1、修改AppDelegate.cpp文件
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 | //ThisfunctionwillbecalleDWhentheappisinactive.Whencomesaphonecall,it'sbeinvokedtoo voID AppDelegate::applicationDIDEnterBackground(){ Director::getInstance()->stopAnimation(); //ifyouuseSimpleAudioEngine,itmustbepause //后台暂停 SimpleAudioEngine::getInstance()->pauseBackgroundMusic(); } //thisfunctionwillbecalleDWhentheappisactiveagain AppDelegate::applicationWillEnterForeground(){ Director::getInstance()->startAnimation(); //恢复播放 SimpleAudioEngine::getInstance()->resumeBackgroundMusic(); } |
2、在resources 目录下新建sound文件夹,存放游戏声音文件
角色的声音文件定义到ConstUtil.h文件中,大体如下:
#defineP1_DEYIDEYITIAN"sound/byelottery.wav"//拜拜祝您中奖 #defineP1_need1000"sound/need1000.wav"//只要1000元 #defineP1_select_lottery"sound/select_lottery.wav"//请圈选你要购买的彩票 #defineP1_meirendejiang"sound/meirendejiang.wav"//sorry本月份没有人得奖 #defineP1_xiwangshini"sound/xiwangshini.wav"//希望下次得奖者就是您 #defineP1_Speaking_00181"sound/Speaking_00181.wav"//投资获利 #defineP1_Speaking_00182"sound/Speaking_00182.wav"//投资失败 |
角色相关声音大体依据如下内容进行分类定义:
//交过路费声音
//抢夺别人地块
//房屋被抢夺
//房屋被摧毁
//摧毁别人房屋
//螃蟹伤人
//看到别人住院
//收取过路费
//升级房子
//不交过路费
//买地
//捡到珍珠
//对方被罚收税
例如:角色1的文件定义
//交过路费声音 #defineP1_Speaking_00435"sound/Speaking_00435.wav"//oh哈利路亚 #defineP1_Speaking_00461"sound/Speaking_00461.wav"//oh我的血汗钱 #defineP1_Speaking_00475"sound/Speaking_00475.wav"//算了算了老子有的是钱 #defineP1_Speaking_01060"sound/Speaking_01060.wav"//老本都快没了 #defineP1_Speaking_001062"sound/Speaking_001062.wav"//拿去了不用找了 //抢夺别人地块 #defineP1_Speaking_00429"sound/Speaking_00429.wav"//让我把他据为己有 //房屋被抢夺 #defineP1_Speaking_00430"sound/Speaking_00430.wav"//黄金地段让给你 #defineP1_Speaking_00464"sound/Speaking_00464.wav"//太不给面子了 #defineP1_Speaking_00469"sound/Speaking_00469.wav"//你皮子痒啊 #defineP1_Speaking_00470"sound/Speaking_00470.wav"//竟敢在太岁头上动土 #defineP1_Speaking_00476"sound/Speaking_00476.wav"//算你狠 //房屋被摧毁 #defineP1_Speaking_00462"sound/Speaking_00462.wav"//好大的胆子 #defineP1_Speaking_00463"sound/Speaking_00463.wav"//谁敢动我的地 #defineP1_Speaking_00466"sound/Speaking_00466.wav"//竟敢破坏我的好事 #defineP1_Speaking_00468"sound/Speaking_00468.wav"//拆的还真干净 #defineP1_Speaking_00474"sound/Speaking_00474.wav"//你有没有搞错啊 #defineP1_Speaking_001061"sound/Speaking_001061.wav"//真没良心 //摧毁别人房屋 #defineP1_Speaking_00433"sound/Speaking_00433.wav"//不必谢我 #defineP1_Speaking_00437"sound/Speaking_00437.wav"//全部夷为平地 //螃蟹伤人 #defineP1_Speaking_00449"sound/Speaking_00449.wav"//快来帮我把 #defineP1_Speaking_01054"sound/Speaking_01054.wav"//我惨了 #defineP1_Speaking_01055"sound/Speaking_01055.wav"//哎呦喂啊 #defineP1_Speaking_001071"sound/Speaking_001071.wav"//我不要打针 //看到别人住院 #defineP1_Speaking_001073"sound/Speaking_001073.wav"//别闹了 //收取过路费 #defineP1_Speaking_00453"sound/Speaking_00453.wav"//小本经营概不赊欠 @H_506_403@ #defineP1_Speaking_01059"sound/Speaking_01059.wav"//蝇头小利 #defineP1_Speaking_01057"sound/Speaking_01057.wav"//这是我应得的 //升级房子 #defineP1_Speaking_01051"sound/Speaking_01051.wav"//别嫉妒我 @H_340_419@ #defineP1_Speaking_001066"sound/Speaking_001066.wav"//我真佩服自己 //不交过路费 #defineP1_Speaking_00446"sound/Speaking_00446.wav"//有钱也不给你 #defineP1_Speaking_00477"sound/Speaking_00477.wav"//可别想占我便宜啊 //买地 #defineP1_Speaking_00458"sound/Speaking_00458.wav"//盖什么好呢 #defineP1_Speaking_001067"sound/Speaking_001067.wav"//我是个大地主 //捡到珍珠 #defineP1_Speaking_01052"sound/Speaking_01052.wav"//鸿运当头 #defineP1_Speaking_001063"sound/Speaking_001063.wav"//上帝保佑 //对方被罚收税 #defineP1_Speaking_00452"sound/Speaking_00452.wav"//别想偷漏税 |
3、根据声音的分类把文件名称放入到Vector中,然后根据场景随机从Vector中取出声音进行播放。
在GameBaseScene.cpp的initAudioEffect方法中,据声音的分类把文件名称放入到Vector中
GameBaseScene::initAudioEffect() { ......... player2EffectVec_1.pushBack(String::create(P2_SPEAKING01)); player2EffectVec_1.pushBack(String::create(P2_QISIWolE)); player2EffectVec_1.pushBack(String::create(P2_XINHAOKONGA)); player2EffectVec_1.pushBack(String::create(P2_BUHUIBA)); player2EffectVec_1.pushBack(String::create(P2_PAYHIGH)); player2EffectVec_1.pushBack(String::create(P2_QIANGQIANA)); player2EffectVec_1.pushBack(String::create(P2_HEBAOCHUXIE)); .......... 在Util.cpp中定义声音播放方法,根据声音开关设置,进行声音的播放 |
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