本文整理汇总了C++中SoundManager::setVolume方法的典型用法代码示例。如果您正苦于以下问题:C++ SoundManager::setVolume方法的具体用法?C++ SoundManager::setVolume怎么用?C++ SoundManager::setVolume使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类SoundManager
的用法示例。
在下文中一共展示了SoundManager::setVolume方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: main
int main(int argc, char* argv[])
{
PHYSFS_init(argv[0]);
setupPHYSFS();
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);
SDL_EnableUNICODE(1);
atexit(SDL_Quit);
srand(SDL_GetTicks());
// Default is OpenGL and false
// choose renderer
RenderManager *rmanager = 0;
SoundManager *smanager = 0;
try
{
UserConfig gameConfig;
gameConfig.loadFile("config.xml");
TextManager::createTextManager(gameConfig.getString("language"));
if(gameConfig.getString("device") == "SDL")
rmanager = RenderManager::createRenderManagerSDL();
else if (gameConfig.getString("device") == "GP2X")
rmanager = RenderManager::createRenderManagerGP2X();
else if (gameConfig.getString("device") == "OpenGL")
rmanager = RenderManager::createRenderManagerGL2D();
else
{
std::cerr << "Warning: Unknown renderer selected!";
std::cerr << "Falling back to OpenGL" << std::endl;
rmanager = RenderManager::createRenderManagerGL2D();
}
// fullscreen?
if(gameConfig.getString("fullscreen") == "true")
rmanager->init(800, 600, true);
else
rmanager->init(800, 600, false);
if(gameConfig.getString("show_shadow") == "true")
rmanager->showShadow(true);
else
rmanager->showShadow(false);
SpeedController scontroller(gameConfig.getFloat("gamefps"));
SpeedController::setMainInstance(&scontroller);
scontroller.setDrawFPS(gameConfig.getBool("showfps"));
smanager = SoundManager::createSoundManager();
smanager->init();
smanager->setVolume(gameConfig.getFloat("global_volume"));
smanager->setMute(gameConfig.getBool("mute"));
smanager->playSound("sounds/bums.wav", 0.0);
smanager->playSound("sounds/pfiff.wav", 0.0);
std::string bg = std::string("backgrounds/") + gameConfig.getString("background");
if (PHYSFS_exists(bg.c_str()))
rmanager->setBackground(bg);
InputManager* inputmgr = InputManager::createInputManager();
if (argc == 3)
{
if (strstr(argv[1], ".lua"))
{
gameConfig.setString("left_player_human", "false");
gameConfig.setString("left_script_name", argv[1]);
}
else
{
gameConfig.setString("left_player_human", "true");
gameConfig.setString("left_player_name", argv[1]);
}
if (strstr(argv[2], ".lua"))
{
gameConfig.setString("right_player_human", "false");
gameConfig.setString("right_script_name", argv[2]);
}
else
{
gameConfig.setString("right_player_human", "true");
gameConfig.setString("right_player_name", argv[2]);
}
gameConfig.saveFile("config.xml");
State::setCurrentState(new LocalGameState(), true);
}
int running = 1;
while (running)
{
inputmgr->updateInput();
running = inputmgr->running();
// This is true by default for compatibility, GUI states may
// disable it if necessary
rmanager->drawGame(true);
IMGUI::getSingleton().begin();
State::getCurrentState()->step();
rmanager = &RenderManager::getSingleton(); //RenderManager may change
//.........这里部分代码省略.........
示例2: main
int main(int argc, char* argv[])
#endif
{
DEBUG_STATUS("started main");
FileSystem filesys(argv[0]);
setupPHYSFS();
DEBUG_STATUS("physfs initialised");
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_JOYSTICK);
DEBUG_STATUS("SDL initialised");
atexit(SDL_Quit);
srand(SDL_GetTicks());
// Default is OpenGL and false
// choose renderer
RenderManager *rmanager = 0;
SoundManager *smanager = 0;
// Test Version Startup Warning
#ifdef TEST_VERSION
struct tm* ptm;
time_t time = std::time(0);
ptm = gmtime ( &time );
if( ptm->tm_year > (2014-1900) || ptm->tm_mon >= 4 )
{
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "TEST VERISON OUTDATED",
(std::string("This is a test version of ") + AppTitle + " which expired on "
"1.04.2014. Please visit blobby.sourceforge.net for a newer version").c_str(), 0);
return -1;
}
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_INFORMATION, "TEST VERISON WARNING",
(std::string("This is a test version of ") + AppTitle + " for testing only.\n"
"It might be unstable and/or incompatible to the current release. "
"Use of this version is limited to 1.04.2014.\nUntil then, "
"the final version will most likely be released and you should update to that one.\n"
"Visit blobby.sourceforge.net for more information or bug reporting.").c_str(), 0);
#endif
try
{
UserConfig gameConfig;
gameConfig.loadFile("config.xml");
TextManager::createTextManager(gameConfig.getString("language"));
if(gameConfig.getString("device") == "SDL")
rmanager = RenderManager::createRenderManagerSDL();
/*else if (gameConfig.getString("device") == "GP2X")
rmanager = RenderManager::createRenderManagerGP2X();*/
#ifndef __ANDROID__
#ifndef __APPLE__
else if (gameConfig.getString("device") == "OpenGL")
rmanager = RenderManager::createRenderManagerGL2D();
else
{
std::cerr << "Warning: Unknown renderer selected!";
std::cerr << "Falling back to OpenGL" << std::endl;
rmanager = RenderManager::createRenderManagerGL2D();
}
#else
#if MAC_OS_X
else if (gameConfig.getString("device") == "OpenGL")
rmanager = RenderManager::createRenderManagerGL2D();
else
{
std::cerr << "Warning: Unknown renderer selected!";
std::cerr << "Falling back to OpenGL" << std::endl;
rmanager = RenderManager::createRenderManagerGL2D();
}
#endif
#endif
#endif
// fullscreen?
if(gameConfig.getString("fullscreen") == "true")
rmanager->init(BASE_RESOLUTION_X, BASE_RESOLUTION_Y, true);
else
rmanager->init(BASE_RESOLUTION_X, BASE_RESOLUTION_Y, false);
if(gameConfig.getString("show_shadow") == "true")
rmanager->showShadow(true);
else
rmanager->showShadow(false);
SpeedController scontroller(gameConfig.getFloat("gamefps"));
SpeedController::setMainInstance(&scontroller);
scontroller.setDrawFPS(gameConfig.getBool("showfps"));
smanager = SoundManager::createSoundManager();
smanager->init();
smanager->setVolume(gameConfig.getFloat("global_volume"));
smanager->setMute(gameConfig.getBool("mute"));
/// \todo play sound is misleading. what we actually want to do is load the sound
smanager->playSound("sounds/bums.wav", 0.0);
//.........这里部分代码省略.........