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SoundLoader Class Reference

#include <CUSoundLoader.h>

Inheritance diagram for SoundLoader:
Loader< Sound > BaseLoader

Classes

class  Coordinator
 

Public Member Functions

void start () override
 
void stop () override
 
size_t waitCount () const override
 
Soundload (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 Soundget (std::string key) const
 
Soundoperator[] (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 SoundLoadercreate ()
 

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
 

Detailed Description

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.

Member Function Documentation

void SoundLoader::allocate ( std::string  key,
Sound sound 
)
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.

Parameters
keythe key for the sound information
soundthe sound to associate with the key
SoundLoader * SoundLoader::create ( )
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.

Returns
an autoreleased SoundLoader object
Sound * SoundLoader::load ( std::string  key,
std::string  source 
)
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.

Parameters
keyThe key to access the sound after loading
sourceThe pathname to the sound file

the sound upon loading

Returns
the loaded sound

Reimplemented from Loader< Sound >.

void SoundLoader::loadAsync ( std::string  key,
std::string  source 
)
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.

Parameters
keyThe key to access the sound after loading
sourceThe pathname to the sound file

the sound upon loading

Reimplemented from BaseLoader.

void SoundLoader::start ( )
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.

void SoundLoader::stop ( )
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.

void SoundLoader::unload ( std::string  key)
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.

Parameters
keythe key referencing the sound

the sound for the given key

Reimplemented from BaseLoader.

void SoundLoader::unloadAll ( )
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.

size_t SoundLoader::waitCount ( ) const
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.

Returns
the number of sounds waiting to load.

Reimplemented from BaseLoader.

Member Data Documentation

NS_CC_BEGIN SoundLoader::Coordinator * SoundLoader::_gCoordinator = nullptr
staticprotected

The static coordinator singleton

std::unordered_set<std::string> SoundLoader::_squeue
protected

The sounds we are expecting that are not yet loaded


The documentation for this class was generated from the following files: