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如何创建对象并在 Objective-C 中使用它?

[英]How can I create object and use it in Objective-C?

我正在为我的游戏使用 Buildbox。 我实施了自定义激励广告。 问题是当奖励视频打开时游戏音乐会继续。 我想在观看视频后静音和取消静音。

我知道 Java,但我不擅长 Objective-C 和 Cocos2dx。

我的AudioEngine.h类:在 libs/cocos2dx/include/audio/include/ 下

/****************************************************************************
 Copyright (c) 2014-2015 Chukong Technologies Inc.

 http://www.cocos2d-x.org

 Permission is hereby granted, free of charge, to any person obtaining a copy
 of this software and associated documentation files (the "Software"), to deal
 in the Software without restriction, including without limitation the rights
 to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 copies of the Software, and to permit persons to whom the Software is
 furnished to do so, subject to the following conditions:

 The above copyright notice and this permission notice shall be included in
 all copies or substantial portions of the Software.

 THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 THE SOFTWARE.
 ****************************************************************************/

#include "platform/CCPlatformConfig.h"

#ifndef __AUDIO_ENGINE_H_
#define __AUDIO_ENGINE_H_

#include <functional>
#include <list>
#include <string>
#include <unordered_map>

#include "platform/CCPlatformMacros.h"
#include "audio/include/Export.h"

#ifdef ERROR
#undef ERROR
#endif // ERROR

/**
 * @addtogroup audio
 * @{
 */

NS_CC_BEGIN
    namespace experimental{

/**
 * @class AudioProfile
 *
 * @brief
 * @js NA
 */
class CC_DLL AudioProfile
{
public:
    //Profile name can't be empty.
    std::string name;
    //The maximum number of simultaneous audio instance.
    unsigned int maxInstances;

    /* Minimum delay in between sounds */
    double minDelay;

    /**
     * Default constructor
     *
     * @lua new
     */
    AudioProfile()
    : maxInstances(0)
    , minDelay(0.0)
    {

    }
};

class AudioEngineImpl;

/**
 * @class AudioEngine
 *
 * @brief Offers a interface to play audio.
 *
 * @note Make sure to call AudioEngine::end() when the audio engine is not needed anymore to release resources.
 * @js NA
 */

class CC_DLL AudioEngine
{
public:
    /** AudioState enum,all possible states of an audio instance.*/
    enum class AudioState
    {
        ERROR  = -1,
        INITIALZING,
        PLAYING,
        PAUSED
    };

    static const int INVALID_AUDIO_ID;

    static const float TIME_UNKNOWN;

    static bool lazyInit();

    /**
     * Release objects relating to AudioEngine.
     *
     * @warning It must be called before the application exit.
     * @lua endToLua
     */
    static void end();

    /**  
     * Gets the default profile of audio instances.
     *
     * @return The default profile of audio instances.
     */
    static AudioProfile* getDefaultProfile();

    /** 
     * Play 2d sound.
     *
     * @param filePath The path of an audio file.
     * @param loop Whether audio instance loop or not.
     * @param volume Volume value (range from 0.0 to 1.0).
     * @param profile A profile for audio instance. When profile is not specified, default profile will be used.
     * @return An audio ID. It allows you to dynamically change the behavior of an audio instance on the fly.
     *
     * @see `AudioProfile`
     */
    static int play2d(const std::string& filePath, bool loop = false, float volume = 1.0f, const AudioProfile *profile = nullptr);

    /** 
     * Sets whether an audio instance loop or not.
     *
     * @param audioID An audioID returned by the play2d function.
     * @param loop Whether audio instance loop or not.
     */
    static void setLoop(int audioID, bool loop);

    /** 
     * Checks whether an audio instance is loop.
     *
     * @param audioID An audioID returned by the play2d function.
     * @return Whether or not an audio instance is loop.
     */
    static bool isLoop(int audioID);

    /** 
     * Sets volume for an audio instance.
     *
     * @param audioID An audioID returned by the play2d function.
     * @param volume Volume value (range from 0.0 to 1.0).
     */
    static void setVolume(int audioID, float volume);

    /** 
     * Gets the volume value of an audio instance.
     *
     * @param audioID An audioID returned by the play2d function.
     * @return Volume value (range from 0.0 to 1.0).
     */
    static float getVolume(int audioID);

    /** 
     * Pause an audio instance.
     *
     * @param audioID An audioID returned by the play2d function.
     */
    static void pause(int audioID);

    /** Pause all playing audio instances. */
    static void pauseAll();

    /** 
     * Resume an audio instance.
     *
     * @param audioID An audioID returned by the play2d function.
     */
    static void resume(int audioID);

    /** Resume all suspended audio instances. */
    static void resumeAll();

    /** 
     * Stop an audio instance.
     *
     * @param audioID An audioID returned by the play2d function.
     */
    static void stop(int audioID);

    /** Stop all audio instances. */
    static void stopAll();

    /**
     * Sets the current playback position of an audio instance.
     *
     * @param audioID   An audioID returned by the play2d function.
     * @param sec       The offset in seconds from the start to seek to.
     * @return 
     */
    static bool setCurrentTime(int audioID, float sec);

    /** 
     * Gets the current playback position of an audio instance.
     *
     * @param audioID An audioID returned by the play2d function.
     * @return The current playback position of an audio instance.
     */
    static float getCurrentTime(int audioID);

    /** 
     * Gets the duration of an audio instance.
     *
     * @param audioID An audioID returned by the play2d function.
     * @return The duration of an audio instance.
     */
    static float getDuration(int audioID);

    /** 
     * Returns the state of an audio instance.
     *
     * @param audioID An audioID returned by the play2d function.
     * @return The status of an audio instance.
     */
    static AudioState getState(int audioID);

    /** 
     * Register a callback to be invoked when an audio instance has completed playing.
     *
     * @param audioID An audioID returned by the play2d function.
     * @param callback
     */
    static void setFinishCallback(int audioID, const std::function<void(int,const std::string&)>& callback);

    /**
     * Gets the maximum number of simultaneous audio instance of AudioEngine.
     */
    static int getMaxAudioInstance() {return _maxInstances;}

    /**
     * Sets the maximum number of simultaneous audio instance for AudioEngine.
     *
     * @param maxInstances The maximum number of simultaneous audio instance.
     */
    static bool setMaxAudioInstance(int maxInstances);

    /** 
     * Uncache the audio data from internal buffer.
     * AudioEngine cache audio data on ios,mac, and win32 platform.
     *
     * @warning This can lead to stop related audio first.
     * @param filePath Audio file path.
     */
    static void uncache(const std::string& filePath);

    /** 
     * Uncache all audio data from internal buffer.
     *
     * @warning All audio will be stopped first.
     */
    static void uncacheAll();

    /**  
     * Gets the audio profile by id of audio instance.
     *
     * @param audioID An audioID returned by the play2d function.
     * @return The audio profile.
     */
    static AudioProfile* getProfile(int audioID);

    /**  
     * Gets an audio profile by name.
     *
     * @param profileName A name of audio profile.
     * @return The audio profile.
     */
    static AudioProfile* getProfile(const std::string &profileName);

    /**
     * Preload audio file.
     * @param filePath The file path of an audio.
     */
    static void preload(const std::string& filePath) { preload(filePath, nullptr); }

    /**
     * Preload audio file.
     * @param filePath The file path of an audio.
     * @param callback A callback which will be called after loading is finished.
     */
    static void preload(const std::string& filePath, std::function<void(bool isSuccess)> callback);

protected:
    static void addTask(const std::function<void()>& task);
    static void remove(int audioID);

    struct ProfileHelper
    {
        AudioProfile profile;

        std::list<int> audioIDs;

        double lastPlayTime;

        ProfileHelper()
            : lastPlayTime(0.0)
        {

        }
    };

    struct AudioInfo
    {
        const std::string* filePath;
        ProfileHelper* profileHelper;

        float volume;
        bool loop;
        float duration;
        AudioState state;

        AudioInfo()
            : profileHelper(nullptr)
            , duration(TIME_UNKNOWN)
            , state(AudioState::INITIALZING)
        {

        }
    };

    //audioID,audioAttribute
    static std::unordered_map<int, AudioInfo> _audioIDInfoMap;

    //audio file path,audio IDs
    static std::unordered_map<std::string,std::list<int>> _audioPathIDMap;

    //profileName,ProfileHelper
    static std::unordered_map<std::string, ProfileHelper> _audioPathProfileHelperMap;

    static unsigned int _maxInstances;

    static ProfileHelper* _defaultProfileHelper;

    static AudioEngineImpl* _audioEngineImpl;

    class AudioEngineThreadPool;
    static AudioEngineThreadPool* s_threadPool;

    friend class AudioEngineImpl;
};

}
NS_CC_END

// end group
/// @}

#endif // __AUDIO_ENGINE_H_

AdIntegrator 类。

    #import "AdIntegrator.h"
    #import <GoogleMobileAds/GoogleMobileAds.h>
    #import <UIKit/UIKit.h>
    #import "AppDelegate.h"
    #include "ads/PTAdController.h"
    #include "cocos2dx/include/audio/include/AudioEngine.h"



   @implementation AdIntegrator

    NSString *rewardedAdUnitId =@"ca-app-pub-0000000000/00000000";

    //Java equality : AudioEngine audio = new AudioEngine(); 


    + (id)shared{
        static AdIntegrator* integrator = nil;
        @synchronized(self){
            if(integrator == nil){
                integrator = [[self alloc] init];
            }
        }
        return integrator;
    }

    #pragma mark Core Methods

    - (void)initAds{
//Java Equality: audio.pauseAll();
        NSLog(@"[Ads] initialization");
        [GADRewardBasedVideoAd sharedInstance].delegate = self;
        [[GADRewardBasedVideoAd sharedInstance] loadRequest:[GADRequest request]
                                               withAdUnitID:rewardedAdUnitId];
    }



    #pragma mark Integration

    @end

如何在 Objective-C 中创建对象并使用它的方法?

Java 平等:

AudioEngine audio = new AudioEngine(); 

audio.pauseAll();

如何在 Objective-C 中执行此代码?

尝试使用以下代码对其进行初始化。

AudioEngine *audio = [[AudioEngine alloc] init];

您可以使用以下代码来调用其方法。

[audio pauseAll];

如果你有一些像 audio.abc.pausAll 这样的代码,那么你可以通过简单地添加 [] 来调用它。

例如

[[audio abc] pauseAll];

AudioEngine是一个 C++ 类。 您将从 Obj-C 调用 C++。 特别是, AudioEngine的方法是静态函数,因此没有要创建的“对象”。

您应该暂停和恢复,而不是静音和取消静音,因为静音会继续播放,只需将音量设置为 0。此外,根据您列出的AudioEngine标头中的功能,暂停更容易。 音量控制需要知道audioID ,这需要一些跟踪以确保所有播放的音频静音/取消静音。

当您想暂停时,只需调用:

experimental::AudioEngine::pauseAll();

要恢复,只需调用:

experimental::AudioEngine::resumeAll();

仅供参考,您可能还需要使用cocos2d命名空间。 这意味着experimental将更改为cocos2d::experimental

另一个警告是您的 Obj-C 代码必须编译为 Objective-C++ 源代码。

有两种方法可以做到这一点。

  1. 源文件使用.mm扩展名。
  2. 在 Xcode 的 File Inspector 中设置的文件类型明确设置为Objective-C++ Source .m文件将被列为Objective-C Source 为此,请在 Project Navigator 中选择文件,然后在菜单中选择 View:Inspectors:Show File Inspector。 文件检查器(如果尚未出现)将显示在最右侧。

我解决了我的问题。 我可以使用以下方法在 AdIntegrator 类中静音和取消静音:

这将使所有声音静音。

PTAdController::shared()->setMusic(false);

这将取消所有声音的静音。

PTAdController::shared()->setMusic(true);

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