cocos2dx AudioEngine(声音播放)音效播放结束判断测试和背景音乐播放

前端之家收集整理的这篇文章主要介绍了cocos2dx AudioEngine(声音播放)音效播放结束判断测试和背景音乐播放前端之家小编觉得挺不错的,现在分享给大家,也给大家做个参考。

由于simpleAudioEngine在播放音效时无法获取状态也无法在播放完成后回调,造成音效在按键频繁时发声重叠。改mac版本的库对目前的我来说挑战难度太大。

于是百度了半天,发现3.6版本的cocos2dx有了新的声音播放库AudioEngine。于是体验下,感觉还不错:

直接贴代码

文件

#ifndef __macstudycocos2dx__newAudioEngineTest__

#define __macstudycocos2dx__newAudioEngineTest__


#include <stdio.h>

#include "cocos2d.h"

#include "audio/include/AudioEngine.h"

USING_NS_CC;

using namespace experimental;


class newAudioEngineTest:publicLayer,publicAudioEngine{

public:

staticcocos2d::Scene* createScene();


virtualbool init();

// a selector callback

void playCallback(cocos2d::Ref* pSender);//点击按钮后开始播放的回调函数

CREATE_FUNC(newAudioEngineTest);

bool isplaying=false;//标记播放状态

void changer_playingstatus();//播放完成后的回调函数,用来更改播放状态

};

newAudioEngineTest.cpp如下:


#endif /* defined(__macstudycocos2dx__newAudioEngineTest__) */


//

// newAudioEngineTest.cpp

// macstudycocos2dx

// Created by WangWei on 15/6/23.

//


#include "newAudioEngineTest.h"


Scene* newAudioEngineTest::createScene()

{

// 'scene' is an autorelease object

auto scene =Scene::create();

// 'layer' is an autorelease object

auto layer =newAudioEngineTest::create();

// add layer as a child to scene

scene->addChild(layer);

// return the scene

return scene;

}

bool newAudioEngineTest::init()

{

//////////////////////////////

// 1. super init first

if ( !Layer::init() )

{

return false;

}

Size visibleSize =Director::getInstance()->getVisibleSize();

Vec2 origin =Director::getInstance()->getVisibleOrigin();

auto menuitem=MenuItemFont::create("play wav",CC_CALLBACK_1(newAudioEngineTest::playCallback,this));

//创建菜单项,点击时播放音效

menuitem->setPosition(Vec2(0,0));

// create menu,it's an autorelease object

auto menu =Menu::create(menuitem,NULL);

menu->setPosition(Vec2(visibleSize.width/2,visibleSize.height/2));

this->addChild(menu,1);

return true;

}



voidnewAudioEngineTest::playCallback(Ref* pSender)

{


if (!isplaying) {

log("wav is not playing!");

isplaying=true;

int audioID=play2d("man1.wav");//播放音效文件

log("audioID =%d",audioID);

setFinishCallback(audioID,CC_CALLBACK_0(newAudioEngineTest::changer_playingstatus,0); font-size:11px"> //音效播放完成后修改播放状态,此时会用到audioID

}

else{

log("wav is playing,this click is not response!");

}

}


voidnewAudioEngineTest::changer_playingstatus(){

isplaying=false;

log("finished,status has been change");

}


以下是log输出:(可以看出audioID是改变的,即使播放同一个音效)


2015-06-23 15:24:35.303 macstudycocos2dx iOS[17888:662515] cocos2d: surface size: 1024x768

wav is not playing!

audioID =0

finished,status has been change

wav is not playing!

audioID =1

finished,status has been change

wav is not playing!

audioID =2

finished,status has been change

wav is not playing!

audioID =3

finished,status has been change

wav is not playing!

audioID =4

wav is playing,this click is not response! //快速点击时

finished,status has been change

wav is not playing!

audioID =5

wav is playing,this click is not response! //快速点击时

wav is playing,this click is not response! //快速点击时

finished,status has been change

wav is not playing!

audioID =6

wav is playing,this click is not response!

wav is playing,this click is not response!

finished,status has been change

wav is not playing!

audioID =7

wav is playing,status has been change


起初觉得如果音效可以使用AudioEngine来做,记住要用caf和wav格式。背景音乐可以使用simpleAudioEngine来播放,毕竟simpleAudioEngine有缓存机制。

更正下,之所以标红,是今天发现如果同时使用AudioEnginesimpleAudioEngine时会导致音效无法播放,具体原因不清楚。看来只能使用AudioEngine了。

AudioEngine中没有了playbackgoudmuisc的方法,背景音乐通过play2d来播放,通过AudioID可以对背景音乐的播放进行控制,用起来也很方便。



而且,今天发现AudioEngine能播放mp3格式的音乐文件,对于被wav撑得硕大的app来说使用mp3格式无疑是个完美的解决方案,真机的调试效果也是相当满意。

(未完待续)


如果不继承类时可以使用以下方式来播放哦:

int audioID=experimental::AudioEngine::play2d(wavfilestring->getCString());

原文链接:https://www.f2er.com/cocos2dx/342543.html

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