今天白白跟大家分享一下cocos2dx添加背景音樂音效的方法。
Cocos2d-x使用SimpleAudioEngine類作爲實現跨平臺的音樂引擎,首先需要引入頭文件。
對於聲音文件,我們可以提前加載,這樣會提高遊戲的執行效率,但卻會增加內存消耗,編碼時,我們需要根據實際情況決定是否要進行預加載處理。
好了,我們寫一個例子先,同樣還是新建一個Music項目。
1、引入頭文件以及相應的庫
#include "cocos2d.h" #include "SimpleAudioEngine.h" #include "CocosDenshionTest.h" using namespace CocosDenshion;
2、預加載音樂文件(可以不進行提前加載)
#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 #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) #define MUSIC_FILE "music.mid" #elif (CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX ) #define MUSIC_FILE "background.ogg" #elif (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) #define MUSIC_FILE "background.wav" #else #define MUSIC_FILE "background.mp3" #endif
3、使用音樂以及音效,以及控制音量
我們更改了HelloWorld的退出按鈕,可以根據flag的值來做相應的音樂處理。
void HelloWorld::menuCloseCallback(CCObject * pSender) {int flag = 0; //我這裏直接定義一個flag,大家可根據遊戲項目的需要傳入flag的值 switch(flag) { // 背景音樂部分: case 0: SimpleAudioEngine::sharedEngine()->playBackgroundMusic(MUSIC_FILE, true); //播放 break; case 1: SimpleAudioEngine::sharedEngine()->stopBackgroundMusic(); // 停止播放 break; case 2: SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); //暫停播放 break; case 3: SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); // 恢復播放 break; case 4: SimpleAudioEngine::sharedEngine()->rewindBackgroundMusic(); //從頭重新播放 break; case 5: if (SimpleAudioEngine::sharedEngine()->isBackgroundMusicPlaying()) //判斷當前是否播放背景音樂 { CCLOG("background music is playing"); } else { CCLOG("background music is not playing"); } break; // 音效部分 case 6: unsigned int m_nSoundId = SimpleAudioEngine::sharedEngine()->playEffect(EFFECT_FILE); //播放 break; case 7: unsigned int m_nSoundId = SimpleAudioEngine::sharedEngine()->playEffect(EFFECT_FILE, true); break; case 8: SimpleAudioEngine::sharedEngine()->stopEffect(m_nSoundId); //停止播放 break; case 9: SimpleAudioEngine::sharedEngine()->unloadEffect(EFFECT_FILE); //去除音效 break; // add bakcground music volume case 10: SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(SimpleAudioEngine::sharedEngine()->getBackgroundMusicVolume() + 0.1f);//增加音量 break; case 11: SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(SimpleAudioEngine::sharedEngine()->getBackgroundMusicVolume() - 0.1f);//降低音量 break; case 12: SimpleAudioEngine::sharedEngine()->setEffectsVolume(SimpleAudioEngine::sharedEngine()->getEffectsVolume() + 0.1f);//增加音量 break; case 13: SimpleAudioEngine::sharedEngine()->setEffectsVolume(SimpleAudioEngine::sharedEngine()->getEffectsVolume() - 0.1f);//降低音量 break; case 14: SimpleAudioEngine::sharedEngine()->pauseEffect(m_nSoundId);//暫停音效 break; case 15: SimpleAudioEngine::sharedEngine()->resumeEffect(m_nSoundId);//恢復音效 break; case 16: SimpleAudioEngine::sharedEngine()->pauseAllEffects();//暫停所有音效 break; case 17: SimpleAudioEngine::sharedEngine()->resumeAllEffects();//恢復所有音效 break; case 18: SimpleAudioEngine::sharedEngine()->stopAllEffects();//停止所有音效 break; } }
ok,關於音樂的所有函數都在上面了,大家可以根據自己的需要去使用啦。
來源網址:http://blog.csdn.net/u010229677/article/details/14452137
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