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ios/cocos2d/cocos/audio/apple/AudioEngine-inl.h 2.87 KB
520389e3   xiaoyu   接入cocos源码,编译未通过,继续修改
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  /****************************************************************************
   Copyright (c) 2014-2016 Chukong Technologies Inc.
   Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
  
   http://www.cocos2d-x.org
  
   Permission is hereby granted, free of charge, to any person obtaining a copy
   of this software and associated documentation files (the "Software"), to deal
   in the Software without restriction, including without limitation the rights
   to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
   copies of the Software, and to permit persons to whom the Software is
   furnished to do so, subject to the following conditions:
  
   The above copyright notice and this permission notice shall be included in
   all copies or substantial portions of the Software.
  
   THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
   IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
   FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
   AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
   LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
   OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
   THE SOFTWARE.
   ****************************************************************************/
  #pragma once
  
  #include <unordered_map>
  #include <list>
  
  #include "base/CCRef.h"
  #include "audio/apple/AudioCache.h"
  #include "audio/apple/AudioPlayer.h"
  
  NS_CC_BEGIN
  class Scheduler;
  
  #define MAX_AUDIOINSTANCES 24
  
  class AudioEngineImpl : public cocos2d::Ref
  {
  public:
      AudioEngineImpl();
      ~AudioEngineImpl();
  
      bool init();
      int play2d(const std::string &fileFullPath ,bool loop ,float volume);
      void setVolume(int audioID,float volume);
      void setLoop(int audioID, bool loop);
      bool pause(int audioID);
      bool resume(int audioID);
      void stop(int audioID);
      void stopAll();
      float getDuration(int audioID);
      float getCurrentTime(int audioID);
      bool setCurrentTime(int audioID, float time);
      void setFinishCallback(int audioID, const std::function<void (int, const std::string &)> &callback);
  
      void uncache(const std::string& filePath);
      void uncacheAll();
      AudioCache* preload(const std::string& filePath, std::function<void(bool)> callback);
      void update(float dt);
  
  private:
      void _play2d(AudioCache *cache, int audioID);
      ALuint findValidSource();
  
      static ALvoid myAlSourceNotificationCallback(ALuint sid, ALuint notificationID, ALvoid* userData);
  
      ALuint _alSources[MAX_AUDIOINSTANCES];
  
      //source,used
      std::list<ALuint> _unusedSourcesPool;
  
      //filePath,bufferInfo
      std::unordered_map<std::string, AudioCache> _audioCaches;
  
      //audioID,AudioInfo
      std::unordered_map<int, AudioPlayer*>  _audioPlayers;
      std::mutex _threadMutex;
  
      bool _lazyInitLoop;
  
      int _currentAudioID;
      Scheduler* _scheduler;
  };
  NS_CC_END