I am using Buildbox for my game. I implemented custom rewarded ads. The problem is that game music continues when rewarded video is open. I want to mute and unmute after video is watched.
I know Java but I am not good in Objective-C and Cocos2dx.
My AudioEngine.h Class: under libs/cocos2dx/include/audio/include/
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#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 class.
#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
How can I create object and use its method in Objective-C?
Java Equality:
AudioEngine audio = new AudioEngine();
audio.pauseAll();
How can I do this code in Objective-C?
I solved my problem. I can mute and unmute in AdIntegrator Class by using:
This will mute all sound.
PTAdController::shared()->setMusic(false);
This will unmute all sound.
PTAdController::shared()->setMusic(true);