本文介绍了使用 SoundManager 播放多个声音的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

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);
  }
 }

这篇关于使用 SoundManager 播放多个声音的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持!

07-30 23:04