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/
/****************************************************************************
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
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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,
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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?