Return to Snippet

Revision: 46777
at May 24, 2011 23:17 by espinallab


Initial Code
- (void)playSoundFXFor:(int)type
{
    switch (type) {
        case 1:
            [[SimpleAudioEngine sharedEngine] playEffect:@"snap.caf"];
            break;
        case 2:
            [[SimpleAudioEngine sharedEngine] playEffect:@"Erase.caf"];
            break;
        case 3:
            [[SimpleAudioEngine sharedEngine] playEffect:@"boing2.m4a"];
            break;
        case 4:
            [[SimpleAudioEngine sharedEngine] playEffect:@"intro.m4a"];
            break;
        case 5:
            [[SimpleAudioEngine sharedEngine] playEffect:@"tryAgain.m4a"];
            break;
            
        default:
            break;
    }

    //Play the tiles narration;
    if (currentFXSoundID > 0) {
        //If we currently playing a sound effect, stop it and play the next audio.
        [[SimpleAudioEngine sharedEngine] stopEffect:currentFXSoundID];
    }
    
    //When you call [[SimpleAudioEngine sharedEngine] playEffect:@"mysound.wav"], it actually return an identifier with type ALuint. Save this value, and you can use it to stop the corresponding effect, using [[SimpleAudioEngine sharedEngine] stopEffect:yourEffectId]. 
    
    switch (type) {

        case 21:
            currentFXSoundID = [[SimpleAudioEngine sharedEngine] playEffect:@"1.m4a"];
            break;
        case 22:
            currentFXSoundID = [[SimpleAudioEngine sharedEngine] playEffect:@"2.m4a"];
            break;
        case 23:
            currentFXSoundID = [[SimpleAudioEngine sharedEngine] playEffect:@"3.m4a"];
            break;
        case 24:
            currentFXSoundID = [[SimpleAudioEngine sharedEngine] playEffect:@"4.m4a"];
            break;
        default:
            break;
    }
}

Initial URL
http://www.espinallab.com

Initial Description
This is how you play and stop sound effects in cocos2d

Initial Title
Playing and Stopping Sound Effect in Cocos2d

Initial Tags
iphone

Initial Language
Objective C