/ Published in: Objective C
                    
                                        
This is how you play and stop sound effects in cocos2d
                
                            
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- (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;
}
}
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