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GameSoundEff.cpp
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GameSoundEff.cpp
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#include "GameSoundEff.h"
#include "GameInfoSave.h"
#include "cocos2d.h"
USING_NS_CC;
GameSoundEff::GameSoundEff()
{
m_bCanPlayBgMusic = true;
m_bCanPlayEffect = true;
m_pAudioEngine = new SimpleAudioEngine();
}
GameSoundEff::~GameSoundEff()
{
if (m_pAudioEngine)
{
m_pAudioEngine->stopAllEffects();
m_pAudioEngine->stopBackgroundMusic(true);
delete m_pAudioEngine;
}
}
GameSoundEff *GameSoundEff::Instance()
{
static GameSoundEff *pInstance = NULL;
if (pInstance == NULL)
{
pInstance = new GameSoundEff();
}
return pInstance;
}
void GameSoundEff::setSoundEff(int index, string soundFile) //音效
{
m_soundEffects[index] = soundFile;
loadSound(soundFile);
}
void GameSoundEff::playBgMusic(string musicPath, bool isLoop)
{
CCLog("play bg music");
if (!GameInfoSave::instance()->getPlatMusic())
{
return;
}
if (m_pAudioEngine && m_bCanPlayBgMusic)
{
m_pAudioEngine->playBackgroundMusic(musicPath.c_str(), isLoop);
}
}
unsigned int GameSoundEff::playSoundEff(int index, bool isLoop)
{
CCLog("play sound music");
if (!GameInfoSave::instance()->getPlatMusic())
{
return -1;
}
if (m_pAudioEngine && m_bCanPlayEffect)
{
unsigned int effecIndex = m_pAudioEngine->playEffect(m_soundEffects[index].c_str(), isLoop);
return effecIndex;
}
return -1;
}
unsigned int GameSoundEff::playSoundEff(int index)
{
return playSoundEff(index, false);
}
void GameSoundEff::parseBgMusic()
{
if (m_pAudioEngine)
{
m_pAudioEngine->pauseBackgroundMusic();
}
}
void GameSoundEff::resumeBgMusic()
{
if (!GameInfoSave::instance()->getPlatMusic())
{
return;
}
if (m_pAudioEngine)
{
m_pAudioEngine->resumeBackgroundMusic();
}
}
void GameSoundEff::stopBgMusic(bool isRelease)
{
if (m_pAudioEngine)
{
m_pAudioEngine->stopBackgroundMusic(isRelease);
}
}
void GameSoundEff::stopSoundEff(int index)
{
if (m_pAudioEngine)
{
m_pAudioEngine->stopEffect(index);
}
}
void GameSoundEff::stopAllSoundEff()
{
if (m_pAudioEngine)
{
m_pAudioEngine->stopAllEffects();
}
}
bool GameSoundEff::isPlayingBgMusic()
{
if (m_pAudioEngine)
{
return m_pAudioEngine->isBackgroundMusicPlaying();
}
return false;
}
float GameSoundEff::getBackgroundMusicVolume()
{
if (m_pAudioEngine)
{
return m_pAudioEngine->getBackgroundMusicVolume();
}
return 0.0f;
}
void GameSoundEff::setBackgroundMusicVolume(float volume)
{
if (m_pAudioEngine)
{
m_pAudioEngine->setBackgroundMusicVolume(volume);
}
}
float GameSoundEff::getEffectsVolume()
{
if (m_pAudioEngine)
{
return m_pAudioEngine->getEffectsVolume();
}
return 0.0f;
}
void GameSoundEff::setEffectsVolume(float volume)
{
if (m_pAudioEngine)
{
m_pAudioEngine->setEffectsVolume(volume);
}
}
void GameSoundEff::loadSound(string file) //加载音效+音乐
{
if (m_pAudioEngine)
{
m_pAudioEngine->preloadEffect(file.c_str());
}
}
void GameSoundEff::setPlayBgMusic(bool canPlay)
{
m_bCanPlayBgMusic = canPlay;
}
void GameSoundEff::setPlaySound(bool canPlay)
{
m_bCanPlayEffect = canPlay;
}