Magic_Game/src/kiwano-audio/SoundPlayer.h

105 lines
2.4 KiB
C++

// Copyright (c) 2016-2018 Kiwano - Nomango
//
// 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 <kiwano/common/intrusive_ptr.hpp>
#include <kiwano/core/ObjectBase.h>
#include <kiwano-audio/Sound.h>
namespace kiwano
{
namespace audio
{
KGE_DECLARE_SMART_PTR(SoundPlayer);
// 音乐播放器
class KGE_API SoundPlayer
: protected ObjectBase
{
public:
SoundPlayer();
~SoundPlayer();
// 加载本地音频文件, 返回该资源的标识符
size_t Load(
String const& file_path
);
// 加载音乐资源, 返回该资源的标识符
size_t Load(
Resource const& res /* 音乐资源 */
);
// 播放音乐
void Play(
size_t id, /* 标识符 */
int loop_count = 0 /* 播放循环次数 (-1 为循环播放) */
);
// 暂停音乐
void Pause(
size_t id /* 标识符 */
);
// 继续播放音乐
void Resume(
size_t id /* 标识符 */
);
// 停止音乐
void Stop(
size_t id /* 标识符 */
);
// 获取音乐播放状态
bool IsPlaying(
size_t id /* 标识符 */
);
// 获取音量
float GetVolume() const;
// 设置音量
void SetVolume(
float volume /* 1.0 为原始音量 */
);
// 暂停所有音乐
void PauseAll();
// 继续播放所有音乐
void ResumeAll();
// 停止所有音乐
void StopAll();
// 清除缓存
void ClearCache();
protected:
float volume_;
using SoundMap = Map<size_t, SoundPtr>;
SoundMap sound_cache_;
};
}
}