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In the game, music is an indispensable part. Music is divided into two types: long-time background music and short sound effects, which can increase the effect for our game. Cocos2d-x supports multiple music formats MP3, WAV and other music formats
1. Background Music
To use a music, you must first pre-load the music. The pre-load method is as follows:
Simpleaudioengine: sharedengine ()-> preloadbackgroundmusic (ccfileutils: fullpathfromrelativepath (music_file ));
Music_file is the relative path of the music file to the res folder.
Then you can play the video. The playback method is as follows:
Simpleaudioengine: sharedengine ()-> playbackgroundmusic (STD: string (ccfileutils: fullpathfromrelativepath (music_file). c_str (), true );
In the first parameter, music_file is the relative path of the music file to the res folder, and then converted to the absolute path. The second parameter is whether to play cyclically. Because it is background music, we set it to true.
Other functions
Simpleaudioengine: sharedengine ()-> stopbackgroundmusic (); // stop the background music. A boolean parameter can be used to indicate whether to release the music file.
Simpleaudioengine: sharedengine ()-> pausebackgroundmusic (); // pause background music
Simpleaudioengine: sharedengine ()-> rewindbackgroundmusic (); // call background music again
Simpleaudioengine: sharedengine ()-> isbackgroundmusicplaying () // return the Boolean parameter to check whether background music is playing.
Simpleaudioengine: sharedengine ()-> setbackgroundmusicvolume (0.5); // set the volume to 0.0-1.0
2. Sound Effects
The usage of sound effects is similar to that of music and requires pre-loading. The usage is as follows:
Simpleaudioengine: sharedengine ()-> preloadeffect (ccfileutils: fullpathfromrelativepath (effect_file ));
Effect_file is the relative path of the music to the res folder.
Then play the video.
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 );
Like background music, the second parameter is optional. If it is true, it means loop playback; otherwise, it means playing only once.
Other functions
Simpleaudioengine: sharedengine ()-> stopeffect (m_nsoundid); // stop the sound effect. You can choose to stop a sound effect independently and stop it with the m_nsoundid when creating the sound.
Simpleaudioengine: sharedengine ()-> stopalleffects (); // stop all sound effects
Simpleaudioengine: sharedengine ()-> pauseeffect (m_nsoundid); // pause a single sound effect
Simpleaudioengine: sharedengine ()-> resumeeffect (m_nsoundid); // start the sound effect again
Simpleaudioengine: sharedengine ()-> pausealleffects (); // pause all audio effects
Simpleaudioengine: sharedengine ()-> resumealleffects (); // re-start all sound effects
Simpleaudioengine: sharedengine ()-> seteffectsvolume (0.5); // set the sound volume
Simpleaudioengine: sharedengine ()-> unloadeffect (STD: string (ccfileutils: fullpathfromrelativepath (effect_file). c_str (); // uninstall the sound effect
Remember that simpleaudioengine: sharedengine ()-> end (); release sharedengine ()
I just started to study this engine. If there are any errors, I hope you can correct them more.
Next, write down the ccrendertexture