本文整理汇总了C++中cocosdenshion::SimpleAudioEngine::playBackgroundMusic方法的典型用法代码示例。如果您正苦于以下问题:C++ SimpleAudioEngine::playBackgroundMusic方法的具体用法?C++ SimpleAudioEngine::playBackgroundMusic怎么用?C++ SimpleAudioEngine::playBackgroundMusic使用的例子?那么恭喜您, 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cocosdenshion::SimpleAudioEngine
的用法示例。
在下文中一共展示了SimpleAudioEngine::playBackgroundMusic方法的6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: onPlay
void MainLayer::onPlay(CCObject* pSender)
{
CocosDenshion::SimpleAudioEngine *audioEngine = CocosDenshion::SimpleAudioEngine::sharedEngine();
audioEngine->playBackgroundMusic("background.mp3",true);
CCDirector::sharedDirector()->replaceScene(PlayLayer::scene());
}
示例2: startBackgroundMusic
void GameScene::startBackgroundMusic()
{
CocosDenshion::SimpleAudioEngine* instance = CocosDenshion::SimpleAudioEngine::sharedEngine();
instance->stopBackgroundMusic();
if(GameData::isMusicSound)
{
instance->playBackgroundMusic("game.wav", true);
}
}
示例3: menuMusicCallback
void HelloWorld::menuMusicCallback(CCObject* pSender)
{
CocosDenshion::SimpleAudioEngine* audio = CocosDenshion::SimpleAudioEngine::sharedEngine();
if(!audio->isBackgroundMusicPlaying())
{
audio->playBackgroundMusic("akon.mp3", true);
}
else
{
audio->stopBackgroundMusic();
}
}
示例4: lua_cocos2dx_cocosdenshion_SimpleAudioEngine_playBackgroundMusic
int lua_cocos2dx_cocosdenshion_SimpleAudioEngine_playBackgroundMusic(lua_State* tolua_S)
{
int argc = 0;
CocosDenshion::SimpleAudioEngine* cobj = nullptr;
bool ok = true;
#if COCOS2D_DEBUG >= 1
tolua_Error tolua_err;
#endif
#if COCOS2D_DEBUG >= 1
if (!tolua_isusertype(tolua_S,1,"cc.SimpleAudioEngine",0,&tolua_err)) goto tolua_lerror;
#endif
cobj = (CocosDenshion::SimpleAudioEngine*)tolua_tousertype(tolua_S,1,0);
#if COCOS2D_DEBUG >= 1
if (!cobj)
{
tolua_error(tolua_S,"invalid 'cobj' in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_playBackgroundMusic'", nullptr);
return 0;
}
#endif
argc = lua_gettop(tolua_S)-1;
if (argc == 1)
{
const char* arg0;
std::string arg0_tmp; ok &= luaval_to_std_string(tolua_S, 2, &arg0_tmp, "cc.SimpleAudioEngine:playBackgroundMusic"); arg0 = arg0_tmp.c_str();
if(!ok)
{
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_playBackgroundMusic'", nullptr);
return 0;
}
cobj->playBackgroundMusic(arg0);
lua_settop(tolua_S, 1);
return 1;
}
if (argc == 2)
{
const char* arg0;
bool arg1;
std::string arg0_tmp; ok &= luaval_to_std_string(tolua_S, 2, &arg0_tmp, "cc.SimpleAudioEngine:playBackgroundMusic"); arg0 = arg0_tmp.c_str();
ok &= luaval_to_boolean(tolua_S, 3,&arg1, "cc.SimpleAudioEngine:playBackgroundMusic");
if(!ok)
{
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_playBackgroundMusic'", nullptr);
return 0;
}
cobj->playBackgroundMusic(arg0, arg1);
lua_settop(tolua_S, 1);
return 1;
}
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.SimpleAudioEngine:playBackgroundMusic",argc, 1);
return 0;
#if COCOS2D_DEBUG >= 1
tolua_lerror:
tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_playBackgroundMusic'.",&tolua_err);
#endif
return 0;
}
示例5: generateLevel
Scene* SceneManager::generateLevel(int levelIndex, int score)
{
if (levelIndex == 0) {
Director* director = Director::getInstance();
float height = director->getWinSize().height;
float width = director->getWinSize().width;
// Create start scene
ParallaxBackground* bckMenu = new ParallaxBackground();
bckMenu->addImage("night.png", Vec2(width / 2, height / 1.3), Vec2(0.05, 0));
bckMenu->addImage("city.png", Vec2(width / 2, height / 1.6), Vec2(0.3, 0));
bckMenu->addImage("street.png", Vec2(width / 2, height / 2.6), Vec2(1.0, 0), true);
bckMenu->scheduleUpdate();
auto startScene = IntermediaryScene::create(IntermediaryScene::MENU);
startScene->setBackground(bckMenu);
// Create dummy player
auto dummy = DummyPlayer::create();
dummy->setPosition(Vec2(width / 2, 130));
startScene->setPlayer(dummy);
// Create music
CocosDenshion::SimpleAudioEngine* audioEngine = CocosDenshion::SimpleAudioEngine::getInstance();
audioEngine->playBackgroundMusic("level0.mp3", true);
Label* playButtonLabel = Label::createWithTTF("Play", "font.ttf", 35);
MenuItem* playButton = MenuItemLabel::create(playButtonLabel, [&](Ref* sender){SceneManager::getInstance().fillStack();});
Label* optionsButtonLabel = Label::createWithTTF("Options", "font.ttf", 35);
MenuItem* optionsButton = MenuItemLabel::create(optionsButtonLabel);
Label* exitButtonLabel = Label::createWithTTF("Exit", "font.ttf", 35);
MenuItem* exitButton = MenuItemLabel::create(exitButtonLabel, [&](Ref* sender){Director::getInstance()->end(); });
startScene->addMenuItem(playButton);
startScene->addMenuItem(optionsButton);
startScene->addMenuItem(exitButton);
startScene->createMenu();
return startScene;
}
if (levelIndex == 1) {
Director* director = Director::getInstance();
// Create a new GameLayer
GameLayer* firstLevelLayer = GameLayer::create();
// Create a background
ParallaxBackground* bckFirstLevel = new ParallaxBackground();
float height = director->getWinSize().height;
float width = director->getWinSize().width;
// Create animations and bullets
bckFirstLevel->addImage("night.png", Vec2(width / 2, height / 1.3), Vec2(0.05, 0));
bckFirstLevel->addImage("city.png", Vec2(width / 2, height / 1.6), Vec2(0.3, 0));
bckFirstLevel->addImage("street.png", Vec2(width / 2, height / 2.6), Vec2(1.0, 0),true);
bckFirstLevel->scheduleUpdate();
// Create music
CocosDenshion::SimpleAudioEngine* audioEngine = CocosDenshion::SimpleAudioEngine::getInstance();
audioEngine->playBackgroundMusic("level1.mp3", true);
// Create player
Player* hero = Player::create();
hero->setPosition(Vec2(width / 2, 130));
hero->setTag(PLAYER_TAG);
hero->setScore(score);
// Create boss
Boss* boss = Boss::create(OBJECT_FIRSTBOSS);
BossCannon* cannon1 = BossCannon::create(OBJECT_FIRSTBOSS_CANNON_1, OBJECT_FIRSTBOSS_CANNON_1_D, OBJECT_BOSSBULLET_LASER);
cannon1->setPosition(Vec2(123, 105));
cannon1->setFireMethod(1, 10, 50);
BossCannon* cannon2 = BossCannon::create(OBJECT_FIRSTBOSS_CANNON_2, OBJECT_FIRSTBOSS_CANNON_2_D, OBJECT_BOSSBULLET_SPIKEBALL);
cannon2->setPosition(Vec2(150, 183));
cannon2->setFireMethod(2, 10, 50);
BossCannon* cannon3 = BossCannon::create(OBJECT_FIRSTBOSS_CANNON_3, OBJECT_FIRSTBOSS_CANNON_3_D, OBJECT_BOSSBULLET_BALL);
cannon3->setPosition(Vec2(59, 148));
cannon3->setFireMethod(3, 3, 50);
boss->addCannon(1, cannon2);
boss->addCannon(2, cannon1);
boss->addCannon(3, cannon3);
// Create Interactive object factory
InteractiveObjectFactory* mailboxFactory = InteractiveObjectFactory::create(OBJECT_MAILBOX, director->getWinSize().height * 1.6 / 800, false, MAILBOX_COLLISION_BITMASK, true, false, true);
mailboxFactory->setPositionInterval(Vec2(height / GROUND_PERCENTAGE_FOR_BOX + 10, height / GROUND_PERCENTAGE_FOR_BOX + 10));
mailboxFactory->setSpawnFrequency(5);
mailboxFactory->setSpeed(Vec2(-(Director::getInstance()->getWinSize().width * 10.0 / 800), 0));
InteractiveObjectFactory* rocketFactory = InteractiveObjectFactory::create(OBJECT_ROCKET, director->getWinSize().height * 1.6 / 800, false, ROCKET_COLLISION_BITMASK, true, false, false);
rocketFactory->setPositionInterval(Vec2(100, height));
rocketFactory->setSpeed(Vec2(-(Director::getInstance()->getWinSize().width * 25.0 / 800), 0));
rocketFactory->setSpawnFrequency(20);
//.........这里部分代码省略.........
示例6: handleFrameChanged
void CCSWFNodeExt::handleFrameChanged(cocos2d::CCObject * obj){
CCSWFNode * node = (CCSWFNode *)obj;
if (m_logicDict) {
CocosDenshion::SimpleAudioEngine * audioEngine = CocosDenshion::SimpleAudioEngine::sharedEngine();
std::stringstream frameKey;
frameKey << (node->getCurrentFrame() + 1);
CCDictionary * dict = (CCDictionary *)m_logicDict->objectForKey(frameKey.str());
if (dict) {
//切换背景音乐
CCString * music = (CCString *)dict->objectForKey("music");
if (music && m_music.compare(music->m_sString) != 0) {
m_music = music->m_sString;
if (m_music.length() > 0) {
CCLOG("CSWFNodeExt::handleFrameChanged %d playBackgroundMusic %s",node->getCurrentFrame(),m_music.c_str());
audioEngine->stopBackgroundMusic(true);
audioEngine->preloadBackgroundMusic(m_music.c_str());
audioEngine->playBackgroundMusic(m_music.c_str(),true);
}
}
//播放音效
CCString * effect = (CCString *)dict->objectForKey("effect");
if (effect && effect->length() > 0) {
const std::string tag = "#";
std::string srcString = effect->m_sString;
size_t startPos = srcString.find_first_of(tag);
if (startPos != std::string::npos) {
std::string tmp;
do {
tmp = srcString.substr(0,startPos);
CCLOG("CSWFNodeExt::handleFrameChanged %d playEffect %s",node->getCurrentFrame(),tmp.c_str());
audioEngine->preloadEffect(tmp.c_str());
audioEngine->playEffect(tmp.c_str(), false);
srcString = srcString.substr(startPos+tag.length());
startPos = srcString.find_first_of(tag);
if(startPos == std::string::npos){
CCLOG("CSWFNodeExt::handleFrameChanged %d playEffect %s",node->getCurrentFrame(),tmp.c_str());
audioEngine->preloadEffect(tmp.c_str());
audioEngine->playEffect(tmp.c_str(), false);
}
} while(startPos != std::string::npos) ;
}else{
CCLOG("CSWFNodeExt::handleFrameChanged %d playEffect %s",node->getCurrentFrame(),srcString.c_str());
audioEngine->preloadEffect(srcString.c_str());
audioEngine->playEffect(srcString.c_str(), false);
}
}
}
if (node->getCurrentFrame() == node->getFrameCount() - 1) {
audioEngine->stopAllEffects();
if (m_stopBgMusic) {
audioEngine->stopBackgroundMusic(true);
}
CCObject * effectFile = NULL;
CCARRAY_FOREACH(m_loadEffects, effectFile){
audioEngine->unloadEffect(((CCString *)effectFile)->getCString());
}
m_loadEffects->removeAllObjects();
}