cocos2dx 編寫消滅星星音效加載

一個遊戲,聲音也是非常的重要,其實cocos2dx裏面的簡單音效引擎的使用是非常簡單的。我這裏只不過是用一個類對所有的音效進行管理罷了。
Audio.h
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#ifndef _AUDIO_H_
#define _AUDIO_H_
classAudio{
public:
    staticAudio* getInstance();
    voidplayBGM();
    voidplayReadyGo();
    voidplayPop();
    voidprepare();
    voidplayCombo(intsize);
private:
    staticAudio* m_instance;
};
#endif

Audio.cpp
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#include "Audio.h"
#include "SimpleAudioEngine.h"
Audio* Audio::m_instance = nullptr;
Audio* Audio::getInstance(){
    if(m_instance == nullptr){
        m_instance = newAudio();
    }
    returnm_instance;
}
 
voidAudio::playBGM(){
    CocosDenshion::SimpleAudioEngine::getInstance()->playBackgroundMusic("Music/music.ogg",true);
}
 
voidAudio::playReadyGo(){
    CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("Music/readygo.ogg",false);
}
 
voidAudio::playPop(){
    CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("Music/pop.ogg",false);
}
 
voidAudio::playCombo(intsize){
    if(size < 5)
        return;
    if(size >= 10){
        CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("Music/combo_3.ogg",false);
    }elseif(size >= 7){
        CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("Music/combo_2.ogg",false);
    }else{
        CocosDenshion::SimpleAudioEngine::getInstance()->playEffect("Music/combo_1.ogg",false);
    }
}
voidAudio::prepare(){
    CocosDenshion::SimpleAudioEngine::getInstance()->preloadBackgroundMusic("Music/music.ogg");
    CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("Music/readygo.ogg");
    CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("Music/pop.ogg");
    CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("Music/combo_1.ogg");
    CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("Music/combo_2.ogg");
    CocosDenshion::SimpleAudioEngine::getInstance()->preloadEffect("Music/combo_3.ogg");
}

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