Cocos2d-x   发布时间:2022-05-03  发布网站:大佬教程  code.js-code.com
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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:

头文件:

#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();

@H_616_85@ // 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"


@H_675_182@ 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;

}

@H_675_182@ bool newAudioENGIneTest::init()

{

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

// 1. super init first

if ( !Layer::init() )

{

return false;

}

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

Vec2 origin =Director::geTinstance()->getVisibLeorigin();

@H_675_182@ auto menuitem=@H_229_8@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 =@H_766_53@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(){

@H_675_182@ 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());

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