcard.mp3" ); pSE->preloadEffect ( "sound_fx_correct_matching.mp3" ); // music pSE->preloadBackgroundMusic ( "sound_music_game.mp3" ); pSE->preloadBackgroundMusic ( "sound_music_menu.mp3" ); return KD_TRUE; }