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AudioImpl_AE.cpp
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85 lines (70 loc) · 2.61 KB
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//
// AudioImpl_AE.cpp
//
// Copyright (c) 2017 Ryan Bourne. All rights reserved.
// https://www.ryanbournedev.wordpress.com & https://twitter.com/ryanbourne28
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
#include "AudioImpl_AE.h"
#include "audio/include/AudioEngine.h"
using namespace cocos2d::experimental;
AudioImpl::AudioImpl() {
this->backgroundMusicID = -2;
AudioEngine::lazyInit();
}
AudioImpl::~AudioImpl() {
AudioEngine::end();
}
void AudioImpl::preloadBackgroundMusic(string track) {
AudioEngine::preload(track);
}
void AudioImpl::preloadEffect(string track) {
AudioEngine::preload(track);
}
void AudioImpl::playBackgroundMusic(string track) {
backgroundMusicID = AudioEngine::play2d(track, true, backgroundVolume, AudioEngine::getDefaultProfile());
AudioEngine::setLoop(backgroundMusicID, true);
}
void AudioImpl::stopBackgroundMusic() {
AudioEngine::stop(backgroundMusicID);
backgroundMusicID = -2;
}
void AudioImpl::pauseBackgroundMusic() {
if (backgroundMusicID != -2) {
AudioEngine::pause(backgroundMusicID);
}
}
void AudioImpl::resumeBackgroundMusic() {
if (backgroundMusicID != -2) {
AudioEngine::resume(backgroundMusicID);
}
}
void AudioImpl::playEffect(string track) {
AudioEngine::play2d(track, false, effectsVolume, AudioEngine::getDefaultProfile());
}
void AudioImpl::setBackgroundVolume(int volume) {
backgroundVolume = ((float) volume) / 100;
if (backgroundMusicID != -2) {
AudioEngine::setVolume(backgroundMusicID, backgroundVolume);
}
}
void AudioImpl::setEffectsVolume(int volume) {
effectsVolume = ((float) volume) / 100;
}