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cocos2d for iPhone
2.0.0
2D game engine for iOS and OS X
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#import <SimpleAudioEngine.h>
Inherits <CDAudioInterruptProtocol>.
Public Member Functions | |
| (void) | - preloadBackgroundMusic: |
| (void) | - playBackgroundMusic: |
| (void) | - playBackgroundMusic:loop: |
| (void) | - stopBackgroundMusic |
| (void) | - pauseBackgroundMusic |
| (void) | - resumeBackgroundMusic |
| (void) | - rewindBackgroundMusic |
| (BOOL) | - isBackgroundMusicPlaying |
| (ALuint) | - playEffect: |
| (void) | - stopEffect: |
| (ALuint) | - playEffect:pitch:pan:gain: |
| (void) | - preloadEffect: |
| (void) | - unloadEffect: |
| (CDSoundSource *) | - soundSourceForFile: |
Static Public Member Functions | |
| (SimpleAudioEngine *) | + sharedEngine |
| (void) | + end |
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:
Definition at line 40 of file SimpleAudioEngine.h.
| + (void) end |
Shuts down the shared audio engine instance so that it can be reinitialised
| - (BOOL) isBackgroundMusicPlaying |
returns whether or not the background music is playing
| - (void) pauseBackgroundMusic |
pauses the background music
| - (void) playBackgroundMusic: | (NSString *) | filePath |
plays background music in a loop
| - (void) playBackgroundMusic: | (NSString *) | filePath | |
| loop: | (BOOL) | loop | |
plays background music, if loop is true the music will repeat otherwise it will be played once
| - (ALuint) playEffect: | (NSString *) | filePath |
plays an audio effect with a file path
| - (ALuint) playEffect: | (NSString *) | filePath | |
| pitch: | (Float32) | pitch | |
| pan: | (Float32) | pan | |
| gain: | (Float32) | gain | |
plays an audio effect with a file path, pitch, pan and gain
| - (void) preloadBackgroundMusic: | (NSString *) | filePath |
Preloads a music file so it will be ready to play as background music
| - (void) preloadEffect: | (NSString *) | filePath |
preloads an audio effect
| - (void) resumeBackgroundMusic |
resume background music that has been paused
| - (void) rewindBackgroundMusic |
rewind the background music
returns the shared instance of the SimpleAudioEngine object
| - (CDSoundSource *) soundSourceForFile: | (NSString *) | filePath |
Gets a CDSoundSource object set up to play the specified file.
| - (void) stopBackgroundMusic |
stops playing background music
| - (void) stopEffect: | (ALuint) | soundId |
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) unloadEffect: | (NSString *) | filePath |
unloads an audio effect from memory
- (float) backgroundMusicVolume [read, write, assign] |
Background music volume. Range is 0.0f to 1.0f. This will only have an effect if willPlayBackgroundMusic returns YES
Definition at line 47 of file SimpleAudioEngine.h.
- (float) effectsVolume [read, write, assign] |
Effects volume. Range is 0.0f to 1.0f
Definition at line 49 of file SimpleAudioEngine.h.
- (BOOL) 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.
Definition at line 51 of file SimpleAudioEngine.h.