游戲中的音樂和音效是必不可少的,好的音樂可以給我們留下很深的印象也決定了這個游戲的品質。今天我們來學習一下cocos2d-x中如何使用音樂和音效。這些用到的函數(shù)都比較簡單,現(xiàn)在直接上代碼。
//聲音預先處理類的頭文件#ifndef _AUDIO_PRETREAT_H#define _AUDIO_PRETREAT_H#include "cocos2d.h"//使用聲音引擎必須包含SimpleAudioEngeim.h頭文件#include "SimpleAudioEngine.h"using namespace cocos2d;//聲音引擎的命名空間using namespace CocosDenshion;//類AudioPretrea采用單例設計模式//把用到的音樂做為枚舉類型enum MUSIC_TYPE{ MUSIC_TYPE_BACKGROUND //背景音樂};//把用到的音樂做為枚舉類型enum EFFECT_TYPE{ EFFECT_TYPE_EFFECT1};class AudioPretreat{private: static AudioPretreat * m_audioPretreat;public: //單例設計的時候需要用到的倆個函數(shù) static AudioPretreat * sharedAudioPretreat(); static void freeAudioPretreat(); //可以根據(jù)不同的平臺獲取不同的聲音文件 char * getMusic(MUSIC_TYPE type); char * getEffect(EFFECT_TYPE type); //在init中完成聲音的預先加載 bool init();};#endif
//聲音預先處理類的實現(xiàn)#include "AudioPretreat.h"http://單例設計模式采用的慣用方式AudioPretreat * AudioPretreat::m_audioPretreat = NULL;AudioPretreat * AudioPretreat::sharedAudioPretreat(){ if(NULL == m_audioPretreat) { m_audioPretreat = new AudioPretreat(); } return m_audioPretreat;}//在AppDelegate析構的時候調用這個函數(shù)void AudioPretreat::freeAudioPretreat(){ if(m_audioPretreat) { delete m_audioPretreat; m_audioPretreat = NULL; }}//根據(jù)不同的平臺獲得不同的聲音文件char * AudioPretreat::getMusic(MUSIC_TYPE type){ switch(type) { case MUSIC_TYPE_BACKGROUND: //WIN32,ANDROID,IOS都使用MP3格式的背景音樂#if(CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) return "background-music.mp3";#else(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) return "background-music.mp3";#endif break; } return NULL;}//根據(jù)不同的平臺獲得不同的音效文件char * AudioPretreat::getEffect(EFFECT_TYPE type){ switch(type) { case EFFECT_TYPE_EFFECT1:#if(CC_TARGET_PLATFORM == CC_PLATFORM_WIN32) return "pew-pew-lei.wav";#else(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID) return "pew-pew-lei.ogg";#endif } return NULL;}//init函數(shù)中完成一些初始化的操作bool AudioPretreat::init(){ bool bRet = false; do { //預先加載聲音,參數(shù)是聲音文件 SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic(this->getMusic(MUSIC_TYPE_BACKGROUND)); //加載音效 SimpleAudioEngine::sharedEngine()->preloadEffect(this->getEffect(EFFECT_TYPE_EFFECT1)); //設置聲音的大小0.0-1.0 SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.1f); bRet = true; } while(0); return bRet;}
// 下面就來看一下如何使用聲音引擎bool HelloWorld::init(){ bool bRet = false; do { CC_BREAK_IF(! CCLayer::init()); CCSize size = CCDirector::sharedDirector()->getVisibleSize(); AudioPretreat::sharedAudioPretreat()->init(); //以下是對背景音樂的一些操作 //設置字符串,并且轉碼 std::string str1 = "播放背景音樂"; std::string str2 = "停止背景音樂"; std::string str3 = "暫停背景音樂"; std::string str4 = "恢復背景音樂"; std::string str5 = "重頭播放背景音樂"; std::string str6 = "背景音樂:加"; std::string str7 = "背景音樂:減"; GBKToUTF8(str1,"GB2312","UTF-8"); GBKToUTF8(str2,"GB2312","UTF-8"); GBKToUTF8(str3,"GB2312","UTF-8"); GBKToUTF8(str4,"GB2312","UTF-8"); GBKToUTF8(str5,"GB2312","UTF-8"); GBKToUTF8(str6,"GB2312","UTF-8"); GBKToUTF8(str7,"GB2312","UTF-8"); CCMenuItemFont::setFontSize(24); CCMenuItemFont::setFontName("Arial"); CCMenuItemFont * menu1 = CCMenuItemFont::create(str1.c_str(),this,menu_selector(HelloWorld::menu)); menu1->setTag(1); CCMenuItemFont * menu2 = CCMenuItemFont::create(str2.c_str(),this,menu_selector(HelloWorld::menu)); menu2->setTag(2); CCMenuItemFont * menu3 = CCMenuItemFont::create(str3.c_str(),this,menu_selector(HelloWorld::menu)); menu3->setTag(3); CCMenuItemFont * menu4 = CCMenuItemFont::create(str4.c_str(),this,menu_selector(HelloWorld::menu)); menu4->setTag(4); CCMenuItemFont * menu5 = CCMenuItemFont::create(str5.c_str(),this,menu_selector(HelloWorld::menu)); menu5->setTag(5); CCMenuItemFont * menu6 = CCMenuItemFont::create(str6.c_str(),this,menu_selector(HelloWorld::menu)); menu6->setTag(6); CCMenuItemFont * menu7 = CCMenuItemFont::create(str7.c_str(),this,menu_selector(HelloWorld::menu)); menu7->setTag(7); CCMenu * leftMenu = CCMenu::create(menu1,menu2,menu3,menu4,menu5,menu6,menu7,NULL); leftMenu->alignItemsVerticallyWithPadding(5); leftMenu->setPositionX(size.width/4); this->addChild(leftMenu); //以下是對音效的操作 std::string str11 = "播放音效"; std::string str12 = "停止音效"; std::string str13 = "暫停音效"; std::string str14 = "恢復音效"; std::string str15 = "從緩存中移除音效"; std::string str16 = "音效:加"; std::string str17 = "音效:減"; GBKToUTF8(str11,"GB2312","UTF-8"); GBKToUTF8(str12,"GB2312","UTF-8"); GBKToUTF8(str13,"GB2312","UTF-8"); GBKToUTF8(str14,"GB2312","UTF-8"); GBKToUTF8(str15,"GB2312","UTF-8"); GBKToUTF8(str16,"GB2312","UTF-8"); GBKToUTF8(str17,"GB2312","UTF-8"); CCMenuItemFont * menu11 = CCMenuItemFont::create(str11.c_str(),this,menu_selector(HelloWorld::menu)); menu11->setTag(11); CCMenuItemFont * menu12 = CCMenuItemFont::create(str12.c_str(),this,menu_selector(HelloWorld::menu)); menu12->setTag(12); CCMenuItemFont * menu13 = CCMenuItemFont::create(str13.c_str(),this,menu_selector(HelloWorld::menu)); menu13->setTag(13); CCMenuItemFont * menu14 = CCMenuItemFont::create(str14.c_str(),this,menu_selector(HelloWorld::menu)); menu14->setTag(14); CCMenuItemFont * menu15 = CCMenuItemFont::create(str15.c_str(),this,menu_selector(HelloWorld::menu)); menu15->setTag(15); CCMenuItemFont * menu16 = CCMenuItemFont::create(str16.c_str(),this,menu_selector(HelloWorld::menu)); menu16->setTag(16); CCMenuItemFont * menu17 = CCMenuItemFont::create(str17.c_str(),this,menu_selector(HelloWorld::menu)); menu17->setTag(17); CCMenu * rightMenu = CCMenu::create(menu11,menu12,menu13,menu14,menu15,menu16,menu17,NULL); rightMenu->alignItemsVerticallyWithPadding(5); rightMenu->setPositionX(size.width*3/4); this->addChild(rightMenu); bRet = true; } while (0); return bRet;}void HelloWorld::menu(CCObject * sender){ CCNode * node = (CCNode *)sender; int tag = node->getTag(); switch(tag) { case 1: //播放聲音,第二個參數(shù)代表是否循環(huán)播放 SimpleAudioEngine::sharedEngine()->playBackgroundMusic( AudioPretreat::sharedAudioPretreat()->getMusic(MUSIC_TYPE_BACKGROUND),true); break; case 2: SimpleAudioEngine::sharedEngine()->stopBackgroundMusic(); break; case 3: //pause和resume成對使用 SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic(); break; case 4: SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic(); break; case 5: SimpleAudioEngine::sharedEngine()->rewindBackgroundMusic(); break; case 6: //這個函數(shù)在win32上沒法改變聲音的大小,大家用f12跟進函數(shù)的時候里邊是空,但是在android平臺上有實現(xiàn) SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume( SimpleAudioEngine::sharedEngine()->getBackgroundMusicVolume()+0.1f); break; case 7: //這個函數(shù)在win32上沒法改變聲音的大小,大家用f12跟進函數(shù)的時候里邊是空,但是在android平臺上有實現(xiàn) SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume( SimpleAudioEngine::sharedEngine()->getBackgroundMusicVolume()-0.1f); break; case 11: //第二個參數(shù)設為true的話則循環(huán)播放,soundID是在HelloWorld的頭文件中定義的 //音效函數(shù)不同于背景音樂的是會返回一個ID soundID = SimpleAudioEngine::sharedEngine()->playEffect( AudioPretreat::sharedAudioPretreat()->getEffect(EFFECT_TYPE_EFFECT1),true); break; case 12: //音效函數(shù)大多會傳入一個ID,因為游戲中的音效不止一個 SimpleAudioEngine::sharedEngine()->stopEffect(soundID); break; case 13: SimpleAudioEngine::sharedEngine()->pauseEffect(soundID); break; case 14: SimpleAudioEngine::sharedEngine()->resumeEffect(soundID); case 15: //從緩存中移除音效,需要傳入移除的音效的名字 SimpleAudioEngine::sharedEngine()->unloadEffect( AudioPretreat::sharedAudioPretreat()->getEffect(EFFECT_TYPE_EFFECT1)); case 16: SimpleAudioEngine::sharedEngine()->setEffectsVolume( SimpleAudioEngine::sharedEngine()->getEffectsVolume()+0.1); break; case 17: SimpleAudioEngine::sharedEngine()->setEffectsVolume( SimpleAudioEngine::sharedEngine()->getEffectsVolume()-0.1); break; }}//編碼格式轉化函數(shù)int GBKToUTF8(std::string & gbkStr, const char* toCode, const char* fromCode){ iconv_t iconvH; iconvH = iconv_open(fromCode, toCode); if (iconvH == 0) { return -1; } const char* strChar = gbkStr.c_str(); const char** pin = &strChar; size_t strLength = gbkStr.length(); char* outbuf = (char*) malloc(strLength*4); char* pBuff = outbuf; memset( outbuf, 0, strLength*4); size_t outLength = strLength*4; if (-1 == iconv(iconvH, pin, &strLength, &outbuf, &outLength)) { iconv_close(iconvH); return -1; } gbkStr = pBuff; iconv_close(iconvH); return 0;}
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