游戏中的音乐和音效是必不可少的,好的音乐可以给我们留下很深的印象也决定了这个游戏的品质。今天我们来学习一下cocos2d-x中如何使用音乐和音效。这些用到的函数都比较简单,现在直接上代码。
//声音预先处理类的头文件
#ifndef _AUDIO_PRETREAT_H
#define _AUDIO_PRETREAT_H
#include "cocos2d.h"
//使用声音引擎必须包含SimpleAudioEngeim.h头文件
#include "SimpleAudioEngine.h"
using namespace cocos2d;
//声音引擎的命名空间
using namespace CocosDenshion;
//类AudioPretrea采用单例设计模式
//把用到的音乐做为枚举类型
enum MUSIC_TYPE
{
MUSIC_TYPE_BACKGROUND //背景音乐
};
//把用到的音乐做为枚举类型
enum EFFECT_TYPE
{
EFFECT_TYPE_EFFECT1
};
class AudioPretreat
{
private:
static AudioPretreat * m_audioPretreat;
public:
//单例设计的时候需要用到的俩个函数
static AudioPretreat * sharedAudioPretreat();
static void freeAudioPretreat();
//可以根据不同的平台获取不同的声音文件
char * getMusic(MUSIC_TYPE type);
char * getEffect(EFFECT_TYPE type);
//在init中完成声音的预先加载
bool init();
};
#endif
//声音预先处理类的实现
#include "AudioPretreat.h"
//单例设计模式采用的惯用方式
AudioPretreat * AudioPretreat::m_audioPretreat = NULL;
AudioPretreat * AudioPretreat::sharedAudioPretreat()
{
if(NULL == m_audioPretreat)
{
m_audioPretreat = new AudioPretreat();
}
return m_audioPretreat;
}
//在AppDelegate析构的时候调用这个函数
void AudioPretreat::freeAudioPretreat()
{
if(m_audioPretreat)
{
delete m_audioPretreat;
m_audioPretreat = NULL;
}
}
//根据不同的平台获得不同的声音文件
char * AudioPretreat::getMusic(MUSIC_TYPE type)
{
switch(type)
{
case MUSIC_TYPE_BACKGROUND:
//WIN32,ANDROID,IOS都使用MP3格式的背景音乐
#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;
}
//根据不同的平台获得不同的音效文件
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函数中完成一些初始化的操作
bool AudioPretreat::init()
{
bool bRet = false;
do
{
//预先加载声音,参数是声音文件
SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic(this->getMusic(MUSIC_TYPE_BACKGROUND));
//加载音效
SimpleAudioEngine::sharedEngine()->preloadEffect(this->getEffect(EFFECT_TYPE_EFFECT1));
//设置声音的大小0.0-1.0
SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.1f);
bRet = true;
}
while(0);
return bRet;
}
// 下面就来看一下如何使用声音引擎
bool HelloWorld::init()
{
bool bRet = false;
do
{
CC_BREAK_IF(! CCLayer::init());
CCSize size = CCDirector::sharedDirector()->getVisibleSize();
AudioPretreat::sharedAudioPretreat()->init();
//以下是对背景音乐的一些操作
//设置字符串,并且转码
std::string str1 = "播放背景音乐";
std::string str2 = "停止背景音乐";
std::string str3 = "暂停背景音乐";
std::string str4 = "恢复背景音乐";
std::string str5 = "重头播放背景音乐";
std::string str6 = "背景音乐:加";
std::string str7 = "背景音乐:减";
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);
//以下是对音效的操作
std::string str11 = "播放音效";
std::string str12 = "停止音效";
std::string str13 = "暂停音效";
std::string str14 = "恢复音效";
std::string str15 = "从缓存中移除音效";
std::string str16 = "音效:加";
std::string str17 = "音效:减";
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:
//播放声音,第二个参数代表是否循环播放
SimpleAudioEngine::sharedEngine()->playBackgroundMusic(
AudioPretreat::sharedAudioPretreat()->getMusic(MUSIC_TYPE_BACKGROUND),true);
break;
case 2:
SimpleAudioEngine::sharedEngine()->stopBackgroundMusic();
break;
case 3:
//pause和resume成对使用
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
break;
case 4:
SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
break;
case 5:
SimpleAudioEngine::sharedEngine()->rewindBackgroundMusic();
break;
case 6:
//这个函数在win32上没法改变声音的大小,大家用f12跟进函数的时候里边是空,但是在android平台上有实现
SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(
SimpleAudioEngine::sharedEngine()->getBackgroundMusicVolume()+0.1f);
break;
case 7:
//这个函数在win32上没法改变声音的大小,大家用f12跟进函数的时候里边是空,但是在android平台上有实现
SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(
SimpleAudioEngine::sharedEngine()->getBackgroundMusicVolume()-0.1f);
break;
case 11:
//第二个参数设为true的话则循环播放,soundID是在HelloWorld的头文件中定义的
//音效函数不同于背景音乐的是会返回一个ID
soundID = SimpleAudioEngine::sharedEngine()->playEffect(
AudioPretreat::sharedAudioPretreat()->getEffect(EFFECT_TYPE_EFFECT1),true);
break;
case 12:
//音效函数大多会传入一个ID,因为游戏中的音效不止一个
SimpleAudioEngine::sharedEngine()->stopEffect(soundID);
break;
case 13:
SimpleAudioEngine::sharedEngine()->pauseEffect(soundID);
break;
case 14:
SimpleAudioEngine::sharedEngine()->resumeEffect(soundID);
case 15:
//从缓存中移除音效,需要传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;
}
}
//编码格式转化函数
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;
}