问题描述
如果我播放单个声音,它运行良好.
If I play a single sound, it runs fine.
添加第二个声音会导致它崩溃.
Adding a second sound causes it to crash.
有人知道是什么导致了问题吗?
Anyone know what is causing the problem?
private SoundManager mSoundManager;
/** Called when the activity is first created. */
@Override
public void onCreate(Bundle savedInstanceState) {
super.onCreate(savedInstanceState);
setContentView(R.layout.sos);
mSoundManager = new SoundManager();
mSoundManager.initSounds(getBaseContext());
mSoundManager.addSound(1,R.raw.dit);
mSoundManager.addSound(1,R.raw.dah);
Button SoundButton = (Button)findViewById(R.id.SoundButton);
SoundButton.setOnClickListener(new OnClickListener() {
public void onClick(View v) {
mSoundManager.playSound(1);
mSoundManager.playSound(2);
}
});
}
推荐答案
mSoundManager.addSound(1,R.raw.dit);
mSoundManager.addSound(1,R.raw.dah);
你需要将第二行改为:
mSoundManager.addSound(2,R.raw.dah);
为了一次播放多个声音,首先您需要让 SoundPool 知道这一点.在 SoundPool 的声明中,我指定了 20 个流.我有很多枪和坏人在我的游戏中制造噪音,每个都有一个非常短的声音循环,<3000 毫秒.请注意,当我在下方添加声音时,我会跟踪名为mAvailibleSounds"的向量中的指定索引,这样我的游戏就可以尝试为不存在的项目播放声音,并且不会崩溃.在这种情况下,每个索引对应一个精灵 id.只是为了让您了解我如何将特定声音映射到特定精灵.
In order to play multiple sounds at once, first you need to let the SoundPool know that. In the declaration of SoundPool notice that I specified 20 streams. I have many guns and bad guys making noise in my game, and each has a very short sound loop, < 3000ms. Notice when I add a sound below I keep track of the specified index in a vector called, "mAvailibleSounds", this way my game can try and play sounds for items that dont exist and carry on without crashing. Each Index in this case corresponds to a sprite id. Just so you understand how I map particular sounds to specific sprites.
接下来我们使用 playSound() 对声音进行排队.每次发生这种情况时,都会将 soundId 放入堆栈中,然后在超时发生时将其弹出.这允许我在播放后杀死一个流,然后再次重用它.我选择了 20 个流,因为我的游戏非常嘈杂.之后声音会消失,所以每个应用程序都需要一个幻数.
Next we queue up sounds, with playSound(). Each time this happens a soundId is dropped into a stack, which I then pop whenever my timeout occurs. This allows me to kill a stream after it has played, and reuse it again. I choose 20 streams because my game is very noisy. After that the sounds get washed out, so each application will require a magic number.
我在这里找到了这个来源,并添加了可运行的 &杀队列自己.
I found this source here, and added the runnable & kill queue myself.
private SoundPool mSoundPool;
private HashMap<Integer, Integer> mSoundPoolMap;
private AudioManager mAudioManager;
private Context mContext;
private Vector<Integer> mAvailibleSounds = new Vector<Integer>();
private Vector<Integer> mKillSoundQueue = new Vector<Integer>();
private Handler mHandler = new Handler();
public SoundManager(){}
public void initSounds(Context theContext) {
mContext = theContext;
mSoundPool = new SoundPool(20, AudioManager.STREAM_MUSIC, 0);
mSoundPoolMap = new HashMap<Integer, Integer>();
mAudioManager = (AudioManager)mContext.getSystemService(Context.AUDIO_SERVICE);
}
public void addSound(int Index, int SoundID)
{
mAvailibleSounds.add(Index);
mSoundPoolMap.put(Index, mSoundPool.load(mContext, SoundID, 1));
}
public void playSound(int index) {
// dont have a sound for this obj, return.
if(mAvailibleSounds.contains(index)){
int streamVolume = mAudioManager.getStreamVolume(AudioManager.STREAM_MUSIC);
int soundId = mSoundPool.play(mSoundPoolMap.get(index), streamVolume, streamVolume, 1, 0, 1f);
mKillSoundQueue.add(soundId);
// schedule the current sound to stop after set milliseconds
mHandler.postDelayed(new Runnable() {
public void run() {
if(!mKillSoundQueue.isEmpty()){
mSoundPool.stop(mKillSoundQueue.firstElement());
}
}
}, 3000);
}
}
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