/ Published in: Objective C
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This is how you play and stop sound effects in cocos2d
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- (void)playSoundFXFor:(int)type { switch (type) { case 1: [[SimpleAudioEngine sharedEngine] playEffect:@"snap.caf"]; break; case 2: [[SimpleAudioEngine sharedEngine] playEffect:@"Erase.caf"]; break; case 3: [[SimpleAudioEngine sharedEngine] playEffect:@"boing2.m4a"]; break; case 4: [[SimpleAudioEngine sharedEngine] playEffect:@"intro.m4a"]; break; case 5: [[SimpleAudioEngine sharedEngine] playEffect:@"tryAgain.m4a"]; break; default: break; } //Play the tiles narration; if (currentFXSoundID > 0) { //If we currently playing a sound effect, stop it and play the next audio. [[SimpleAudioEngine sharedEngine] stopEffect:currentFXSoundID]; } //When you call [[SimpleAudioEngine sharedEngine] playEffect:@"mysound.wav"], it actually return an identifier with type ALuint. Save this value, and you can use it to stop the corresponding effect, using [[SimpleAudioEngine sharedEngine] stopEffect:yourEffectId]. switch (type) { case 21: currentFXSoundID = [[SimpleAudioEngine sharedEngine] playEffect:@"1.m4a"]; break; case 22: currentFXSoundID = [[SimpleAudioEngine sharedEngine] playEffect:@"2.m4a"]; break; case 23: currentFXSoundID = [[SimpleAudioEngine sharedEngine] playEffect:@"3.m4a"]; break; case 24: currentFXSoundID = [[SimpleAudioEngine sharedEngine] playEffect:@"4.m4a"]; break; default: break; } }
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