Пример #1
0
void MainScene::preloadMusic()
{
    SimpleAudioEngine *pAudioEngine = SimpleAudioEngine::sharedEngine();
    pAudioEngine->preloadBackgroundMusic(BACK_MUSIC);
    pAudioEngine->preloadEffect(JUMP_MUSIC);
    pAudioEngine->preloadEffect(CROUCH_MUSIC);
}
Пример #2
0
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();
}
Пример #3
0
static mrb_value SimpleAudioEngine_stopEffect(mrb_state *mrb, mrb_value self) {
  mrb_value* args;
  int arg_count;
  mrb_get_args(mrb, "*", &args, &arg_count);
  unsigned int p0 = get_int(args[0]);
  SimpleAudioEngine* instance = static_cast<SimpleAudioEngine*>(DATA_PTR(self));
  instance->stopEffect(p0);
  return mrb_nil_value();
}
Пример #4
0
KDvoid GameManager::showMenu ( KDvoid )
{
	m_eGameState = MainMenu;
	CCDirector::sharedDirector ( )->popScene ( );

	SimpleAudioEngine*		pSE = SimpleAudioEngine::sharedEngine ( );
	if ( !pSE->isBackgroundMusicPlaying ( ) && m_bMusicOn )
	{
		pSE->preloadBackgroundMusic ( "titletheme.mp3" );
	}
}
Пример #5
0
void MainScene::PlayStopBGM()
{
	SimpleAudioEngine* audio = SimpleAudioEngine::getInstance();
	if (audio->isBackgroundMusicPlaying())
	{
		audio->stopBackgroundMusic();
	}
	else
	{
		audio->playBackgroundMusic("musics/bgm.mp3");
	}
}
Пример #6
0
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;
}
Пример #7
0
static mrb_value SimpleAudioEngine_playBackgroundMusic(mrb_state *mrb, mrb_value self) {
  mrb_value* args;
  int arg_count;
  mrb_get_args(mrb, "*", &args, &arg_count);
  if (arg_count == 1) {
    const char* p0 = mrb_string_value_ptr(mrb, args[0]);
    SimpleAudioEngine* instance = static_cast<SimpleAudioEngine*>(DATA_PTR(self));
    instance->playBackgroundMusic(p0);
    return mrb_nil_value();
  } else if (arg_count == 2) {
    const char* p0 = mrb_string_value_ptr(mrb, args[0]);
    bool p1 = get_bool(args[1]);
    SimpleAudioEngine* instance = static_cast<SimpleAudioEngine*>(DATA_PTR(self));
    instance->playBackgroundMusic(p0, p1);
    return mrb_nil_value();
  } else {
    mrb_raise(mrb, E_ARGUMENT_ERROR, "SimpleAudioEngine#playBackgroundMusic Wrong count of arguments.");
    return mrb_nil_value();
  }
}
Пример #8
0
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);
    
}
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;
}
 static void stopBackground(bool bReleaseData)
 {
     SimpleAudioEngine *engine = SimpleAudioEngine::getInstance();
     engine->stopBackgroundMusic();
 }
Пример #11
0
static mrb_value SimpleAudioEngine_stopAllEffects(mrb_state *mrb, mrb_value self) {

  SimpleAudioEngine* instance = static_cast<SimpleAudioEngine*>(DATA_PTR(self));
  instance->stopAllEffects();
  return mrb_nil_value();
}
Пример #12
0
APSAudioHolder::APSAudioHolder(const char *code, APSResourceManager *manager) :
APSMedium(code, manager),
APSAudioHolder_propertyInitialization
{
}

APSAudioHolder::APSAudioHolder(APSDictionary *properties) :
APSAudioHolder_propertyInitialization
{
    if (properties) {
        this->initWithProperties(properties);
    }
}

APSAudioHolder::~APSAudioHolder() {
    
    APS_SAFE_DELETE(m_filePath)
}

bool APSAudioHolder::initWithProperties(APSDictionary *properties) {
    if(!APSMedium::initWithProperties(properties))
        return false;
        
    // isBackground
    APSNumber *number = (APSNumber *)properties->getObjectForKey(this->getIsBackgroundKey());
    if (number) {
        this->setIsBackground(number->getBoolean());
    }
    
    return true;
}

void APSAudioHolder::clearCachedData() { 
    if (!this->getRunningAction()) {
        if (this->getIsBackground()) {
        } else {
        SimpleAudioEngine *engine = SimpleAudioEngine::sharedEngine();
        engine->unloadEffect(this->getFilePath()->c_str());
    }
    }
     APSMedium::clearCachedData();
}

void APSAudioHolder::preloadData() {
    if (this->getIsBackground()) {
        SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic(this->getFilePath()->c_str());
    } else {
        SimpleAudioEngine::sharedEngine()->preloadEffect(this->getFilePath()->c_str());
    }
    
}

void APSAudioHolder::playForAction(APSAction *action) {
    if (this->getRunningAction()) {
        this->stopForAction(this->getRunningAction());
    }

    if (this->getIsBackground()) {
        SimpleAudioEngine::sharedEngine()->playBackgroundMusic(this->getFilePath()->c_str());
    } else {
        this->setEffectId(SimpleAudioEngine::sharedEngine()->playEffect(this->getFilePath()->c_str()));
    }
    this->setRunningAction(action);
}

void APSAudioHolder::stopForAction(APSAction *action) {
    // Only the action that ran currently playing sound can stop it.
    if (this->getRunningAction()==action) {
        if (this->getIsBackground()) {
            SimpleAudioEngine::sharedEngine()->stopBackgroundMusic();
        } else {
            SimpleAudioEngine::sharedEngine()->stopEffect(this->getEffectId());
        }
        
        this->setRunningAction(NULL);
    }
}


const string *APSAudioHolder::getFilePath() {
    if (!m_filePath) {
        m_filePath = new string(this->getResourceManager()->getPathForFilename(this->getFilename()));
    }
    return m_filePath;
}

APS_END_NAMESPACE