Reputation: 33
Im having a slight problem with a settings scene in cocos2d, ive set it up so i can pause and resume some sound by touching a button.
-(id)init{
if((self=[super init])){
//menu background
CCSprite *bg = [CCSprite spriteWithFile:@"settingsbackground.jpg"];
bg.anchorPoint = ccp(0, 0);
bg.position = ccp(0, 0);
[self addChild:bg z:0];
CCMenuItem *Back = [CCMenuItemImage itemFromNormalImage:@"backbutton.gif" selectedImage: @"backbutton.gif" target:self selector:@selector(backToMainMenu:)];
CCMenuItem *On = [CCMenuItemImage itemFromNormalImage:@"soundon1.gif" selectedImage: @"soundon1.gif" target:self selector:@selector(musicOn:)];
CCMenuItem *Off = [CCMenuItemImage itemFromNormalImage:@"soundoff1.png" selectedImage: @"soundoff1.png" target:self selector:@selector(musicOff:)];
CCMenu *BackButton = [CCMenu menuWithItems: Back, nil];
BackButton.position = ccp(25, 295);
CCMenu *ToggleButtonOn = [CCMenu menuWithItems: On, nil];
ToggleButtonOn.position = ccp(25, 195);
CCMenu *ToggleButtonOff = [CCMenu menuWithItems: Off, nil];
ToggleButtonOff.position = ccp(25, 95);
[self addChild:BackButton z:1000];
[self addChild:ToggleButtonOn];
[self addChild:ToggleButtonOff];
}
return self;
}
}
The problem is when i go back onto the menu the sound starts again even though its muted on the settings scene.
Whats the best way to get around this?
Cheers
Upvotes: 2
Views: 886
Reputation: 35
Create an appdelegate variable which stores the current volume status.And dont forget to include setBackgroundMusicVolume code in init of each scene.
something like :
[[SimpleAudioEngine sharedEngine] setBackgroundMusicVolume:appDelegate.volume ];
where appdelegate.volume is my appdelegate volume variable.When you are muting set the variable to 0,when unmuting to 1.
It works
Upvotes: 1