cocos2d-x 游戏中声音 有两种 一种是背景音乐一种是音效 载入音乐 或者音效的时候 我们须要先缓存声音


 

音乐部分

1.播放背景音乐

SimpleAudioEngine::sharedEngine()->playBackgroundMusic(std::string(CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(MUSIC_FILE)).c_str(), true);



2.也能够推断眼下有没有背景音乐

if (SimpleAudioEngine::sharedEngine()->isBackgroundMusicPlaying())

      {

       CCLOG("背景音乐正在播放");

      }

      else

      {

       CCLOG("没有背景音乐播放");

      }

 

3.停止背景音乐

SimpleAudioEngine::sharedEngine()->stopBackgroundMusic();

 

4.暂停背景音乐

SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();

 

5.恢复背景音乐

SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();

 

6.重头调用背景音乐


SimpleAudioEngine::sharedEngine()->rewindBackgroundMusic();


音效部分

1.播放音效

m_nSoundId = SimpleAudioEngine::sharedEngine()->playEffect(std::string(CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(EFFECT_FILE)).c_str());

 

2.反复播放音效


m_nSoundId = SimpleAudioEngine::sharedEngine()->playEffect(std::string(CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(EFFECT_FILE)).c_str(), true);

 

3.停止播放音效

SimpleAudioEngine::sharedEngine()->stopEffect(m_nSoundId);

 

4.卸载音效

SimpleAudioEngine::sharedEngine()->unloadEffect(std::string(CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(EFFECT_FILE)).c_str());

 

5.暂停音效


SimpleAudioEngine::sharedEngine()->pauseEffect(m_nSoundId);

 

6.恢复音效

SimpleAudioEngine::sharedEngine()->resumeEffect(m_nSoundId);

 

7.暂停全部音效

SimpleAudioEngine::sharedEngine()->pauseAllEffects();

 

8.恢复全部音效

   SimpleAudioEngine::sharedEngine()->resumeAllEffects();

 

9.停止全部音效

   SimpleAudioEngine::sharedEngine()->stopAllEffects();


 

 

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