本文整理汇总了C++中SoundSource::SetSoundType方法的典型用法代码示例。如果您正苦于以下问题:C++ SoundSource::SetSoundType方法的具体用法?C++ SoundSource::SetSoundType怎么用?C++ SoundSource::SetSoundType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SoundSource
的用法示例。
在下文中一共展示了SoundSource::SetSoundType方法的3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: Start
void MasterControl::Start()
{
new InputMaster(context_, this);
cache_ = GetSubsystem<ResourceCache>();
graphics_ = GetSubsystem<Graphics>();
renderer_ = GetSubsystem<Renderer>();
CreateSineLookupTable();
// Get default style
defaultStyle_ = cache_->GetResource<XMLFile>("UI/DefaultStyle.xml");
//Create console and debug HUD.
CreateConsoleAndDebugHud();
//Create the scene content
CreateScene();
//Create the UI content
CreateUI();
//Hook up to the frame update and render post-update events
SubscribeToEvents();
Sound* music = cache_->GetResource<Sound>("Resources/Music/Alien Chaos - Disorder.ogg"); //Battle
music->SetLooped(true);
Node* musicNode = world.scene->CreateChild("Music");
SoundSource* musicSource = musicNode->CreateComponent<SoundSource>();
musicSource->SetGain(0.32f);
musicSource->SetSoundType(SOUND_MUSIC);
musicSource->Play(music);
}
示例2: Init
void Bullet::Init(bool isPlayer, Vector2 spawnPosition)
{
ResourceCache* cache = GetSubsystem<ResourceCache>();
Graphics* graphics = GetSubsystem<Graphics>();
halfHeight_ = graphics->GetHeight() * PIXEL_SIZE * 0.5f;
isPlayer_ = isPlayer;
Sound* laserSound = cache->GetResource<Sound>(isPlayer_ ? "Sounds/laser01.wav" : "Sounds/laser02.wav");
StaticSprite2D* sprite2D = node_->CreateComponent<StaticSprite2D>();
if (isPlayer_)
sprite2D->SetSprite( cache->GetResource<Sprite2D>("Sprites/blue_beam.png"));
else
sprite2D->SetSprite(cache->GetResource<Sprite2D>("Sprites/green_beam.png"));
sprite2D->SetBlendMode(BLEND_ADDALPHA);
SoundSource* soundSource = node_->CreateComponent<SoundSource>();
soundSource->SetSoundType(SOUND_EFFECT);
soundSource->SetGain(0.75f);
soundSource->Play(laserSound);
node_->SetPosition2D(spawnPosition);
if (!isPlayer)
{
node_->Roll(180.0f);
}
}
示例3: HandlePlayMusic
void SoundEffects::HandlePlayMusic(StringHash eventType, VariantMap& eventData)
{
// Check if the music player node/component already exist
if (scene_->GetChild("Music"))
return;
ResourceCache* cache = GetSubsystem<ResourceCache>();
Sound* music = cache->GetResource<Sound>("Music/Ninja Gods.ogg");
// Set the song to loop
music->SetLooped(true);
// Create a scene node and a sound source for the music
Node* musicNode = scene_->CreateChild("Music");
SoundSource* musicSource = musicNode->CreateComponent<SoundSource>();
// Set the sound type to music so that master volume control works correctly
musicSource->SetSoundType(SOUND_MUSIC);
musicSource->Play(music);
}