cocos2dx2.2添加音乐音效以及设置音量

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今天白白跟大家分享一下cocos2dx添加背景音乐音效的方法。

cocos2d-x使用SimpleAudioEngine类作为实现跨平台的音乐引擎,首先需要引入头文件。

对于声音文件,我们可以提前加载,这样会提高游戏的执行效率,但却会增加内存消耗,编码时,我们需要根据实际情况决定是否要进行预加载处理。

好了,我们写一个例子先,同样还是新建一个Music项目。

1、引入头文件以及相应的库

#include "cocos2d.h"#include "SimpleAudioEngine.h"#include "CocosDenshionTest.h"using namespace CocosDenshion;

2、预加载音乐文件(可以不进行提前加载)

#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)    #define EFFECT_FILE        "effect2.ogg"#elif( CC_TARGET_PLATFORM == CC_PLATFORM_MARMALADE)    #define EFFECT_FILE        "effect1.raw"#else    #define EFFECT_FILE        "effect1.wav"#endif #if (CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)    #define MUSIC_FILE        "music.mid"#elif (CC_TARGET_PLATFORM == CC_PLATFORM_BLACKBERRY || CC_TARGET_PLATFORM == CC_PLATFORM_LINUX )    #define MUSIC_FILE        "background.ogg"#elif (CC_TARGET_PLATFORM == CC_PLATFORM_WP8)    #define MUSIC_FILE        "background.wav"#else    #define MUSIC_FILE        "background.mp3"#endif
3、使用音乐以及音效,以及控制音量

我们更改了HelloWorld的退出按钮,可以根据flag的值来做相应的音乐处理。

void HelloWorld::menuCloseCallback(CCObject * pSender){int flag = 0;    //我这里直接定义一个flag,大家可根据游戏项目的需要传入flag的值    switch(flag)    {    // 背景音乐部分:    case 0:        SimpleAudioEngine::sharedEngine()->playBackgroundMusic(MUSIC_FILE, true);   //播放        break;    case 1:        SimpleAudioEngine::sharedEngine()->stopBackgroundMusic();  // 停止播放        break;    case 2:        SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();   //暂停播放        break;    case 3:        SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();   // 恢复播放        break;    case 4:        SimpleAudioEngine::sharedEngine()->rewindBackgroundMusic();   //从头重新播放        break;    case 5:        if (SimpleAudioEngine::sharedEngine()->isBackgroundMusicPlaying())    //判断当前是否播放背景音乐        {            CCLOG("background music is playing");        }        else        {            CCLOG("background music is not playing");        }        break;    // 音效部分    case 6:       unsigned int m_nSoundId = SimpleAudioEngine::sharedEngine()->playEffect(EFFECT_FILE);   //播放        break;    case 7:        unsigned int m_nSoundId = SimpleAudioEngine::sharedEngine()->playEffect(EFFECT_FILE, true);        break;    case 8:        SimpleAudioEngine::sharedEngine()->stopEffect(m_nSoundId);   //停止播放        break;    case 9:        SimpleAudioEngine::sharedEngine()->unloadEffect(EFFECT_FILE);  //去除音效        break;        // add bakcground music volume    case 10:        SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(SimpleAudioEngine::sharedEngine()->getBackgroundMusicVolume() + 0.1f);//增加音量        break;    case 11:        SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(SimpleAudioEngine::sharedEngine()->getBackgroundMusicVolume() - 0.1f);//降低音量        break;    case 12:        SimpleAudioEngine::sharedEngine()->setEffectsVolume(SimpleAudioEngine::sharedEngine()->getEffectsVolume() + 0.1f);//增加音量        break;    case 13:        SimpleAudioEngine::sharedEngine()->setEffectsVolume(SimpleAudioEngine::sharedEngine()->getEffectsVolume() - 0.1f);//降低音量        break;    case 14:        SimpleAudioEngine::sharedEngine()->pauseEffect(m_nSoundId);//暂停音效        break;    case 15:        SimpleAudioEngine::sharedEngine()->resumeEffect(m_nSoundId);//恢复音效        break;    case 16:        SimpleAudioEngine::sharedEngine()->pauseAllEffects();//暂停所有音效        break;    case 17:        SimpleAudioEngine::sharedEngine()->resumeAllEffects();//恢复所有音效        break;    case 18:        SimpleAudioEngine::sharedEngine()->stopAllEffects();//停止所有音效        break;    }    }

ok,关于音乐的所有函数都在上面了,大家可以根据自己的需要去使用啦。


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