void MainScene::preloadMusic() { SimpleAudioEngine *pAudioEngine = SimpleAudioEngine::sharedEngine(); pAudioEngine->preloadBackgroundMusic(BACK_MUSIC); pAudioEngine->preloadEffect(JUMP_MUSIC); pAudioEngine->preloadEffect(CROUCH_MUSIC); }
void LoadingScene::preloadSounds() { SimpleAudioEngine* audioEngine = SimpleAudioEngine::getInstance(); audioEngine->stopBackgroundMusic(); audioEngine->preloadEffect(EFFECT_SPACESHIP_CREATION); audioEngine->preloadEffect(EFFECT_BOOM_2); audioEngine->preloadEffect(EFFECT_BOOM); audioEngine->playBackgroundMusic(MUSIC_GAME); }
static mrb_value SimpleAudioEngine_preloadEffect(mrb_state *mrb, mrb_value self) { mrb_value* args; int arg_count; mrb_get_args(mrb, "*", &args, &arg_count); const char* p0 = mrb_string_value_ptr(mrb, args[0]); SimpleAudioEngine* instance = static_cast<SimpleAudioEngine*>(DATA_PTR(self)); instance->preloadEffect(p0); return mrb_nil_value(); }
bool AppDelegate::applicationDidFinishLaunching() { // initialize director auto director = Director::getInstance(); auto glview = director->getOpenGLView(); if(!glview) { glview = GLView::create("My Game"); director->setOpenGLView(glview); } glview->setDesignResolutionSize(768, 1024, ResolutionPolicy::EXACT_FIT); FileUtils* futils = FileUtils::getInstance(); auto screensize = glview->getFrameSize(); if(screensize.width > 768) { vector<string> dirs(1, "hd"); futils->setSearchResolutionsOrder(dirs); director->setContentScaleFactor(2); } else { vector<string> dirs(1, "sd"); futils->setSearchResolutionsOrder(dirs); director->setContentScaleFactor(1); } SimpleAudioEngine* augine = SimpleAudioEngine::getInstance(); augine->preloadEffect(futils->fullPathForFilename("hit.wav").c_str()); augine->preloadEffect(futils->fullPathForFilename("score.wav").c_str()); // turn on display FPS director->setDisplayStats(true); // set FPS. the default value is 1.0/60 if you don't call this director->setAnimationInterval(1.0 / 60); // create a scene. it's an autorelease object auto scene = LogoLayer::createScene(); // run director->runWithScene(scene); return true; }
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; }