ios game configuration page supports rotation, with some enhancements (like the new slider); some glitches here and there
/*
* Hedgewars-iOS, a Hedgewars port for iOS devices
* Copyright (c) 2009-2011 Vittorio Giovara <vittorio.giovara@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* File created on 23/09/2011.
*/
#import "AudioManagerController.h"
#import "AVFoundation/AVAudioPlayer.h"
#import <AudioToolbox/AudioToolbox.h>
static AVAudioPlayer *backgroundMusic = nil;
static SystemSoundID clickSound = -1;
static SystemSoundID backSound = -1;
static SystemSoundID selSound = -1;
@implementation AudioManagerController
#pragma mark -
#pragma mark background music control
+(void) loadBackgroundMusic {
NSString *musicString = [[NSBundle mainBundle] pathForResource:@"hwclassic" ofType:@"mp3"];
backgroundMusic = [[AVAudioPlayer alloc] initWithContentsOfURL:[NSURL fileURLWithPath:musicString] error:nil];
backgroundMusic.delegate = nil;
backgroundMusic.volume = 0.4f;
backgroundMusic.numberOfLoops = -1;
[backgroundMusic prepareToPlay];
}
+(void) playBackgroundMusic {
if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"music"] boolValue] == NO)
return;
if (backgroundMusic == nil)
[AudioManagerController loadBackgroundMusic];
[backgroundMusic play];
}
+(void) pauseBackgroundMusic {
[backgroundMusic pause];
}
+(void) stopBackgroundMusic {
[backgroundMusic stop];
}
#pragma mark -
#pragma mark sound effects control
+(SystemSoundID) loadSound:(NSString *)snd {
// get the filename of the sound file:
NSString *path = [NSString stringWithFormat:@"%@/%@",[[NSBundle mainBundle] resourcePath],snd];
// declare a system sound id and get a URL for the sound file
SystemSoundID soundID;
NSURL *filePath = [NSURL fileURLWithPath:path isDirectory:NO];
// use audio sevices to create and play the sound
AudioServicesCreateSystemSoundID((CFURLRef)filePath, &soundID);
return soundID;
}
+(void) playClickSound {
if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"sound"] boolValue] == NO)
return;
if (clickSound == -1)
clickSound = [AudioManagerController loadSound:@"clickSound.wav"];
AudioServicesPlaySystemSound(clickSound);
}
+(void) playBackSound {
if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"sound"] boolValue] == NO)
return;
if (backSound == -1)
backSound = [AudioManagerController loadSound:@"backSound.wav"];
AudioServicesPlaySystemSound(backSound);
}
+(void) playSelectSound {
if ([[[NSUserDefaults standardUserDefaults] objectForKey:@"sound"] boolValue] == NO)
return;
if (selSound == -1)
selSound = [AudioManagerController loadSound:@"selSound.wav"];
AudioServicesPlaySystemSound(selSound);
}
#pragma mark -
#pragma mark memory management
+(void) releaseCache {
[backgroundMusic stop];
[backgroundMusic release], backgroundMusic = nil;
AudioServicesDisposeSystemSoundID(clickSound), clickSound = -1;
AudioServicesDisposeSystemSoundID(backSound), backSound = -1;
AudioServicesDisposeSystemSoundID(selSound), selSound = -1;
MSG_MEMCLEAN();
}
@end