CocosDenshion iOS
1.0.1
CocosDenshion API Reference (iOS version) for Kobold2D developers
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#include <SimpleAudioEngine.h>
Public Member Functions | |
void | preloadBackgroundMusic: (NSString *filePath) |
void | playBackgroundMusic: (NSString *filePath) |
void | playBackgroundMusic:loop: (NSString *filePath,[loop] BOOL loop) |
void | stopBackgroundMusic () |
void | pauseBackgroundMusic () |
void | resumeBackgroundMusic () |
void | rewindBackgroundMusic () |
BOOL | isBackgroundMusicPlaying () |
ALuint | playEffect: (NSString *filePath) |
void | stopEffect: (ALuint soundId) |
ALuint | playEffect:pitch:pan:gain: (NSString *filePath,[pitch] Float32 pitch,[pan] Float32 pan,[gain] Float32 gain) |
void | preloadEffect: (NSString *filePath) |
void | unloadEffect: (NSString *filePath) |
CDSoundSource * | soundSourceForFile: (NSString *filePath) |
Static Public Member Functions | |
SimpleAudioEngine * | sharedEngine () |
void | end () |
Protected Attributes | |
BOOL | mute_ |
BOOL | enabled_ |
Properties | |
float | backgroundMusicVolume |
float | effectsVolume |
BOOL | willPlayBackgroundMusic |
A wrapper to the CDAudioManager object. This is recommended for basic audio requirements. If you just want to play some sound fx and some background music and have no interest in learning the lower level workings then this is the interface to use.
Requirements:
void SimpleAudioEngine::end | ( | ) | [static, virtual] |
Shuts down the shared audio engine instance so that it can be reinitialised
BOOL SimpleAudioEngine::isBackgroundMusicPlaying | ( | ) | [virtual] |
returns whether or not the background music is playing
void SimpleAudioEngine::pauseBackgroundMusic | ( | ) | [virtual] |
pauses the background music
void SimpleAudioEngine::playBackgroundMusic: | ( | NSString * | filePath | ) | [virtual] |
plays background music in a loop
void SimpleAudioEngine::playBackgroundMusic:loop: | ( | NSString * | filePath, |
[loop] BOOL | loop | ||
) | [virtual] |
plays background music, if loop is true the music will repeat otherwise it will be played once
ALuint SimpleAudioEngine::playEffect: | ( | NSString * | filePath | ) | [virtual] |
plays an audio effect with a file path
ALuint SimpleAudioEngine::playEffect:pitch:pan:gain: | ( | NSString * | filePath, |
[pitch] Float32 | pitch, | ||
[pan] Float32 | pan, | ||
[gain] Float32 | gain | ||
) | [virtual] |
plays an audio effect with a file path, pitch, pan and gain
void SimpleAudioEngine::preloadBackgroundMusic: | ( | NSString * | filePath | ) | [virtual] |
Preloads a music file so it will be ready to play as background music
void SimpleAudioEngine::preloadEffect: | ( | NSString * | filePath | ) | [virtual] |
preloads an audio effect
void SimpleAudioEngine::resumeBackgroundMusic | ( | ) | [virtual] |
resume background music that has been paused
void SimpleAudioEngine::rewindBackgroundMusic | ( | ) | [virtual] |
rewind the background music
SimpleAudioEngine* SimpleAudioEngine::sharedEngine | ( | ) | [static, virtual] |
returns the shared instance of the SimpleAudioEngine object
CDSoundSource * SimpleAudioEngine::soundSourceForFile: | ( | NSString * | filePath | ) | [virtual] |
Gets a CDSoundSource object set up to play the specified file.
void SimpleAudioEngine::stopBackgroundMusic | ( | ) | [virtual] |
stops playing background music
void SimpleAudioEngine::stopEffect: | ( | ALuint | soundId | ) | [virtual] |
stop a sound that is playing, note you must pass in the soundId that is returned when you started playing the sound with playEffect
void SimpleAudioEngine::unloadEffect: | ( | NSString * | filePath | ) | [virtual] |
unloads an audio effect from memory
float SimpleAudioEngine::backgroundMusicVolume [read, write, assign] |
Background music volume. Range is 0.0f to 1.0f. This will only have an effect if willPlayBackgroundMusic returns YES
float SimpleAudioEngine::effectsVolume [read, write, assign] |
Effects volume. Range is 0.0f to 1.0f
BOOL SimpleAudioEngine::willPlayBackgroundMusic [read, assign] |
If NO it indicates background music will not be played either because no background music is loaded or the audio session does not permit it.