在遊戲中,音樂是一個不可缺少的部分,音樂分爲遊戲中的長時間的背景音樂和短的音效兩種,可以爲我們的遊戲增加效果。Cocos2d-x支持多種音樂格式mp3,wav等音樂格式
1.背景音樂
要使用一個音樂,首先要預加載這個音樂,預加載的方法如下
SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic( CCFileUtils::fullPathFromRelativePath(MUSIC_FILE) );
MUSIC_FILE就是音樂文件相對Res文件夾的相對路徑
然後就可以播放了,播放的方法如下
SimpleAudioEngine::sharedEngine()->playBackgroundMusic(std::string(CCFileUtils::fullPathFromRelativePath(MUSIC_FILE)).c_str(), true);
第一個參數中的MUSIC_FILE就是音樂文件相對Res文件夾的相對路徑,然後再轉換爲絕對路徑,第二個參數就是是否循環播放,由於是背景音樂,我們定爲true
其他函數
SimpleAudioEngine::sharedEngine()->stopBackgroundMusic();//停止背景音樂,可以代一個布爾型參數,表示是否釋放音樂文件
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();//暫停背景音樂
SimpleAudioEngine::sharedEngine()->rewindBackgroundMusic();//重頭調用背景音樂
SimpleAudioEngine::sharedEngine()->isBackgroundMusicPlaying()//返回布爾型參數,是否在放着背景音樂
SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.5);//設置音量0.0-1.0
2.音效
使用音效,和使用音樂類似,也需要預加載,用法如下
SimpleAudioEngine::sharedEngine()->preloadEffect( CCFileUtils::fullPathFromRelativePath(EFFECT_FILE) );
EFFECT_FILE就是音樂的相對Res文件夾的相對路徑
然後播放就可以了
m_nSoundId=SimpleAudioEngine::sharedEngine()->playEffect(std::string(CCFileUtils::fullPathFromRelativePath(EFFECT_FILE)).c_str());
m_nSoundId=SimpleAudioEngine::sharedEngine()->playEffect(std::string(CCFileUtils::fullPathFromRelativePath(EFFECT_FILE)).c_str(), true);
和背景音樂一樣,第二個參數是可選的,如果是true就是循環播放,否則就是隻播一次
其他函數
SimpleAudioEngine::sharedEngine()->stopEffect(m_nSoundId);//停止音效,可以選擇單獨停掉一個音效,通過創建時的m_nSoundId停止
SimpleAudioEngine::sharedEngine()->stopAllEffects();//停止全部音效
SimpleAudioEngine::sharedEngine()->pauseEffect(m_nSoundId);//暫停單個音效
SimpleAudioEngine::sharedEngine()->resumeEffect(m_nSoundId);//重新開始音效
SimpleAudioEngine::sharedEngine()->pauseAllEffects();//暫停全部音效
SimpleAudioEngine::sharedEngine()->resumeAllEffects();//重新開始全部音效
SimpleAudioEngine::sharedEngine()->setEffectsVolume(0.5);//設置音效音量
SimpleAudioEngine::sharedEngine()->unloadEffect(std::string(CCFileUtils::fullPathFromRelativePath(EFFECT_FILE)).c_str());//卸載音效
最後要記住,在程序不需要音樂時,要SimpleAudioEngine::sharedEngine()->end();釋放sharedEngine()
我寫了一個播放音樂的類,在這裏和大家分享一下
//
// SGPlayMusic.h
// GameSanGuo
//
// Created by 江南岸 on 13-5-16.
//
//
#define MUSIC_PLAY(__xxx__) SGPlayMusic::sharePlayMusic()->playerMusicByType(__xxx__);
#define MUSIC_STOP SGPlayMusic::sharePlayMusic()->stopMusic();
#define MUSIC_VOLUME(__xxxx__) SGPlayMusic::sharePlayMusic()->setVolume(__xxxx__)
#define EFFECT_PLAY(__xxxx__,__yyyy__) SGPlayMusic::sharePlayMusic()->playEffectByType(__xxxx__, __yyyy__);
#define EFFECT_STOP SGPlayMusic::sharePlayMusic()->stopEffect();
#define EFFCT_VOLUME(__xxxx__) SGPlayMusic::sharePlayMusic()->setEffectVolume(__xxxx__);
#define MUSIC_PVP "music/pvp.mp3" //pvp音樂
#define MUSIC_NORMAL "music/narmal.mp3" //正常戰鬥音樂
#define MUSIC_BOSS "music/boss.mp3" //boss戰音樂
#define MUSIC_SCENE "music/scene.mp3" //場景音樂
#define MUSIC_TEST "music/祁隆、莊心妍 - 一萬個捨不得.mp3"
#ifndef __GameSanGuo__SGPlayMusic__
#define __GameSanGuo__SGPlayMusic__
#include <iostream>
#include "SimpleAudioEngine.h"
#include "cocos2d.h"
using namespace cocos2d;
using namespace CocosDenshion;
class SGPlayMusic
{
private:
float m_nMusicVolume;
float m_nEffectVolume;
public:
SGPlayMusic();
~SGPlayMusic();
static SGPlayMusic *sharePlayMusic();
//播放音樂
void playerMusicByType(const char* musicName);
//停止音樂
void stopMusic();
//改變音樂音量
void setVolume(float volume);
//暫停背景音樂
void pauseMusic();
//重新播放背景音樂
void rewindMusic();
//播放音效
void playEffectByType(bool isLoop, const char *effectName);
//停止音效
void stopEffect();
//改變音效音量
void setEffectVolume(float volume);
//停止某個音效
void stopEffect(unsigned int effectId);
//重新播放音效
void rewindEffect(unsigned int effectId);
};
#endif /* defined(__GameSanGuo__SGPlayMusic__) */
//
// SGPlayMusic.cpp
// GameSanGuo
//
// Created by 江南岸 on 13-5-16.
//
//
#include "SGPlayMusic.h"
static SGPlayMusic *playMusic = NULL;
SGPlayMusic::SGPlayMusic()
{
m_nMusicVolume = 0.5;
m_nEffectVolume = 0.5f;
}
SGPlayMusic::~SGPlayMusic()
{
//卸載
SimpleAudioEngine::sharedEngine()->end();
}
SGPlayMusic* SGPlayMusic::sharePlayMusic()
{
if(NULL == playMusic)
{
playMusic = new SGPlayMusic();
}
return playMusic;
}
#pragma mark - ------ 播放音樂 -------
void SGPlayMusic::playerMusicByType(const char* musicName)
{
SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic(CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(musicName));
SimpleAudioEngine::sharedEngine()->playBackgroundMusic(CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(musicName), true);
}
void SGPlayMusic::setVolume(float volume)
{
m_nMusicVolume = volume;
SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(m_nMusicVolume);
}
void SGPlayMusic::stopMusic()
{
SimpleAudioEngine::sharedEngine()->stopBackgroundMusic();
}
void SGPlayMusic::rewindMusic()
{
SimpleAudioEngine::sharedEngine()->rewindBackgroundMusic();
}
void SGPlayMusic::pauseMusic()
{
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}
#pragma mark - ------ 播放音效 ------
void SGPlayMusic::playEffectByType(bool isLoop, const char *effectName)
{
SimpleAudioEngine::sharedEngine()->preloadEffect(CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(effectName));
SimpleAudioEngine::sharedEngine()->playEffect(effectName, isLoop);
}
void SGPlayMusic::stopEffect()
{
SimpleAudioEngine::sharedEngine()->stopAllEffects();
}
void SGPlayMusic::setEffectVolume(float volume)
{
m_nEffectVolume = volume;
SimpleAudioEngine::sharedEngine()->setEffectsVolume(m_nEffectVolume);
}
void SGPlayMusic::stopEffect(unsigned int effectId)
{
SimpleAudioEngine::sharedEngine()->stopEffect(effectId);
}
void SGPlayMusic::rewindEffect(unsigned int effectId)
{
SimpleAudioEngine::sharedEngine()->resumeEffect(effectId);
}