在Cocos2dx中播放背景音乐是一件很容易的事情,就一行代码,但是首先要导入Cocos2dx的音频引擎cocosDenshion。cocosDenshion对cocos2d工程提供了很方便的声音素材的调用和管理。同时要把要播放的音乐放到工程的资源文件夹才能正确播放
与《【Cocos2dx】Windows平台下Cocos2dx 2.x的下载、安装、配置,打造自己的Helloworld》(点击打开链接)同样通过如下的Python命令,创建一个BGM工程之后:
python create_project.py -project BGM -package test.bgm -language cpp
Cocos2dx用到所有图片、音乐资源都在必须在文件夹中才能够被调用。
我们再拷贝一个Windows自带的实例音乐Kalimba.mp3进去,让我们的Cocos2dx程序在启动时,自动循环播放这个Kalimba.mp3音乐,也就是游戏的BGM。
直接打开proj.win32中的HelloCpp.sln。
对HelloCpp或只在HelloWorld这个场景播放BGM,则对其点击属性,如下图添加Cocos2dx的音频引擎cocosDenshion所需的包。就是把.(Cocos2dx)\CososDenshion\include这个文件夹全员引入到此工程或此cpp。
点击确定之后,我们只需要在HelloWorldScene.cpp中引入头文件#include "SimpleAudioEngine.h"同时在bool HelloWorld::init(){}中加入一行播放背景音乐的代码就可以了。最终HelloWorldScene.cpp的代码修改如下,其实没改什么。
#include "HelloWorldScene.h" #include "SimpleAudioEngine.h"//引入头文件 USING_NS_CC; CCScene* HelloWorld::scene() { // 'scene' is an autorelease object CCScene *scene = CCScene::create(); // 'layer' is an autorelease object HelloWorld *layer = HelloWorld::create(); // add layer as a child to scene scene->addChild(layer); // return the scene return scene; } // on "init" you need to initialize your instance bool HelloWorld::init() { CocosDenshion::SimpleAudioEngine::sharedEngine()->playBackgroundMusic("Kalimba.mp3",true);//播放音乐 //区别于CocosDenshion::SimpleAudioEngine::sharedEngine()->playEffect("xx.wav");专门用来播放简短的音效 ////////////////////////////// // 1. super init first if ( !CCLayer::init() ) { return false; } CCSize visibleSize = CCDirector::sharedDirector()->getVisibleSize(); CCPoint origin = CCDirector::sharedDirector()->getVisibleOrigin(); ///////////////////////////// // 2. add a menu item with "X" image, which is clicked to quit the program // you may modify it. // add a "close" icon to exit the progress. it's an autorelease object CCMenuItemImage *pCloseItem = CCMenuItemImage::create( "CloseNormal.png", "CloseSelected.png", this, menu_selector(HelloWorld::menuCloseCallback)); pCloseItem->setPosition(ccp(origin.x + visibleSize.width - pCloseItem->getContentSize().width/2 , origin.y + pCloseItem->getContentSize().height/2)); // create menu, it's an autorelease object CCMenu* pMenu = CCMenu::create(pCloseItem, NULL); pMenu->setPosition(CCPointZero); this->addChild(pMenu, 1); ///////////////////////////// // 3. add your codes below... // add a label shows "Hello World" // create and initialize a label CCLabelTTF* pLabel = CCLabelTTF::create("Hello World", "Arial", 24); // position the label on the center of the screen pLabel->setPosition(ccp(origin.x + visibleSize.width/2, origin.y + visibleSize.height - pLabel->getContentSize().height)); // add the label as a child to this layer this->addChild(pLabel, 1); // add "HelloWorld" splash screen" CCSprite* pSprite = CCSprite::create("HelloWorld.png"); // position the sprite on the center of the screen pSprite->setPosition(ccp(visibleSize.width/2 + origin.x, visibleSize.height/2 + origin.y)); // add the sprite as a child to this layer this->addChild(pSprite, 0); return true; } void HelloWorld::menuCloseCallback(CCObject* pSender) { #if (CC_TARGET_PLATFORM == CC_PLATFORM_WINRT) || (CC_TARGET_PLATFORM == CC_PLATFORM_WP8) CCMessageBox("You pressed the close button. Windows Store Apps do not implement a close button.","Alert"); #else CCDirector::sharedDirector()->end(); #if (CC_TARGET_PLATFORM == CC_PLATFORM_IOS) exit(0); #endif #endif }
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原文地址:http://blog.csdn.net/yongh701/article/details/47813513