Cocos2d-x   发布时间:2022-05-03  发布网站:大佬教程  code.js-code.com
大佬教程收集整理的这篇文章主要介绍了Cocos2d-x 3.2开发《大富翁》游戏配音大佬教程大佬觉得挺不错的,现在分享给大家,也给大家做个参考。

1、修改AppDelegate.cpp文件

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//Thisfunctionwillbecalledwhentheappisinactive.Whencomesaphonecall,it'sbeinvokedtoo
void AppDelegate::applicationDidEnterBACkground(){
Director::geTinstance()->stopAnimation();
//ifyouuseSimpleAudioENGIne,itmustbepause
//后台暂停
SimpleAudioENGIne::geTinstance()->pauseBACkgroundMusic();
}
//thisfunctionwillbecalledwhentheappisactiveagain
AppDelegate::applicationWillEnterForeground(){
Director::geTinstance()->startAnimation();
:1.1em!important; margin:0px!important; outline:0px!important; overflow:visible!important; padding:0px!important; position:static!important; right:auto!important; top:auto!important; vertical-align:baseline!important; width:auto!important; font-family:Consolas,itmustresumehere
//恢复播放
SimpleAudioENGIne::geTinstance()->resumeBACkgroundMusic();
}

2、在resources 目录下新建sound文件夹,存放游戏声音文件

角色的声音文件定义到Constutil.h文件中,大体如下:

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#defineP1_DEYIDEYITIAN"sound/byelottery.wav"//拜拜祝您中奖
#defineP1_need1000"sound/need1000.wav"//只要1000元
#defineP1_SELEct_lottery"sound/SELEct_lottery.wav"//请圈选你要购买的彩票
#defineP1_meirendejiang"sound/meirendejiang.wav"//sorry本月份没有人得奖
#defineP1_xiwangshini"sound/xiwangshini.wav"//希望下次得奖者就是您
#defineP1_Speaking_00181"sound/Speaking_00181.wav"//投资获利
#defineP1_Speaking_00182"sound/Speaking_00182.wav"//投资失败

角色相关声音大体依据如下内容进行分类定义:

//交过路费声音

//抢夺别人地块

//房屋被抢夺

//房屋被摧毁

//摧毁别人房屋

//螃蟹伤人

//看到别人住院

//收取过路费

//升级房子

//不交过路费

//买地

//捡到珍珠

//对方被罚收税


例如:角色1的文件定义

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@H_197_263@ 46
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//交过路费声音
#defineP1_Speaking_00435"sound/Speaking_00435.wav"//oh哈利路亚
#defineP1_Speaking_00461"sound/Speaking_00461.wav"//oh我的血汗钱
#defineP1_Speaking_00475"sound/Speaking_00475.wav"//算了算了老子有的是钱
#defineP1_Speaking_01060"sound/Speaking_01060.wav"//老本都快没了
#defineP1_Speaking_001062"sound/Speaking_001062.wav"//拿去了不用找了
//抢夺别人地块
#defineP1_Speaking_00429"sound/Speaking_00429.wav"//让我把他据为己有
//房屋被抢夺
#defineP1_Speaking_00430"sound/Speaking_00430.wav"//黄金地段让给你
#defineP1_Speaking_00464"sound/Speaking_00464.wav"//太不给面子了
#defineP1_Speaking_00469"sound/Speaking_00469.wav"//你皮子痒啊
#defineP1_Speaking_00470"sound/Speaking_00470.wav"//竟敢在太岁头上动土
#defineP1_Speaking_00476"sound/Speaking_00476.wav"//算你狠
//房屋被摧毁
#defineP1_Speaking_00462"sound/Speaking_00462.wav"//好大的胆子
#defineP1_Speaking_00463"sound/Speaking_00463.wav"//谁敢动我的地
#defineP1_Speaking_00466"sound/Speaking_00466.wav"//竟敢破坏我的好事
#defineP1_Speaking_00468"sound/Speaking_00468.wav"//拆的还真干净
#defineP1_Speaking_00474"sound/Speaking_00474.wav"//你有没有搞错啊
#defineP1_Speaking_001061"sound/Speaking_001061.wav"//真没良心
//摧毁别人房屋
#defineP1_Speaking_00433"sound/Speaking_00433.wav"//不必谢我
#defineP1_Speaking_00437"sound/Speaking_00437.wav"//全部夷为平地
//螃蟹伤人
#defineP1_Speaking_00449"sound/Speaking_00449.wav"//快来帮我把
#defineP1_Speaking_01054"sound/Speaking_01054.wav"//我惨了
#defineP1_Speaking_01055"sound/Speaking_01055.wav"//哎呦喂啊
@H_772_383@ #defineP1_Speaking_001071"sound/Speaking_001071.wav"//我不要打针
//看到别人住院
#defineP1_Speaking_001073"sound/Speaking_001073.wav"//别闹了
//收取过路费
#defineP1_Speaking_00453"sound/Speaking_00453.wav"//小本经营概不赊欠
#defineP1_Speaking_01059"sound/Speaking_01059.wav"//蝇头小利
#defineP1_Speaking_01057"sound/Speaking_01057.wav"//这是我应得的
//升级房子
#defineP1_Speaking_01051"sound/Speaking_01051.wav"//别嫉妒我
#defineP1_Speaking_001066"sound/Speaking_001066.wav"//我真佩服自己
//不交过路费
#defineP1_Speaking_00446"sound/Speaking_00446.wav"//有钱也不给你
#defineP1_Speaking_00477"sound/Speaking_00477.wav"//可别想占我便宜啊
//买地
#defineP1_Speaking_00458"sound/Speaking_00458.wav"//盖什么好呢
#defineP1_Speaking_001067"sound/Speaking_001067.wav"//我是个大地主
//捡到珍珠
@H_674_451@ #defineP1_Speaking_01052"sound/Speaking_01052.wav"//鸿运当头
#defineP1_Speaking_001063"sound/Speaking_001063.wav"//上帝保佑
//对方被罚收税
#defineP1_Speaking_00452"sound/Speaking_00452.wav"//别想偷漏税

3、根据声音的分类把文件名称放入到Vector中,然后根据场景随机从Vector中取出声音进行播放。

在GameBaseScene.cpp的initAudioEffect方法中,据声音的分类把文件名称放入到Vector中

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GameBaseScene::initAudioEffect()
{
.........
player2EffectVec_1.pushBACk(String::create(P2_SPEAKING01));
player2EffectVec_1.pushBACk(String::create(P2_QISIWOLE));
player2EffectVec_1.pushBACk(String::create(P2_XINHAOKONGA));
player2EffectVec_1.pushBACk(String::create(P2_BUHUIBA));
player2EffectVec_1.pushBACk(String::create(P2_PAYHIGH));
player2EffectVec_1.pushBACk(String::create(P2_QIANGQIANA));
player2EffectVec_1.pushBACk(String::create(P2_HEBAOCHUXIE));
..........
在Util.cpp中定义声音播放方法,根据声音开关设置,进行声音的播放

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Util::playAudioEffect( const char *effectName, bool isLoop)
{
@H_483_559@music_on=UserDefault::geTinstance()->getBoolForKey(MUSIC_ON_KEY, true );
if (music_on)
{
CocosDenshion::SimpleAudioENGIne::geTinstance()->playEffect(effectName,isLoop);
}
//随机从Vector中取出声音进行播放

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Util::playAudioEffectRandom(Vector<String*>effectVec,monospace!important; font-size:1em!important; min-height:auto!important; BACkground:none!important">playAudioEffect(effectVec.at( rand ()%effectVec.size())->getCString(),isLoop);
}
Util::stopAudioPlay()
{
CocosDenshion::SimpleAudioENGIne::geTinstance()->stopBACkgroundMusic();
CocosDenshion::SimpleAudioENGIne::geTinstance()->stopAllEffects();
4、添加背景音乐,共3首背景音乐,随机播放

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bgMusicVector.push_BACk(BG01_MP3);
bgMusicVector.push_BACk(BG02_MP3);
bgMusicVector.push_BACk(BG03_MP3);
for ( int i=0;i<bgMusicVector.size();i++)
{
CocosDenshion::SimpleAudioENGIne::geTinstance()->preloadBACkgroundMusic(bgMusicVector.at(i));
}
this ->schedule(schedule_SELEctor(GameBaseScene::playerBgMusiC),5.0f);
.....
5、角色对话相关的音效,就是根据具体场景,添加相应的音效播放就可以了

关于音乐音效的比较简单,可以参【开发者指南】第十三章:音频

Cocos2d-x之抽奖界面与获奖概率的设计(一)一文中的转盘界面效果做得挺好,稍微修改一下,拿到我们大富翁中来吧。

代码同下一节一并发布。

感谢本系列教程作者@H_178_696@李德国的分享,Cocos引擎中文官网欢迎开发者分享引擎开发经验。@H_178_696@

来源网址:http://www.voidcn.com/article/p-vtuansia-tc.html

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