游戏中的音乐和音效是必不可少的,好的音乐可以给我们留下很深的印象也决定了这个游戏的品质。今天我们来学习一下cocos2d-x中如何使用音乐和音效。这些用到的函数都比较简单,现在直接上代码。

//<a href="http://www.zaojiahua.com/tag/%e5%a3%b0%e9%9f%b3" title="View all posts in 声音" class="tag_link">声音</a>预先处理类的头文件
#ifndef _AUDIO_PRETREAT_H
#define _AUDIO_PRETREAT_H
#include &quot;cocos2d.h&quot;
//使用声音引擎必须包含SimpleAudioEngeim.h头文件
#include &quot;SimpleAudioEngine.h&quot;

using namespace cocos2d;
//声音引擎的命名空间
using namespace CocosDenshion;

//类AudioPretrea采用单例设计模式

//把用到的音乐做为枚举类型
enum MUSIC_TYPE
{
	MUSIC_TYPE_BACKGROUND //背景音乐
};

//把用到的音乐做为枚举类型
enum EFFECT_TYPE
{
	EFFECT_TYPE_EFFECT1
};

class AudioPretreat
{
private:
	static AudioPretreat * m_audioPretreat;
public:
	//单例设计的时候需要用到的俩个函数
	static AudioPretreat * sharedAudioPretreat();
	static void freeAudioPretreat();
	//可以根据不同的平台获取不同的声音文件
	char * getMusic(MUSIC_TYPE type);
	char * getEffect(EFFECT_TYPE type);
	//在init中完成声音的预先加载
	bool init();
};

#endif
//声音预先处理类的实现
#include "AudioPretreat.h"
//单例设计模式采用的惯用方式
AudioPretreat * AudioPretreat::m_audioPretreat = NULL;

AudioPretreat * AudioPretreat::sharedAudioPretreat()
{
	if(NULL == m_audioPretreat)
	{
		m_audioPretreat = new AudioPretreat();
	}
	return m_audioPretreat;
}

//在AppDelegate析构的时候调用这个函数
void AudioPretreat::freeAudioPretreat()
{
	if(m_audioPretreat)
	{
		delete m_audioPretreat;
		m_audioPretreat = NULL;
	}
}

//根据不同的平台获得不同的声音文件
char * AudioPretreat::getMusic(MUSIC_TYPE type)
{
	switch(type)
	{
	case MUSIC_TYPE_BACKGROUND:
		//WIN32,ANDROID,IOS都使用MP3格式的背景音乐
#if(CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
	return "background-music.mp3";
#else(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
	return "background-music.mp3";
#endif
	break;
	}
	return NULL;
}

//根据不同的平台获得不同的音效文件
char * AudioPretreat::getEffect(EFFECT_TYPE type)
{
	switch(type)
	{
	case EFFECT_TYPE_EFFECT1:
#if(CC_TARGET_PLATFORM == CC_PLATFORM_WIN32)
		return "pew-pew-lei.wav";
#else(CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
		return "pew-pew-lei.ogg";
#endif
	}
	return NULL;
}

//init函数中完成一些初始化的操作
bool AudioPretreat::init()
{
	bool bRet = false;
	do
	{
		//预先加载声音,参数是声音文件
		SimpleAudioEngine::sharedEngine()->preloadBackgroundMusic(this->getMusic(MUSIC_TYPE_BACKGROUND));
		//加载音效
		SimpleAudioEngine::sharedEngine()->preloadEffect(this->getEffect(EFFECT_TYPE_EFFECT1));
		//设置声音的大小0.0-1.0
		SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(0.1f);
		bRet = true;
	}
	while(0);

	return bRet;
}
// 下面就来看一下如何使用声音引擎
bool HelloWorld::init()
{
    bool bRet = false;
    do
    {

        CC_BREAK_IF(! CCLayer::init());

		CCSize size = CCDirector::sharedDirector()->getVisibleSize();

		AudioPretreat::sharedAudioPretreat()->init();

		//以下是对背景音乐的一些操作

		//设置字符串,并且转码
		std::string str1 = "播放背景音乐";
		std::string str2 = "停止背景音乐";
		std::string str3 = "暂停背景音乐";
		std::string str4 = "恢复背景音乐";
		std::string str5 = "重头播放背景音乐";
		std::string str6 = "背景音乐:加";
		std::string str7 = "背景音乐:减";
		GBKToUTF8(str1,"GB2312","UTF-8");
		GBKToUTF8(str2,"GB2312","UTF-8");
		GBKToUTF8(str3,"GB2312","UTF-8");
		GBKToUTF8(str4,"GB2312","UTF-8");
		GBKToUTF8(str5,"GB2312","UTF-8");
		GBKToUTF8(str6,"GB2312","UTF-8");
		GBKToUTF8(str7,"GB2312","UTF-8");

		CCMenuItemFont::setFontSize(24);
		CCMenuItemFont::setFontName("Arial");
		CCMenuItemFont * menu1 = CCMenuItemFont::create(str1.c_str(),this,menu_selector(HelloWorld::menu));
		menu1->setTag(1);
		CCMenuItemFont * menu2 = CCMenuItemFont::create(str2.c_str(),this,menu_selector(HelloWorld::menu));
		menu2->setTag(2);
		CCMenuItemFont * menu3 = CCMenuItemFont::create(str3.c_str(),this,menu_selector(HelloWorld::menu));
		menu3->setTag(3);
		CCMenuItemFont * menu4 = CCMenuItemFont::create(str4.c_str(),this,menu_selector(HelloWorld::menu));
		menu4->setTag(4);
		CCMenuItemFont * menu5 = CCMenuItemFont::create(str5.c_str(),this,menu_selector(HelloWorld::menu));
		menu5->setTag(5);
		CCMenuItemFont * menu6 = CCMenuItemFont::create(str6.c_str(),this,menu_selector(HelloWorld::menu));
		menu6->setTag(6);
		CCMenuItemFont * menu7 = CCMenuItemFont::create(str7.c_str(),this,menu_selector(HelloWorld::menu));
		menu7->setTag(7);

		CCMenu * leftMenu = CCMenu::create(menu1,menu2,menu3,menu4,menu5,menu6,menu7,NULL);
		leftMenu->alignItemsVerticallyWithPadding(5);
		leftMenu->setPositionX(size.width/4);
		this->addChild(leftMenu);

		//以下是对音效的操作
		std::string str11 = "播放音效";
		std::string str12 = "停止音效";
		std::string str13 = "暂停音效";
		std::string str14 = "恢复音效";
		std::string str15 = "从缓存中移除音效";
		std::string str16 = "音效:加";
		std::string str17 = "音效:减";
		GBKToUTF8(str11,"GB2312","UTF-8");
		GBKToUTF8(str12,"GB2312","UTF-8");
		GBKToUTF8(str13,"GB2312","UTF-8");
		GBKToUTF8(str14,"GB2312","UTF-8");
		GBKToUTF8(str15,"GB2312","UTF-8");
		GBKToUTF8(str16,"GB2312","UTF-8");
		GBKToUTF8(str17,"GB2312","UTF-8");

		CCMenuItemFont * menu11 = CCMenuItemFont::create(str11.c_str(),this,menu_selector(HelloWorld::menu));
		menu11->setTag(11);
		CCMenuItemFont * menu12 = CCMenuItemFont::create(str12.c_str(),this,menu_selector(HelloWorld::menu));
		menu12->setTag(12);
		CCMenuItemFont * menu13 = CCMenuItemFont::create(str13.c_str(),this,menu_selector(HelloWorld::menu));
		menu13->setTag(13);
		CCMenuItemFont * menu14 = CCMenuItemFont::create(str14.c_str(),this,menu_selector(HelloWorld::menu));
		menu14->setTag(14);
		CCMenuItemFont * menu15 = CCMenuItemFont::create(str15.c_str(),this,menu_selector(HelloWorld::menu));
		menu15->setTag(15);
		CCMenuItemFont * menu16 = CCMenuItemFont::create(str16.c_str(),this,menu_selector(HelloWorld::menu));
		menu16->setTag(16);
		CCMenuItemFont * menu17 = CCMenuItemFont::create(str17.c_str(),this,menu_selector(HelloWorld::menu));
		menu17->setTag(17);

		CCMenu * rightMenu = CCMenu::create(menu11,menu12,menu13,menu14,menu15,menu16,menu17,NULL);
		rightMenu->alignItemsVerticallyWithPadding(5);
		rightMenu->setPositionX(size.width*3/4);
		this->addChild(rightMenu);

        bRet = true;
    } while (0);

    return bRet;
}

void HelloWorld::menu(CCObject * sender)
{
	CCNode * node = (CCNode *)sender;
	int tag = node->getTag();
	switch(tag)
	{
	case 1:
		//播放声音,第二个参数代表是否循环播放
		SimpleAudioEngine::sharedEngine()->playBackgroundMusic(
			AudioPretreat::sharedAudioPretreat()->getMusic(MUSIC_TYPE_BACKGROUND),true);
		break;
	case 2:
		SimpleAudioEngine::sharedEngine()->stopBackgroundMusic();
		break;
	case 3:
		//pause和resume成对使用
		SimpleAudioEngine::sharedEngine()->pauseBackgroundMusic();
		break;
	case 4:
		SimpleAudioEngine::sharedEngine()->resumeBackgroundMusic();
		break;
	case 5:
		SimpleAudioEngine::sharedEngine()->rewindBackgroundMusic();
		break;
	case 6:
		//这个函数在win32上没法改变声音的大小,大家用f12跟进函数的时候里边是空,但是在android平台上有实现
		SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(
			SimpleAudioEngine::sharedEngine()->getBackgroundMusicVolume()+0.1f);
		break;
	case 7:
		//这个函数在win32上没法改变声音的大小,大家用f12跟进函数的时候里边是空,但是在android平台上有实现
		SimpleAudioEngine::sharedEngine()->setBackgroundMusicVolume(
			SimpleAudioEngine::sharedEngine()->getBackgroundMusicVolume()-0.1f);
		break;
	case 11:
		//第二个参数设为true的话则循环播放,soundID是在HelloWorld的头文件中定义的
		//音效函数不同于背景音乐的是会返回一个ID
		soundID = SimpleAudioEngine::sharedEngine()->playEffect(
			AudioPretreat::sharedAudioPretreat()->getEffect(EFFECT_TYPE_EFFECT1),true);
		break;
	case 12:
		//音效函数大多会传入一个ID,因为游戏中的音效不止一个
		SimpleAudioEngine::sharedEngine()->stopEffect(soundID);
		break;
	case 13:
		SimpleAudioEngine::sharedEngine()->pauseEffect(soundID);
		break;
	case 14:
		SimpleAudioEngine::sharedEngine()->resumeEffect(soundID);
	case 15:
		//从缓存中移除音效,需要传入移除的音效的名字
		SimpleAudioEngine::sharedEngine()->unloadEffect(
			AudioPretreat::sharedAudioPretreat()->getEffect(EFFECT_TYPE_EFFECT1));
	case 16:
		SimpleAudioEngine::sharedEngine()->setEffectsVolume(
			SimpleAudioEngine::sharedEngine()->getEffectsVolume()+0.1);
		break;
	case 17:
		SimpleAudioEngine::sharedEngine()->setEffectsVolume(
			SimpleAudioEngine::sharedEngine()->getEffectsVolume()-0.1);
		break;
	}
}
//编码格式转化函数
int GBKToUTF8(std::string & gbkStr, const char* toCode, const char* fromCode)
{
	iconv_t iconvH;
	iconvH = iconv_open(fromCode, toCode);

	if (iconvH == 0)

	{
		return -1;
	}

	const char* strChar = gbkStr.c_str();
	const char** pin = &strChar;
	size_t strLength = gbkStr.length();
	char* outbuf = (char*) malloc(strLength*4);
	char* pBuff = outbuf;

	memset( outbuf, 0, strLength*4);
	size_t outLength = strLength*4;

	if (-1 == iconv(iconvH, pin, &strLength, &outbuf, &outLength))
	{
		iconv_close(iconvH);
		return -1;
	}

	gbkStr = pBuff;
	iconv_close(iconvH);

	return 0;
}

背景音乐和音效