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cocos2d-x播放背景音乐和战斗音效

2013-05-17 11:35 288 查看
[align=center]cocos2d-x播放背景音乐和战斗音效
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在游戏中,音乐是一个不可缺少的部分,音乐分为游戏中的长时间的背景音乐和短的音效两种,可以为我们的游戏增加效果。Cocos2d-x支持多种音乐格式mp3,wav等音乐格式

1.背景音乐

要使用一个音乐,首先要预加载这个音乐,预加载的方法如下

SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic( CCFileUtils::fullPathFromRelativePath(MUSIC_FILE) );

MUSIC_FILE就是音乐文件相对Res文件夹的相对路径

然后就可以播放了,播放的方法如下

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

第一个参数中的MUSIC_FILE就是音乐文件相对Res文件夹的相对路径,然后再转换为绝对路径,第二个参数就是是否循环播放,由于是背景音乐,我们定为true

其他函数

SimpleAudioEngine::sharedEngine()->stopBackgroundMusic();//停止背景音乐,可以代一个布尔型参数,表示是否释放音乐文件

SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();//暂停背景音乐

SimpleAudioEngine::sharedEngine()->rewindBackgroundMusic();//重头调用背景音乐

SimpleAudioEngine::sharedEngine()->isBackgroundMusicPlaying()//返回布尔型参数,是否在放着背景音乐

SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.5);//设置音量0.0-1.0

2.音效

使用音效,和使用音乐类似,也需要预加载,用法如下

SimpleAudioEngine::sharedEngine()->preloadEffect( CCFileUtils::fullPathFromRelativePath(EFFECT_FILE) );

EFFECT_FILE就是音乐的相对Res文件夹的相对路径

然后播放就可以了

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

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

和背景音乐一样,第二个参数是可选的,如果是true就是循环播放,否则就是只播一次

其他函数

SimpleAudioEngine::sharedEngine()->stopEffect(m_nSoundId);//停止音效,可以选择单独停掉一个音效,通过创建时的m_nSoundId停止

SimpleAudioEngine::sharedEngine()->stopAllEffects();//停止全部音效

SimpleAudioEngine::sharedEngine()->pauseEffect(m_nSoundId);//暂停单个音效

SimpleAudioEngine::sharedEngine()->resumeEffect(m_nSoundId);//重新开始音效

SimpleAudioEngine::sharedEngine()->pauseAllEffects();//暂停全部音效

SimpleAudioEngine::sharedEngine()->resumeAllEffects();//重新开始全部音效

SimpleAudioEngine::sharedEngine()->setEffectsVolume(0.5);//设置音效音量

SimpleAudioEngine::sharedEngine()->unloadEffect(std::string(CCFileUtils::fullPathFromRelativePath(EFFECT_FILE)).c_str());//卸载音效

最后要记住,在程序不需要音乐时,要SimpleAudioEngine::sharedEngine()->end();释放sharedEngine()

我写了一个播放音乐的类,在这里和大家分享一下

//
// SGPlayMusic.h
// GameSanGuo
//
// Created by 江南岸 on 13-5-16.
//
//

#define MUSIC_PLAY(__xxx__) SGPlayMusic::sharePlayMusic()->playerMusicByType(__xxx__);
#define MUSIC_STOP SGPlayMusic::sharePlayMusic()->stopMusic();
#define MUSIC_VOLUME(__xxxx__) SGPlayMusic::sharePlayMusic()->setVolume(__xxxx__)
#define EFFECT_PLAY(__xxxx__,__yyyy__) SGPlayMusic::sharePlayMusic()->playEffectByType(__xxxx__, __yyyy__);
#define EFFECT_STOP SGPlayMusic::sharePlayMusic()->stopEffect();
#define EFFCT_VOLUME(__xxxx__) SGPlayMusic::sharePlayMusic()->setEffectVolume(__xxxx__);

#define MUSIC_PVP "music/pvp.mp3" //pvp音乐
#define MUSIC_NORMAL "music/narmal.mp3" //正常战斗音乐
#define MUSIC_BOSS "music/boss.mp3" //boss战音乐
#define MUSIC_SCENE "music/scene.mp3" //场景音乐
#define MUSIC_TEST "music/祁隆、庄心妍 - 一万个舍不得.mp3"

#ifndef __GameSanGuo__SGPlayMusic__
#define __GameSanGuo__SGPlayMusic__

#include <iostream>
#include "SimpleAudioEngine.h"
#include "cocos2d.h"
using namespace cocos2d;
using namespace CocosDenshion;

class SGPlayMusic
{
private:
float m_nMusicVolume;
float m_nEffectVolume;

public:
SGPlayMusic();
~SGPlayMusic();
static SGPlayMusic *sharePlayMusic();

//播放音乐
void playerMusicByType(const char* musicName);
//停止音乐
void stopMusic();
//改变音乐音量
void setVolume(float volume);
//暂停背景音乐
void pauseMusic();
//重新播放背景音乐
void rewindMusic();

//播放音效
void playEffectByType(bool isLoop, const char *effectName);
//停止音效
void stopEffect();
//改变音效音量
void setEffectVolume(float volume);
//停止某个音效
void stopEffect(unsigned int effectId);
//重新播放音效
void rewindEffect(unsigned int effectId);

};

#endif /* defined(__GameSanGuo__SGPlayMusic__) */


//
// SGPlayMusic.cpp
// GameSanGuo
//
// Created by 江南岸 on 13-5-16.
//
//

#include "SGPlayMusic.h"
static SGPlayMusic *playMusic = NULL;

SGPlayMusic::SGPlayMusic()
{
m_nMusicVolume = 0.5;
m_nEffectVolume = 0.5f;
}

SGPlayMusic::~SGPlayMusic()
{
//卸载
SimpleAudioEngine::sharedEngine()->end();
}

SGPlayMusic* SGPlayMusic::sharePlayMusic()
{
if(NULL == playMusic)
{
playMusic = new SGPlayMusic();
}

return playMusic;
}

#pragma mark - ------ 播放音乐 -------

void SGPlayMusic::playerMusicByType(const char* musicName)
{
SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic(CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(musicName));
SimpleAudioEngine::sharedEngine()->playBackgroundMusic(CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(musicName), true);
}

void SGPlayMusic::setVolume(float volume)
{
m_nMusicVolume = volume;
SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(m_nMusicVolume);
}

void SGPlayMusic::stopMusic()
{
SimpleAudioEngine::sharedEngine()->stopBackgroundMusic();
}

void SGPlayMusic::rewindMusic()
{
SimpleAudioEngine::sharedEngine()->rewindBackgroundMusic();
}

void SGPlayMusic::pauseMusic()
{
SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
}

#pragma mark - ------ 播放音效 ------

void SGPlayMusic::playEffectByType(bool isLoop, const char *effectName)
{
SimpleAudioEngine::sharedEngine()->preloadEffect(CCFileUtils::sharedFileUtils()->fullPathFromRelativePath(effectName));
SimpleAudioEngine::sharedEngine()->playEffect(effectName, isLoop);
}

void SGPlayMusic::stopEffect()
{
SimpleAudioEngine::sharedEngine()->stopAllEffects();
}

void SGPlayMusic::setEffectVolume(float volume)
{
m_nEffectVolume = volume;
SimpleAudioEngine::sharedEngine()->setEffectsVolume(m_nEffectVolume);
}

void SGPlayMusic::stopEffect(unsigned int effectId)
{
SimpleAudioEngine::sharedEngine()->stopEffect(effectId);
}

void SGPlayMusic::rewindEffect(unsigned int effectId)
{
SimpleAudioEngine::sharedEngine()->resumeEffect(effectId);
}
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