本文整理汇总了C++中cocosdenshion::SimpleAudioEngine::preloadEffect方法的典型用法代码示例。如果您正苦于以下问题:C++ SimpleAudioEngine::preloadEffect方法的具体用法?C++ SimpleAudioEngine::preloadEffect怎么用?C++ SimpleAudioEngine::preloadEffect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cocosdenshion::SimpleAudioEngine
的用法示例。
在下文中一共展示了SimpleAudioEngine::preloadEffect方法的4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: init
bool MainLayer::init()
{
if (!CCLayer::init()) {
return false;
}
CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize();
CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin();
CCPoint centerPos = CCPoint(visibleSize.width / 2, visibleSize.height / 2);
//add backgroud
CCSprite *spriteBG = CCSprite::create("MainBG.png");
spriteBG->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y));
this->addChild(spriteBG, 0);
//add menu item
CCMenuItemFont::setFontSize(60);
CCMenuItemImage *menuItemPlay = CCMenuItemImage::create("start_n.png", "start_s.png", this, menu_selector(MainLayer::onPlay));
menuItemPlay->setPosition(centerPos);
// create menu, it's an autorelease object
CCMenu* pMenu = CCMenu::create(menuItemPlay, NULL);
pMenu->setPosition(CCPointZero);
this->addChild(pMenu, 1);
// preload music
CocosDenshion::SimpleAudioEngine *audioEngine = CocosDenshion::SimpleAudioEngine::sharedEngine();
audioEngine->preloadBackgroundMusic("background.mp3");
audioEngine->preloadEffect("jump.mp3");
audioEngine->preloadEffect("crouch.mp3");
audioEngine->setBackgroundMusicVolume(0.3);
audioEngine->setEffectsVolume(0.3);
return true;
}
示例2: lua_cocos2dx_cocosdenshion_SimpleAudioEngine_preloadEffect
int lua_cocos2dx_cocosdenshion_SimpleAudioEngine_preloadEffect(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_preloadEffect'", 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:preloadEffect"); arg0 = arg0_tmp.c_str();
if(!ok)
{
tolua_error(tolua_S,"invalid arguments in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_preloadEffect'", nullptr);
return 0;
}
cobj->preloadEffect(arg0);
lua_settop(tolua_S, 1);
return 1;
}
luaL_error(tolua_S, "%s has wrong number of arguments: %d, was expecting %d \n", "cc.SimpleAudioEngine:preloadEffect",argc, 1);
return 0;
#if COCOS2D_DEBUG >= 1
tolua_lerror:
tolua_error(tolua_S,"#ferror in function 'lua_cocos2dx_cocosdenshion_SimpleAudioEngine_preloadEffect'.",&tolua_err);
#endif
return 0;
}
示例3: preload_sounds
void AppDelegate::preload_sounds()
{
#ifdef _WIN32
CCLOG("on windows, skipping audio preload");
#else
CocosDenshion::SimpleAudioEngine* cache = CocosDenshion::SimpleAudioEngine::getInstance();
CCLOG("start loading audio");
cache->preloadEffect(clean_path("sounds\\old\\Swoosh.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\barrel.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\beep.mp3").c_str());
// cache->preloadEffect(clean_path("sounds\\old\\block.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\brick_hit.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\brick_scrape.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\cheering.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\coin.mp3").c_str());
//cache->preloadEffect(clean_path("sounds\\old\\ding.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\doom_rocket.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\dsnoway.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\glassbreak.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\ice_freeze.mp3").c_str());
//cache->preloadEffect(clean_path("sounds\\old\\lighter.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\radio_wave.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\real_punch.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\shield_die.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\shield_disable.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\shield_hit.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\shotgun.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\shotgun_reload.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\suicide_bomber.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\old\\wall_destroy.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\barrel\\C_barrel_1.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\block\\C_block+1.mp3").c_str());
// cache->preloadEffect(clean_path("sounds\\new\\block\\C_block+2.mp3").c_str());
// cache->preloadEffect(clean_path("sounds\\new\\block\\C_block_1.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\charged\\C_charged_1.mp3").c_str());
//cache->preloadEffect(clean_path("sounds\\new\\cheering\\C_cheering_11.mp3").c_str()); //TODO Find a use for this
//cache->preloadEffect(clean_path("sounds\\new\\cheering\\C_cheering_12.mp3").c_str()); //TODO Find a use for this
cache->preloadEffect(clean_path("sounds\\new\\cheering\\C_cheering_13.mp3").c_str());
//cache->preloadEffect(clean_path("sounds\\new\\coin\\C_coin_1.mp3").c_str());
//cache->preloadEffect(clean_path("sounds\\new\\coin\\C_coin_2.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\doom_rocket\\C_grenade_1.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\doom_rocket\\C_rocket_big_1.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\doom_rocket\\C_rocket_small_1.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Grunt_11.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Grunt_12.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Grunt_13.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Grunt_14.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Grunt_15.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Grunt_16.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Grunt_17.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Grunt_18.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Hit_11.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Hit_12.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Hit_13.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Hit_14.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Hit_15.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Hit_16.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Hit_17.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\dsnoway\\C_Hit_18.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\extra\\C_explosion_1.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\glassbreak\\C_glassbreak_1.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\ice_freeze\\C_ice_freeze+.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\ice_freeze\\C_ice_freeze_1.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\lighter\\C_lighter_1.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\radio_wave\\C_radio_wave_1.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\radio_wave\\C_radio_wave_2.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\radio_wave\\C_radio_wave_3.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_combo_1.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch+1.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch+2.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch+3.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_11.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_21.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_22.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_23.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_24.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_25.mp3").c_str());
// cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_26.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_27.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_28.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\real_punch\\C_punch_31.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\shotgun\\C_shotgun_1.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\shotgun_reload\\C_shotgun_reload_1.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\suicide_bomber\\C_rocket_big+1.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\suicide_bomber\\C_rocket_small+2.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_1.wav").c_str());
cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_11.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_12.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_13.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_14.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_15.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_21.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_22.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_23.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_24.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_25.mp3").c_str());
cache->preloadEffect(clean_path("sounds\\new\\Swoosh\\C_Swoosh_26.mp3").c_str());
//.........这里部分代码省略.........
示例4: 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();
}