Cornell Cocos
Cornell Extensions to Cocos2d
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#include <CUSoundLoader.h>
Classes | |
class | Coordinator |
Public Member Functions | |
void | start () override |
void | stop () override |
size_t | waitCount () const override |
Sound * | load (std::string key, std::string source) override |
void | loadAsync (std::string key, std::string source) override |
void | unload (std::string key) override |
void | unloadAll () override |
Public Member Functions inherited from Loader< Sound > | |
virtual bool | contains (std::string key) const |
virtual Sound * | get (std::string key) const |
Sound * | operator[] (std::string key) const |
virtual size_t | loadCount () const override |
Public Member Functions inherited from BaseLoader | |
bool | isActive () const |
bool | isComplete () const |
float | progress () const |
CC_CONSTRUCTOR_ACCESS | _active (false) |
virtual | ~BaseLoader () |
Static Public Member Functions | |
static SoundLoader * | create () |
Public Attributes | |
CC_CONSTRUCTOR_ACCESS | __pad0__: SoundLoader() : Loader<Sound>() {} virtual ~SoundLoader() { if (_active) { stop() |
Public Attributes inherited from BaseLoader | |
CC_CONSTRUCTOR_ACCESS | __pad0__: BaseLoader() : Ref() |
Protected Member Functions | |
void | allocate (std::string key, Sound *sound) |
Protected Attributes | |
std::unordered_set< std::string > | _squeue |
Protected Attributes inherited from Loader< Sound > | |
std::unordered_map< std::string, Sound * > | _assets |
Protected Attributes inherited from BaseLoader | |
bool | _active |
Static Protected Attributes | |
static Coordinator * | _gCoordinator = nullptr |
Class is a implementation of Loader<Sound>
This asset loader allows us to allocate sound objects from the associated sound files. Even though Android does not allow preloading of sounds, this loader gives a platform-indepedent way of managing sound assets.
As with all of our loaders, this loader is designed to be attached to a scene. This is the natural was to do things, as Cocos2d is scene based. However, its asset loading is typically done through the director, which is global. This makes is hard to determine when it is safe to unload an asset. Even though the current scene many not need it, it may be used by another active scene. Unloading the asset would corrupt that scene.
This loader solves this problem by have a static coordinator behind the scenes. This coordinate is shared across all loader instances. It decides When an asset is truly ready to be unloaded. We assume that all instances are run only in the Director thread.
Sound objects are uniquely identified by their source file. Attempt to load a sound file a second time, even under a new key, will return a reference to the same sound object.
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protected |
A function to create a new sound from a filename.
This method should be part of a C++11 closure so that it can be used by the thread pool for asynchronous loading. When done, it will safely update the data structures of this loader.
key | the key for the sound information |
sound | the sound to associate with the key |
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static |
Creates a new SoundLoader.
This constructor does not start the sound loader. It simply creates an object for the sound loader so that it can be attached to the asset manager. Call start() when you are ready to start using it.
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overridevirtual |
Loads a sound and assigns it to the given key.
The sound will be loaded synchronously. It will be available immediately. This method should be limited to those times in which a sound is really necessary immediately, such as for a loading screen.
key | The key to access the sound after loading |
source | The pathname to the sound file |
the sound upon loading
Reimplemented from Loader< Sound >.
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overridevirtual |
Adds a new sound to the loading queue.
The sound will be loaded asynchronously. When it is finished loading, it will be added to this loader, and accessible under the given key. This method will mark the loading process as not complete, even if it was completed previously. It is not safe to access the loaded sound until it is complete again.
key | The key to access the sound after loading |
source | The pathname to the sound file |
the sound upon loading
Reimplemented from BaseLoader.
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overridevirtual |
Starts this resource loader.
This method bootstraps the loader with any initial resources that it needs to load assets. Attempts to load an asset before this method is called will fail.
By separating this call from the constructor, this allows us to construct loaders and attach them to the AssetManager before we are ready to load assets.
Reimplemented from BaseLoader.
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overridevirtual |
Stops this resource loader removing all assets.
Any assets loaded by this loader will be immediately released by the loader. However, an asset may still be available if it is attached to another loader. The asset manager is backed by a central coordinator that allows the sharing of assets.
Once the loader is stopped, any attempts to load a new asset will fail. You must call start() to begin loading assets again.
Reimplemented from BaseLoader.
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overridevirtual |
Unloads the sound for the given key.
This method simply unloads the sound for the scene associated with this loader. The sound will not be deleted or removed from memory until it is removed from all instances of SoundLoader.
key | the key referencing the sound |
the sound for the given key
Reimplemented from BaseLoader.
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overridevirtual |
Unloads all assets present in this loader.
This method simply unloads the sounds for the scene associated with this loader. The sounds will not be deleted or removed from memory until they are removed from all instances of SoundLoader.
all loaded sounds
Reimplemented from BaseLoader.
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inlineoverridevirtual |
Returns the number of sounds waiting to load.
This is a rough way to determine how many sounds are still pending. A sound is pending if it has been loaded asychronously, and the loading process has not yet finished. This method counts each sound equally regardless of the memory requirements of the format.
Reimplemented from BaseLoader.
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staticprotected |
The static coordinator singleton
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protected |
The sounds we are expecting that are not yet loaded