I have the latest Marmalade 5.2 and the latest cocos2d-x compiled and running now. I had to add the code below to this file:
These haven’t been tested.
The problem with the Marmalde implementation is that it doesn’t play .wav files, if you look at the Marmalade documents you will see the api for S3eSoundChannelPlay() only support raw sound data. If you are doing a game with Marmalde then you will have to convert the .wav files to a raw format, I do not remember what I used (sox or something like that), maybe Goldwave. Adding WAV support probably isn’t that difficult since there are lots of example code for that.
The game conversion I put up at : http://code.google.com/p/super-fashion-puzzle-cocos2d-x/ uses the .raw format for the sound, just realized the sound will probably not play in Windows or other platform, I will try to fix that.
So for Windows development I used:
and for Marmalade deployment I used:
If you have problems getting the latest to work with Marmalade then let me know, there were only a few things I had to change, but so far haven’t had time to test.
I really want to get rid of the expat for xml parsing and put in libxml2, that is what I’m trying to do this weekend.
Additions to cocos2d-x\CocosDenshion\airplay\SimpleAudioEngine.cpp
void SimpleAudioEngine::pauseEffect(unsigned int nSoundId)
void SimpleAudioEngine::resumeEffect(unsigned int nSoundId)