获取你的音乐节点。 假设这个节点为AudioNode
然后
auto audio = dynamic_cast<ComAudio*>(AudioNode->getComponent("your_audio_name"))
然后。。。
void end();
void preloadBackgroundMusic(const char* pszFilePath);
void playBackgroundMusic(const char* pszFilePath, bool bLoop);
void playBackgroundMusic(const char* pszFilePath);
void playBackgroundMusic();
void stopBackgroundMusic(bool bReleaseData);
void stopBackgroundMusic();
void pauseBackgroundMusic();
void resumeBackgroundMusic();
void rewindBackgroundMusic();
bool willPlayBackgroundMusic();
bool isBackgroundMusicPlaying();
float getBackgroundMusicVolume();
void setBackgroundMusicVolume(float volume);
float getEffectsVolume();
void setEffectsVolume(float volume);
unsigned int playEffect(const char* pszFilePath, bool bLoop);
unsigned int playEffect(const char* pszFilePath);
unsigned int playEffect();
void pauseEffect(unsigned int nSoundId);
void pauseAllEffects();
void resumeEffect(unsigned int nSoundId);
void resumeAllEffects();
void stopEffect(unsigned int nSoundId);
void stopAllEffects();
void preloadEffect(const char* pszFilePath);
void unloadEffect(const char* pszFilePath);
void setFile(const char* pszFilePath);
const char* getFile();
void setLoop(bool bLoop);
bool isLoop();
然后
auto audio = dynamic_cast<ComAudio*>(AudioNode->getComponent("your_audio_name"))
然后。。。
void end();
void preloadBackgroundMusic(const char* pszFilePath);
void playBackgroundMusic(const char* pszFilePath, bool bLoop);
void playBackgroundMusic(const char* pszFilePath);
void playBackgroundMusic();
void stopBackgroundMusic(bool bReleaseData);
void stopBackgroundMusic();
void pauseBackgroundMusic();
void resumeBackgroundMusic();
void rewindBackgroundMusic();
bool willPlayBackgroundMusic();
bool isBackgroundMusicPlaying();
float getBackgroundMusicVolume();
void setBackgroundMusicVolume(float volume);
float getEffectsVolume();
void setEffectsVolume(float volume);
unsigned int playEffect(const char* pszFilePath, bool bLoop);
unsigned int playEffect(const char* pszFilePath);
unsigned int playEffect();
void pauseEffect(unsigned int nSoundId);
void pauseAllEffects();
void resumeEffect(unsigned int nSoundId);
void resumeAllEffects();
void stopEffect(unsigned int nSoundId);
void stopAllEffects();
void preloadEffect(const char* pszFilePath);
void unloadEffect(const char* pszFilePath);
void setFile(const char* pszFilePath);
const char* getFile();
void setLoop(bool bLoop);
bool isLoop();