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Cocos2d-x3.2Lua演示样本CocosDenshionTest(音频测试)

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Cocos2d-x 3.2 Lua演示样本CocosDenshionTest(音频测试)


 本篇博客介绍Cocos2d-x 3.2中Lua演示样例的音频測试。Cocos2d-x使用SimpleAudioEngine这个类来实现音频的控制,比方播放、暂停、停止等操作。

Lua代码中。使用的是AudioEngine,详细实现能够參考AudioEngine.lua文件。仅仅是把SimpleAudioEngin进行了封装。


演示样例代码:

--[[
CocosDenshionTest.lua
Cocos2d-x 音频支持
]]--
require "AudioEngine"
local EFFECT_FILE = "effect1.wav" 

local MUSIC_FILE = nil
-- 获取目标平台
local targetPlatform = cc.Application:getInstance():getTargetPlatform()
-- iphone或者ipad
if (cc.PLATFORM_OS_IPHONE == targetPlatform) or (cc.PLATFORM_OS_IPAD == targetPlatform) then
  MUSIC_FILE = "background.caf" -- caf格式
else
  MUSIC_FILE = "background.mp3" -- mp3格式
end

local LINE_SPACE = 40 

local function CocosDenshionTest()
  local ret = cc.Layer:create()
  local m_pItmeMenu = nil
  local m_tBeginPos = cc.p(0, 0)
  local m_nSoundId = 0

  -- 測试菜单项
  local testItems = {
    "play background music",
    "stop background music",
    "pause background music",
    "resume background music",
    "rewind background music",
    "is background music playing",
    "play effect",
    "play effect repeatly",
    "stop effect",
    "unload effect",
    "add background music volume",
    "sub background music volume",
    "add effects volume",
    "sub effects volume",
    "pause effect",
    "resume effect",
    "pause all effects",
    "resume all effects",
    "stop all effects"
  }

  -- 菜单回调方法
  local function menuCallback(tag, pMenuItem)
    local nIdx = pMenuItem:getLocalZOrder() - 10000
    -- play background music
    if nIdx ==  0 then
      AudioEngine.playMusic(MUSIC_FILE, true) -- 播放音乐
    elseif nIdx == 1 then
      -- stop background music
      AudioEngine.stopMusic()  -- 停止背景音乐
    elseif nIdx == 2 then
      -- pause background music
      AudioEngine.pauseMusic() -- 暂停音乐
    elseif nIdx == 3 then
      -- resume background music
      AudioEngine.resumeMusic() -- 继续播放音乐
      -- rewind background music
    elseif nIdx == 4 then
      AudioEngine.rewindMusic()  -- 循环播放
    elseif nIdx == 5 then
      -- is background music playing
      if AudioEngine.isMusicPlaying () then -- 音乐正在播放
        cclog("background music is playing")
      else
        cclog("background music is not playing")
      end
    elseif nIdx == 6 then
      -- play effect
      m_nSoundId = AudioEngine.playEffect(EFFECT_FILE)   -- 播放音效
    elseif nIdx == 7 then
      -- play effect
      m_nSoundId = AudioEngine.playEffect(EFFECT_FILE, true) -- 播放音效,第二个參数表示是否循环,true表示循环
    elseif nIdx == 8 then
      -- stop effect
      AudioEngine.stopEffect(m_nSoundId) -- 停止音效
    elseif nIdx == 9 then
      -- unload effect
      AudioEngine.unloadEffect(EFFECT_FILE)  -- 不载入音效
    elseif nIdx == 10 then
      -- add bakcground music volume
      AudioEngine.setMusicVolume(AudioEngine.getMusicVolume() + 0.1) -- 添加音量
    elseif nIdx == 11 then
      -- sub backgroud music volume
      AudioEngine.setMusicVolume(AudioEngine.getMusicVolume() - 0.1) -- 减小音量
    elseif nIdx == 12 then
      -- add effects volume
      AudioEngine.setEffectsVolume(AudioEngine.getEffectsVolume() + 0.1) -- 添加音效音量
    elseif nIdx == 13 then
      -- sub effects volume
      AudioEngine.setEffectsVolume(AudioEngine.getEffectsVolume() - 0.1) -- 降低音效音量
    elseif nIdx == 14 then
      AudioEngine.pauseEffect(m_nSoundId)  -- 暂停音效
    elseif nIdx == 15 then
      AudioEngine.resumeEffect(m_nSoundId) -- 恢复音效
    elseif nIdx == 16 then
      AudioEngine.pauseAllEffects() -- 暂停全部音效
    elseif nIdx == 17 then
      AudioEngine.resumeAllEffects() -- 恢复全部音效
    elseif nIdx == 18 then
      AudioEngine.stopAllEffects() -- 停止全部音效
    end
  end
  -- add menu items for tests
  m_pItmeMenu = cc.Menu:create() -- 创建菜单

  m_nTestCount = table.getn(testItems)
  local i = 1
  for  i = 1, m_nTestCount do
    local  label = cc.Label:createWithTTF(testItems[i], s_arialPath, 24)
    label:setAnchorPoint(cc.p(0.5, 0.5))
    local  pMenuItem = cc.MenuItemLabel:create(label) -- 菜单标签
    pMenuItem:registerScriptTapHandler(menuCallback) -- 注冊菜单回调方法
    m_pItmeMenu:addChild(pMenuItem, i + 10000 -1)
    pMenuItem:setPosition( cc.p( VisibleRect:center().x, (VisibleRect:top().y - i * LINE_SPACE) ))
  end

  -- 设置菜单内容大小
  m_pItmeMenu:setContentSize(cc.size(VisibleRect:getVisibleRect().width, (m_nTestCount + 1) * LINE_SPACE))
  m_pItmeMenu:setPosition(cc.p(0, 0))
  ret:addChild(m_pItmeMenu)

  -- preload background music and effect
  AudioEngine.preloadMusic( MUSIC_FILE ) -- 预载入音乐
  AudioEngine.preloadEffect( EFFECT_FILE ) -- 预载入音效

  -- set default volume
  AudioEngine.setEffectsVolume(0.5) -- 设置音效音量
  AudioEngine.setMusicVolume(0.5) -- 设置音乐音量

  local function onNodeEvent(event)
    if event == "enter" then -- 进来时
  
    elseif event == "exit" then --  退出时
      AudioEngine.destroyInstance() -- 销毁对象
    end
  end

  -- 注冊层的结点事件
  ret:registerScriptHandler(onNodeEvent)

  local prev = {x = 0, y = 0}
  local function onTouchEvent(eventType, x, y)
    if eventType == "began" then -- 開始点击
      prev.x = x
      prev.y = y
      m_tBeginPos = cc.p(x, y) -- 開始点击位置
      return true
    elseif  eventType == "moved" then -- 移动事件
      local touchLocation = cc.p(x, y) -- 获取触摸的位置
      local nMoveY = touchLocation.y - m_tBeginPos.y -- 触摸位置减去開始位置等于移动的距离
      local curPosX, curPosY = m_pItmeMenu:getPosition() -- 获取当前菜单的位置
      local curPos = cc.p(curPosX, curPosY) --  当前位置
      local nextPos = cc.p(curPos.x, curPos.y + nMoveY) -- 下一个位置

      if nextPos.y < 0.0 then
        m_pItmeMenu:setPosition(cc.p(0, 0))
      end

      if nextPos.y > ((m_nTestCount + 1)* LINE_SPACE - VisibleRect:getVisibleRect().height) then
        m_pItmeMenu:setPosition(cc.p(0, ((m_nTestCount + 1)* LINE_SPACE - VisibleRect:getVisibleRect().height)))
      end

      m_pItmeMenu:setPosition(nextPos)
      m_tBeginPos.x = touchLocation.x  -- 又一次记录開始位置
      m_tBeginPos.y = touchLocation.y

      prev.x = x
      prev.y = y
    end
  end

  -- 触摸開始回调方法
  local function onTouchBegan(touch, event)
    local location = touch:getLocation()
    prev.x = location.x
    prev.y = location.y
    m_tBeginPos = location
    return true
  end

  -- 触摸移动的回调方法
  local function onTouchMoved(touch, event)
    local location = touch:getLocation()
    local touchLocation = location
    local nMoveY = touchLocation.y - m_tBeginPos.y
    local curPosX, curPosY = m_pItmeMenu:getPosition()
    local curPos = cc.p(curPosX, curPosY)
    local nextPos = cc.p(curPos.x, curPos.y + nMoveY)

    if nextPos.y < 0.0 then
      m_pItmeMenu:setPosition(cc.p(0, 0))
    end

    if nextPos.y > ((m_nTestCount + 1)* LINE_SPACE - VisibleRect:getVisibleRect().height) then
      m_pItmeMenu:setPosition(cc.p(0, ((m_nTestCount + 1)* LINE_SPACE - VisibleRect:getVisibleRect().height)))
    end

    m_pItmeMenu:setPosition(nextPos)
    m_tBeginPos.x = touchLocation.x
    m_tBeginPos.y = touchLocation.y

    prev.x = location.x
    prev.y = location.y
  end

  -- 单点触摸
  local listener = cc.EventListenerTouchOneByOne:create()
  listener:setSwallowTouches(true)
  -- 注冊脚本监听事件
  listener:registerScriptHandler(onTouchBegan,cc.Handler.EVENT_TOUCH_BEGAN )
  listener:registerScriptHandler(onTouchMoved,cc.Handler.EVENT_TOUCH_MOVED )
  local eventDispatcher = ret:getEventDispatcher()
  eventDispatcher:addEventListenerWithSceneGraphPriority(listener, ret)

  return ret
end

function CocosDenshionTestMain()
  cclog("CocosDenshionTestMain")
  local scene = cc.Scene:create()
  scene:addChild(CocosDenshionTest())
  scene:addChild(CreateBackMenuItem())
  return scene
end




版权声明:本文博客原创文章,博客,未经同意,不得转载。


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