cocos2d -iphone循环播放音效

http://www.cnblogs.com/moon-7/archive/2012/04/23/2467145.html   
 //预加载背景音乐 和 预加载音效  在播放背景音乐与音效之前都要提前加载,为了防止加载消耗时间发生与游戏不同步;
        [[SimpleAudioEngine sharedEngine] preloadBackgroundMusic:@"office_background.mp3"]; 
        [[SimpleAudioEngine sharedEngine] preloadEffect:@"office_background.mp3"];
        
        //播放背景音乐 和 循环播放背景音乐;
        [[SimpleAudioEngine sharedEngine] playBackgroundMusic:@"office_background.mp3"];
        [[SimpleAudioEngine sharedEngine] playBackgroundMusic:@"school_kissing.mp3" loop:YES];
        
        //暂停播放背景音乐;
        [[SimpleAudioEngine sharedEngine] pauseBackgroundMusic];
        //继续播放背景音乐(不是从头开始播)
        [[SimpleAudioEngine sharedEngine] resumeBackgroundMusic];
        //停止播放背景音乐
        [[SimpleAudioEngine sharedEngine] stopBackgroundMusic];
        //设置背景音乐音量大小;
        [CDAudioManager sharedManager].backgroundMusic.volume=1.0;  //(volume值范围为0.0-1.0);
        //背景音乐播放几次:
        [CDAudioManager sharedManager].backgroundMusic.numberOfLoops= int值;
        //背景音乐播放完后:
        [[CDAudioManager sharedManager] setBackgroundMusicCompletionListener:self selector:@selector(触发的方法)];
 
//播放音效;
        [[SimpleAudioEngine sharedEngine] playEffect:@"school_kissing.mp3"];
        
        //pitch(值范围:>0){值最大,音调越高,播放时间越短} pan:(值范围:-1到1)貌似是左右声道  gain:(值范围:>0)音量大小;
        [[SimpleAudioEngine sharedEngine] playEffect:@"office_background.mp3" pitch:3.0 pan:-1 gain:0.1];
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有时我们需要循环播放一个音效;

可以做如下操作:

在 #import "SimpleAudioEngine.h" 源码中:

-(ALuint) playEffect:(NSString*) filePath loop:(BOOL)loop;

-(ALuint) playEffect:(NSString*) filePath pitch:(Float32) pitch pan:(Float32) pan gain:(Float32) gain loop:(BOOL)loop;

 #import "SimpleAudioEngine.m"源码中 实现方法:

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-(ALuint) playEffect:(NSString*) filePath loop:(BOOL)loop
{
    return [self playEffect:filePath pitch:1.0f pan:0.0f gain:1.0f loop:loop];
}

-(ALuint) playEffect:(NSString*) filePath pitch:(Float32) pitch pan:(Float32) pan gain:(Float32) gain loop:(BOOL)loop
{
    int soundId = [bufferManager bufferForFile:filePath create:YES];
    if (soundId != kCDNoBuffer) {
        return [soundEngine playSound:soundId sourceGroupId:0 pitch:pitch pan:pan gain:gain loop:loop];
    } else {
        return CD_MUTE;
    }    
}
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这样我们就可以用如下方法实现音效循环播放:

        //loop循环播放音效;
        [[SimpleAudioEngine sharedEngine] playEffect:@"school_kissing.mp3" loop:YES];
        [[SimpleAudioEngine sharedEngine] playEffect:@"school_kissing.mp3" pitch:1.0 pan:0.0 gain:1.0 loop:YES];

停止播放音效:设一个全局的静态变量:

static int i=1;(随便赋个值)
  在播放音效时候  i=[[SimpleAudioEngine sharedEngine] playEffect:@"school_kissing.mp3" loop:YES];
  停止播放音效:   [[SimpleAudioEngine sharedEngine] stopEffect:i];

需要注意的是:如有多个音效播放,索引值不能是同一个, 因为每次播放都会返回一个int值如:

    i=[[SimpleAudioEngine sharedEngine] playEffect:@"abc.mp3" loop:YES];
    i=[[SimpleAudioEngine sharedEngine] playEffect:@"def.mp3" loop:YES];
     [[SimpleAudioEnginesharedEnginestopEffect:i];
//播放abc可能返回值为100,播放def返回为101,这样通过同一个索引“i”就不能停止abc的播放了;

你会发现,还在循环播放;必须使用不同的“索引”才行;

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