void SoundManager::addSound(const char* fileName, SOUND_TYPE type, bool isLoop) { if (_dicSounds.at(fileName)) return; SoundData* data = new SoundData; data->setSoundKey(fileName); data->setSoundType(type); data->setIsLoop(isLoop); _dicSounds.insert(fileName, data); if (type == BGM) { SimpleAudioEngine::getInstance()->preloadBackgroundMusic(fileName); } else if (type == EFFECT) { SimpleAudioEngine::getInstance()->preloadEffect(fileName); } }