Cocos2d-x中 SimpleAudioEngine的音频引擎

SimpleAudioEngine能够在游戏中播放背景音效以及游戏音效。SimpleAudioEngine是一个共享的单例对象,因此你可以在程序的任意地方调用它。就算是一个 HelloWorld 工程也可以很方便地使用这个引擎。SimpleAudioEgnine 支持多种格式的音频,比如MP3和CAF(Core Audio Forma)

cocos2dx为我们提供了声音模块CocosDenshion。而其中有个SimpleAudioEngine类,是我们学习研究的对象。

    使用SimpleAudioEngine时需要引入头文件和命名空间:

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//
     #include "SimpleAudioEngine.h"
     using  namespace  CocosDenshion;

播放背景音乐

选择一个音频文件作为背景音乐,这个文件会被单曲循环一直播放。

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auto audio = SimpleAudioEngine::getInstance();
// set the background music and continuously play it.
audio->playBackgroundMusic( "mymusic.mp3" , true );
// set the background music and play it just once.
audio->playBackgroundMusic( "mymusic.mp3" , false );

播放音效

播放音效的方法如下:

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auto audio = SimpleAudioEngine::getInstance();
 
// play a sound effect, just once.
audio->playEffect( "myEffect.mp3" , false , 1.0f, 1.0f, 1.0f);

暂停、停止、恢复音乐和音效的播放

当播放音乐和音效时,我们常常需要暂停、停止或者恢复它们。这些实现起来是比较简单的!

暂停

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auto audio = SimpleAudioEngine::getInstance();
 
// pause background music.
audio->pauseBackgroundMusic();
 
// pause a sound effect.
audio->pauseEffect();
 
// pause all sound effects.
audio->pauseAllEffects();

停止

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auto audio = SimpleAudioEngine::getInstance();
 
// stop background music.
audio->stopBackgroundMusic();
 
// stop a sound effect.
audio->stopEffect();
 
// stops all running sound effects.
audio->stopAllEffects();

Resume 恢复

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auto audio = SimpleAudioEngine::getInstance();
 
// resume background music.
audio->resumeBackgroundMusic();
 
// resume a sound effect.
audio->resumeEffect();
 
// resume all sound effects.
audio->resumeAllEffects();

音频高级功能

Setup 设置

SimpleAudioEngine的API非常简单,但是在游戏中使用还是有一些注意事项,尤其是在手机和平板的等移动设备中使用时。比如在多个APP中切换时应如何处理,在或者当你玩着游戏时有电话打进来又该怎么办?这些异常在制作游戏时都必须提前想好处理方法,当然幸运的是,你能想到的异常引擎都帮我们做好了,你只需使用就好。

在AppDelegate.cpp中,注意以下几个方法:

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// This function will be called when the app is inactive. When comes a phone call,
// it's be invoked too
void AppDelegate::applicationDidEnterBackground() {
     Director::getInstance()->stopAnimation();
     // if you use SimpleAudioEngine, it must be pause
     // SimpleAudioEngine::getInstance()->pauseBackgroundMusic();
}
 
// this function will be called when the app is active again
void AppDelegate::applicationWillEnterForeground() {
     Director::getInstance()->startAnimation();
 
     // if you use SimpleAudioEngine, it must resume here
     // SimpleAudioEngine::getInstance()->resumeBackgroundMusic();
}

如果你要用SimpleAudioEngine实现背景音乐和音效,那么就需要注意别忘了去掉代码中有用代码的注释。

预加载音效

当游戏开始时,你需要预加载一些音效到内存中,以便当你想使用它们时能随时播放出来。

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auto audio = SimpleAudioEngine::getInstance();
 
// pre-loading background music and effects. You could pre-load
// effects, perhaps on app startup so they are already loaded
// when you want to use them.
audio->preloadBackgroundMusic( "myMusic1.mp3" );
audio->preloadBackgroundMusic( "myMusic2.mp3" );
 
audio->preloadEffect( "myEffect1.mp3" );
audio->preloadEffect( "myEffect2.mp3" );
 
// unload a sound from cache. If you are finished with a sound and
// you wont use it anymore in your game. unload it to free up
// resources.
audio->unloadEffect( "myEffect1.mp3" );

音量

你可以通过程序的控制来增大减小音量。

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auto audio = SimpleAudioEngine::getInstance();
 
// setting the volume specifying value as a float
audio->setEffectsVolume(5.0f);

PS.以上全文为Cocos引擎中文官网翻译校对,敬请勘误。转载请注明出自"Cocos引擎中文官网"。关于中间章节编写尚未全面完成,敬请期待。


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