今天白白跟大家分享一下cocos2dx添加背景音乐音效的方法。
cocos2d-x使用SimpleAudioEngine类作为实现跨平台的音乐引擎,首先需要引入头文件。
对于声音文件,我们可以提前加载,这样会提高游戏的执行效率,但却会增加内存消耗,编码时,我们需要根据实际情况决定是否要进行预加载处理。
好了,我们写一个例子先,同样还是新建一个Music项目。
1、引入头文件以及相应的库
#include "cocos2d.h"
#include "SimpleAudioEngine.h"
#include "CocosDenshionTest.h"
using namespace CocosDenshion;
2、预加载音乐文件(可以不进行提前加载)
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
#define EFFECT_FILE "effect2.ogg"
#elif( CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE)
#define EFFECT_FILE "effect1.raw"
#else
#define EFFECT_FILE "effect1.wav"
#endif
#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
#define MUSIC_FILE "music.mid"
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX )
#define MUSIC_FILE "background.ogg"
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)
#define MUSIC_FILE "background.wav"
#else
#define MUSIC_FILE "background.mp3"
#endif
3、使用音乐以及音效,以及控制音量
我们更改了HelloWorld的退出按钮,可以根据flag的值来做相应的音乐处理。
void HelloWorld::menuCloseCallback(CCObject * pSender)
{int flag = 0; //我这里直接定义一个flag,大家可根据游戏项目的需要传入flag的值
switch(flag)
{
// 背景音乐部分:
case 0:
SimpleAudioEngine::sharedEngine()->playBackgroundMusic(MUSIC_FILE, true); //播放
break;
case 1:
SimpleAudioEngine::sharedEngine()->stopBackgroundMusic(); // 停止播放
break;
case 2:
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); //暂停播放
break;
case 3:
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); // 恢复播放
break;
case 4:
SimpleAudioEngine::sharedEngine()->rewindBackgroundMusic(); //从头重新播放
break;
case 5:
if (SimpleAudioEngine::sharedEngine()->isBackgroundMusicPlaying()) //判断当前是否播放背景音乐
{
CCLOG("background music is playing");
}
else
{
CCLOG("background music is not playing");
}
break;
// 音效部分
case 6:
unsigned int m_nSoundId = SimpleAudioEngine::sharedEngine()->playEffect(EFFECT_FILE); //播放
break;
case 7:
unsigned int m_nSoundId = SimpleAudioEngine::sharedEngine()->playEffect(EFFECT_FILE, true);
break;
case 8:
SimpleAudioEngine::sharedEngine()->stopEffect(m_nSoundId); //停止播放
break;
case 9:
SimpleAudioEngine::sharedEngine()->unloadEffect(EFFECT_FILE); //去除音效
break;
// add bakcground music volume
case 10:
SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(SimpleAudioEngine::sharedEngine()->getBackgroundMusicVolume() + 0.1f);//增加音量
break;
case 11:
SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(SimpleAudioEngine::sharedEngine()->getBackgroundMusicVolume() - 0.1f);//降低音量
break;
case 12:
SimpleAudioEngine::sharedEngine()->setEffectsVolume(SimpleAudioEngine::sharedEngine()->getEffectsVolume() + 0.1f);//增加音量
break;
case 13:
SimpleAudioEngine::sharedEngine()->setEffectsVolume(SimpleAudioEngine::sharedEngine()->getEffectsVolume() - 0.1f);//降低音量
break;
case 14:
SimpleAudioEngine::sharedEngine()->pauseEffect(m_nSoundId);//暂停音效
break;
case 15:
SimpleAudioEngine::sharedEngine()->resumeEffect(m_nSoundId);//恢复音效
break;
case 16:
SimpleAudioEngine::sharedEngine()->pauseAllEffects();//暂停所有音效
break;
case 17:
SimpleAudioEngine::sharedEngine()->resumeAllEffects();//恢复所有音效
break;
case 18:
SimpleAudioEngine::sharedEngine()->stopAllEffects();//停止所有音效
break;
}
}
ok,关于音乐的所有函数都在上面了,大家可以根据自己的需要去使用啦。