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📄 soundmanager.cpp

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/*
* ============================================================================
*  Name     : CSoundManager from SoundManager.cpp
*  Part of  : Mopoid
*  Created  : 16.01.2004 by Andreas Jakl / Mopius - http://www.mopius.com/
*  Description:
*     Manages handling of multiple sound files.
*  Version  : 1.02
*  Copyright: 
*     'Mopoid' is free software; you can redistribute
*     it and/or modify it under the terms of the GNU General Public License
*     as published by the Free Software Foundation; either version 2 of
*     the License, or (at your option) any later version.
* 
*     'Mopoid' is distributed in the hope that it
*     will be useful, but WITHOUT ANY WARRANTY; without even the implied
*     warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
*     See the GNU General Public License for more details.
* 
*     You should have received a copy of the GNU General Public License
*     along with 'Mopoid'; if not, write to the Free Software
*     Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
* ============================================================================
*/

#include "soundManager.h"

/// Constructors
CSoundManager::CSoundManager()
{
    for (int i = 0; i < MAX_SOUNDS; i++)
        iSounds[i] = NULL;

    iSoundOn = true;

}

/// Destructor
CSoundManager::~CSoundManager()
{
    for (int i = 0; i < MAX_SOUNDS; i++)
	{
		if (iSounds[i])
			DELETE_AND_NULL(iSounds[i]);
	}
}

void CSoundManager::LoadSoundFileL(const TDesC& aSoundFileName, TInt aSoundNumber)
{
    if (aSoundNumber >= 0 && aSoundNumber < MAX_SOUNDS)
    {
       TFileName fullName(aSoundFileName);
       CompleteWithAppPath(fullName);
#ifdef __WINS__
       fullName[0] = 'C';
#endif
        iSounds[aSoundNumber] = CPlayerAdapter::NewL(fullName);
	}
}

void CSoundManager::PlayL(TInt aSoundNumber)
{
    if (iSoundOn && iSounds[aSoundNumber])
    {
        // Stop all sounds as we can't play two sounds at the same time.
        for (int i=0; i < MAX_SOUNDS; i++)
        {
            if (iSounds[i])
                iSounds[i]->StopL();
        }
		// Now, finally we can play our sound.
        iSounds[aSoundNumber]->PlayL();
    }

}

void CSoundManager::Stop(TInt aSoundNumber)
{
    if (iSoundOn)
    {
        TRAPD(error, iSounds[aSoundNumber]->StopL());
    }
}

void CSoundManager::SetVolume(const TInt aSoundLevel)
{
    if (aSoundLevel == VOLUME_OFF)
    {
        iSoundOn = false;
    }
    else
    {
        iSoundOn = true;
        for (int i=0; i < MAX_SOUNDS; i++)
		{
            if (iSounds[i])
                iSounds[i]->SetVolumeFraction(aSoundLevel);
		}

    }
}

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