cocos2d-x 游戏中声音 有两种 一种是背景音乐 一种是音效 加载音乐 或者音效的时候 我们需要先缓存声音
#define EFFECT_FILE "effect1.wav" //音效
#define MUSIC_FILE "background.mp3" //音乐
这两个宏 代表了 音乐和音效的名称或者目录
SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic( CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(MUSIC_FILE) );//缓存音乐
SimpleAudioEngine::sharedEngine()->preloadEffect( CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(EFFECT_FILE) );//缓存音效
// set default volume
SimpleAudioEngine::sharedEngine()->setEffectsVolume(0.5);//设置音效声音
SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.5);//设置音乐声音
1.播放背景音乐
SimpleAudioEngine::sharedEngine()->playBackgroundMusic(std::string(CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(MUSIC_FILE)).c_str(), true);
2.也可以判断目前有没有背景音乐
if (SimpleAudioEngine::sharedEngine()->isBackgroundMusicPlaying())
{
CCLOG("背景音乐正在播放");
}
else
{
CCLOG("没有背景音乐播放");
}
3.停止背景音乐
SimpleAudioEngine::sharedEngine()->stopBackgroundMusic();
4.暂停背景音乐
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
5.恢复背景音乐
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
6.重头调用背景音乐
SimpleAudioEngine::sharedEngine()->rewindBackgroundMusic();
音效部分
1.播放音效
m_nSoundId = SimpleAudioEngine::sharedEngine()->playEffect(std::string(CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(EFFECT_FILE)).c_str());
2.重复播放音效
m_nSoundId = SimpleAudioEngine::sharedEngine()->playEffect(std::string(CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(EFFECT_FILE)).c_str(), true);
3.停止播放音效
SimpleAudioEngine::sharedEngine()->stopEffect(m_nSoundId);
4.卸载音效
SimpleAudioEngine::sharedEngine()->unloadEffect(std::string(CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(EFFECT_FILE)).c_str());
5.暂停音效
SimpleAudioEngine::sharedEngine()->pauseEffect(m_nSoundId);
6.恢复音效
SimpleAudioEngine::sharedEngine()->resumeEffect(m_nSoundId);
7.暂停所有音效
SimpleAudioEngine::sharedEngine()->pauseAllEffects();
8.恢复所有音效
SimpleAudioEngine::sharedEngine()->resumeAllEffects();
9.停止所有音效
SimpleAudioEngine::sharedEngine()->stopAllEffects();