Cocs2d-x音乐播放,SimpleAudioEngine

环境:VS2012,cocos2d-x3.5,framework3.5,cocos studio 2.2.1


新建项目


一个场景,两个按钮,要实现功能,一个按钮按下播放音乐,另一个按下停止播放


两个文件完整代码

HelloWorldScene.h

#ifndef __HELLOWORLD_SCENE_H__
#define __HELLOWORLD_SCENE_H__

#include "cocos2d.h"
#include "SimpleAudioEngine.h"
#include "cocostudio/CocoStudio.h"  
#include "ui/CocosGUI.h"  
#include "editor-support/cocostudio/CCSGUIReader.h"  

using namespace cocos2d::ui;  
using namespace cocostudio;  

class HelloWorld : public cocos2d::Layer
{
public:

    // there's no 'id' in cpp, so we recommend returning the class instance pointer
    static cocos2d::Scene* createScene();

    // Here's a difference. Method 'init' in cocos2d-x returns bool, instead of returning 'id' in cocos2d-iphone
    virtual bool init();

	virtual void playevent(Ref* ref, Widget::TouchEventType touchType);
	virtual void stopevent(Ref* ref, Widget::TouchEventType touchType);

    // implement the "static create()" method manually
    CREATE_FUNC(HelloWorld);
};

#endif // __HELLOWORLD_SCENE_H__

HelloWorldScene.cpp

#include "HelloWorldScene.h"
#include "cocostudio/CocoStudio.h"
#include "ui/CocosGUI.h"

// android effect only support ogg
#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 // CC_PLATFOR_ANDROID

#if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
#define MUSIC_FILE        "music.mid"
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) || (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT)
#define MUSIC_FILE        "background.wav"
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX )
#define MUSIC_FILE        "background.ogg"
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
#define MUSIC_FILE        "background.caf"
#else
#define MUSIC_FILE        "background.mp3"
#endif // CC_PLATFOR_WIN32

USING_NS_CC;

using namespace cocostudio::timeline;
using namespace CocosDenshion;

Scene* HelloWorld::createScene()
{

	SimpleAudioEngine::getInstance()->preloadBackgroundMusic( MUSIC_FILE );
	SimpleAudioEngine::getInstance()->preloadEffect( EFFECT_FILE );

	// set default volume
	SimpleAudioEngine::getInstance()->setEffectsVolume(0.5);
	SimpleAudioEngine::getInstance()->setBackgroundMusicVolume(0.5);
    // 'scene' is an autorelease object
    auto scene = Scene::create();
    
    // 'layer' is an autorelease object
    auto layer = HelloWorld::create();

    // add layer as a child to scene
    scene->addChild(layer);

    // return the scene
    return scene;
}

void HelloWorld::playevent(Ref* ref, Widget::TouchEventType touchType){
	switch (touchType)
	{
	case cocos2d::ui::Widget::TouchEventType::BEGAN:
		break;
	case cocos2d::ui::Widget::TouchEventType::MOVED:
		break;
	case cocos2d::ui::Widget::TouchEventType::ENDED:
		SimpleAudioEngine::getInstance()->playBackgroundMusic(MUSIC_FILE,true);
		//SimpleAudioEngine::getInstance()->playEffect(EFFECT_FILE,false,1.0f,0.0f,1.0f);
		break;
	case cocos2d::ui::Widget::TouchEventType::CANCELED:
		break;
	default:
		break;
	}
}

void HelloWorld::stopevent(Ref* ref, Widget::TouchEventType touchType){
	switch (touchType)
	{
	case cocos2d::ui::Widget::TouchEventType::BEGAN:
		break;
	case cocos2d::ui::Widget::TouchEventType::MOVED:
		break;
	case cocos2d::ui::Widget::TouchEventType::ENDED:
		SimpleAudioEngine::getInstance()->stopBackgroundMusic(true);
		break;
	case cocos2d::ui::Widget::TouchEventType::CANCELED:
		break;
	default:
		break;
	}
}

// on "init" you need to initialize your instance

bool HelloWorld::init()
{
    //
    // 1. super init first
    if ( !Layer::init() )
    {
        return false;
    }

	// preload background music and effect
	
    
    auto rootNode = CSLoader::createNode("MainScene.csb");

    

	Button* playBtn=(Button*)(rootNode->getChildByName("play"));
	Button* stopBtn=(Button*)(rootNode->getChildByName("stop"));

	playBtn->addTouchEventListener(this,toucheventselector(HelloWorld::playevent));
	stopBtn->addTouchEventListener(this,toucheventselector(HelloWorld::stopevent));

	addChild(rootNode);

    return true;
}


主要用到的是SimpleAudioEngine


在HelloWorldScene.h中加入

#include "SimpleAudioEngine.h"
using namespace CocosDenshion;

在HelloWorldScene.cpp中要预加载音频文件

用的是

SimpleAudioEngine::getInstance()->preloadBackgroundMusic( MUSIC_FILE );
	SimpleAudioEngine::getInstance()->preloadEffect( EFFECT_FILE );

	// set default volume
	SimpleAudioEngine::getInstance()->setEffectsVolume(0.5);
	SimpleAudioEngine::getInstance()->setBackgroundMusicVolume(0.5);

第一行预加载背景音乐,第二行加载音效

第四行设音效音量

第五行设音乐音量


我们设置按钮的点击事件,一个是播放

SimpleAudioEngine::getInstance()->playBackgroundMusic(MUSIC_FILE,true);

一个是停止

SimpleAudioEngine::getInstance()->stopBackgroundMusic(true);
OK,简单实现了

音效也类似


特别注意,一个问题卡了我很长很长的时间,实在太低级了,但有可能会卡住,特别记录下来


刚开始弄时,声音怎么也没有,最后才发现,问题出在声音文件存放的地方

我是在Studio里建的项目,导入了音频文件,然后发布到VS

这样一来,声音文件是在cocosstudio文件夹中



正确的存放位置是Resources文件夹,我把声音文件考过去之后,OK了


卡死我了


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