- Cocos2d-x by Example:Beginner's Guide(Second Edition)
- Roger Engelbert
- 174字
- 2021-07-23 20:00:28
Time for action – adding the sound files
Assuming you have the sound files from the downloaded resources, let's add them to the project.
- Drag both the
.wav
files to theResources
folder inside yourProject
folder. - Then go to Xcode, select the
Resources
folder in the file navigation panel and select File | Add Files to AirHockey. - Make sure the AirHockey target is selected.
- Go to
AppDelegate.cpp
again. At the top, add thisinclude
statement:#include "SimpleAudioEngine.h"
- Then below the
USING_NS_CC
macro (forusing namespace cocos2d
), add:using namespace CocosDenshion;
- 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);
What just happened?
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:

推薦閱讀
- Instant Testing with CasperJS
- Learn to Create WordPress Themes by Building 5 Projects
- Python數據可視化:基于Bokeh的可視化繪圖
- 自己動手寫Java虛擬機
- Instant 960 Grid System
- HDInsight Essentials(Second Edition)
- Windows Server 2016 Automation with PowerShell Cookbook(Second Edition)
- Spring核心技術和案例實戰
- 微服務架構深度解析:原理、實踐與進階
- Hands-On Nuxt.js Web Development
- C語言程序設計與應用(第2版)
- Programming Microsoft Dynamics? NAV 2015
- Machine Learning for Developers
- Distributed Computing in Java 9
- 超簡單:Photoshop+JavaScript+Python智能修圖與圖像自動化處理