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init: fbird
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/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include <iostream>
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#include "audio/include/SimpleAudioEngine.h"
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#include "audio/include/AudioEngine.h"
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using namespace CocosDenshion;
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using namespace cocos2d;
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using namespace cocos2d::experimental;
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struct SimpleAudioEngineLinux {
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SimpleAudioEngine * engine = nullptr;
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int musicid;
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float effectsvolume;
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std::string musicpath;
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};
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SimpleAudioEngineLinux * g_SimpleAudioEngineLinux = nullptr;
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SimpleAudioEngine* SimpleAudioEngine::getInstance()
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{
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if (!g_SimpleAudioEngineLinux) {
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g_SimpleAudioEngineLinux = new SimpleAudioEngineLinux();
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g_SimpleAudioEngineLinux->engine = new SimpleAudioEngine();
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}
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return g_SimpleAudioEngineLinux->engine;
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}
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void SimpleAudioEngine::end()
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{
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if (g_SimpleAudioEngineLinux) {
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delete g_SimpleAudioEngineLinux->engine;
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delete g_SimpleAudioEngineLinux;
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}
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g_SimpleAudioEngineLinux = nullptr;
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}
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SimpleAudioEngine::SimpleAudioEngine()
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{
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g_SimpleAudioEngineLinux->musicid = -1;
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g_SimpleAudioEngineLinux->effectsvolume = 1.0f;
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}
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SimpleAudioEngine::~SimpleAudioEngine()
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{
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}
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void SimpleAudioEngine::preloadBackgroundMusic(const char* filePath)
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{
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g_SimpleAudioEngineLinux->musicpath = filePath;
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AudioEngine::preload(filePath);
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}
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void SimpleAudioEngine::playBackgroundMusic(const char* filePath, bool loop)
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{
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g_SimpleAudioEngineLinux->musicpath = filePath;
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g_SimpleAudioEngineLinux->musicid = AudioEngine::play2d(filePath, loop);
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}
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void SimpleAudioEngine::stopBackgroundMusic(bool releaseData)
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{
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AudioEngine::stop(g_SimpleAudioEngineLinux->musicid);
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if (releaseData) {
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AudioEngine::uncache(g_SimpleAudioEngineLinux->musicpath.c_str());
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}
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}
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void SimpleAudioEngine::pauseBackgroundMusic()
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{
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AudioEngine::pause(g_SimpleAudioEngineLinux->musicid);
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}
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void SimpleAudioEngine::resumeBackgroundMusic()
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{
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AudioEngine::resume(g_SimpleAudioEngineLinux->musicid);
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}
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void SimpleAudioEngine::rewindBackgroundMusic()
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{
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AudioEngine::setCurrentTime(g_SimpleAudioEngineLinux->musicid, 0);
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}
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bool SimpleAudioEngine::willPlayBackgroundMusic()
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{
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return g_SimpleAudioEngineLinux->musicid != -1;
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}
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bool SimpleAudioEngine::isBackgroundMusicPlaying()
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{
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return AudioEngine::getState(g_SimpleAudioEngineLinux->musicid) == AudioEngine::AudioState::PLAYING;
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}
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//
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// properties
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//
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/**
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* The volume of the background music within the range of 0.0 as the minimum and 1.0 as the maximum.
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* @js getMusicVolume
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* @lua getMusicVolume
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*/
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float SimpleAudioEngine::getBackgroundMusicVolume()
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{
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return AudioEngine::getVolume(g_SimpleAudioEngineLinux->musicid);
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}
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/**
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* Set the volume of background music.
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*
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* @param volume must be within the range of 0.0 as the minimum and 1.0 as the maximum.
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* @js setMusicVolume
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* @lua setMusicVolume
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*/
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void SimpleAudioEngine::setBackgroundMusicVolume(float volume)
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{
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AudioEngine::setVolume(g_SimpleAudioEngineLinux->musicid, volume);
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}
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/**
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* The volume of the effects within the range of 0.0 as the minimum and 1.0 as the maximum.
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*/
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float SimpleAudioEngine::getEffectsVolume()
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{
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return g_SimpleAudioEngineLinux->effectsvolume;
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}
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/**
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* Set the volume of sound effects.
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*
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* @param volume must be within the range of 0.0 as the minimum and 1.0 as the maximum.
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*/
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void SimpleAudioEngine::setEffectsVolume(float volume)
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{
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g_SimpleAudioEngineLinux->effectsvolume = volume;
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}
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/**
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* Play sound effect with a file path, pitch, pan and gain.
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*
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* @param filePath The path of the effect file.
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* @param loop Determines whether to loop the effect playing or not. The default value is false.
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* @param pitch Frequency, normal value is 1.0. Will also change effect play time.
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* @param pan Stereo effect, in the range of [-1..1] where -1 enables only left channel.
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* @param gain Volume, in the range of [0..1]. The normal value is 1.
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* @return The sound id.
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*
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* @note Full support is under development, now there are limitations:
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* - no pitch effect on Samsung Galaxy S2 with OpenSL backend enabled;
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* - no pitch/pan/gain on win32.
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*/
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unsigned int SimpleAudioEngine::playEffect(const char* filePath, bool loop, float pitch, float pan, float gain)
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{
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return AudioEngine::play2d(filePath, loop, gain);
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}
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/**
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* Pause playing sound effect.
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*
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* @param soundId The return value of function playEffect.
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*/
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void SimpleAudioEngine::pauseEffect(unsigned int soundId)
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{
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AudioEngine::pause(soundId);
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}
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/**
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* Pause all playing sound effect.
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*/
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void SimpleAudioEngine::pauseAllEffects()
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{
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AudioEngine::pauseAll();
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}
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/**
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* Resume playing sound effect.
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*
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* @param soundId The return value of function playEffect.
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*/
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void SimpleAudioEngine::resumeEffect(unsigned int soundId)
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{
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AudioEngine::resume(soundId);
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}
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/**
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* Resume all playing sound effect.
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*/
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void SimpleAudioEngine::resumeAllEffects()
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{
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AudioEngine::resumeAll();
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}
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/**
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* Stop playing sound effect.
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*
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* @param soundId The return value of function playEffect.
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*/
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void SimpleAudioEngine::stopEffect(unsigned int soundId)
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{
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AudioEngine::stop(soundId);
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}
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/**
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* Stop all playing sound effects.
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*/
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void SimpleAudioEngine::stopAllEffects()
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{
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AudioEngine::stopAll();
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}
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/**
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* Preload a compressed audio file.
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*
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* The compressed audio will be decoded to wave, then written into an internal buffer in SimpleAudioEngine.
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*
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* @param filePath The path of the effect file.
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* @js NA
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*/
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void SimpleAudioEngine::preloadEffect(const char* filePath)
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{
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AudioEngine::preload(filePath);
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}
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/**
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* Unload the preloaded effect from internal buffer.
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*
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* @param filePath The path of the effect file.
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*/
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void SimpleAudioEngine::unloadEffect(const char* filePath)
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{
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AudioEngine::uncache(filePath);
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}
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