- 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:

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