Alright so i've gotten pretty far, im just stuck on this one part... I've been reading through the forums and found out that one can only use hardware decoding on one compressed track at a time, so therefore could one not use 2 uncompressed tracks at the same time? I've been playing around with SimpleAudioEngine and CDAudioManager, but no matter what i try, if I play one .wav or .aif, and then add another .wav or .aif to play along with it, it cuts the other out. Is there anyway around this?
CDAudioManager *cam = [CDAudioManager sharedManager];
CDAudioManager *cam2 = [CDAudioManager sharedManager];
if (cam !=nil) {
[cam preloadBackgroundMusic:songB];
if (cam.willPlayBackgroundMusic) {
cam.backgroundMusic.volume = 0.5f;
}
}
if (cam != nil) {
[cam preloadBackgroundMusic:songA];
if (cam.willPlayBackgroundMusic) {
cam.backgroundMusic.volume = 0.5f;
}
}
- (IBAction)cocosDenshionTest
{
[[CDAudioManager sharedManager] playBackgroundMusic:songA loop:NO];
}
- (IBAction)cocosDenshionTest2
{
[[CDAudioManager sharedManager] playBackgroundMusic:songB loop:NO];
}
My thoughts there were to create two CDAudioManagers, and have each control their own background music, however only one is allowed to play. Any help would be greatly appreciated!! :)