Cocos2d-x by Example:Beginner's Guide(Second Edition)
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Time for action – adding the sound files

Assuming you have the sound files from the downloaded resources, let's add them to the project.

  1. Drag both the .wav files to the Resources folder inside your Project folder.
  2. Then go to Xcode, select the Resources folder in the file navigation panel and select File | Add Files to AirHockey.
  3. Make sure the AirHockey target is selected.
  4. Go to AppDelegate.cpp again. At the top, add this include statement:
    #include "SimpleAudioEngine.h"
  5. Then below the USING_NS_CC macro (for using namespace cocos2d), add:
    using namespace CocosDenshion;
  6. Then just below the lines you added in the previous section, inside applicationDidFinishLaunching, add the following lines:
    auto audioEngine = SimpleAudioEngine::getInstance();
    audioEngine->preloadEffect( fileUtils->fullPathForFilename("hit.wav").c_str() );
    audioEngine->preloadEffect( fileUtils->fullPathForFilename("score.wav").c_str() );
    audioEngine->setBackgroundMusicVolume(0.5f);
    audioEngine->setEffectsVolume(0.5f);

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With the preloadEffect method from CocosDenshion, you manage to preload the files as well as instantiate and initialize SimpleAudioEngine. This step will always take a toll on your application's processing power, so it's best to do it early on.

By now, the folder structure for your game should look like this:

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