英文:
Short superimposed sounds in a OpenGL ES render loop
问题
需要在游戏中添加能够同时或几乎同时播放的短声音(例如,爆炸声)。为此,我尝试使用带有MediaPlayer实例的队列:
public class Renderer implements GLSurfaceView.Renderer {
// 用于交替播放声音的队列
private Queue<MediaPlayer> queue = new LinkedList<>();
private MediaPlayer player1;
private MediaPlayer player2;
private MediaPlayer player3;
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
player1.setDataSource(context, uri);
player1.prepareAsync();
...
queue.add(player1);
queue.add(player2);
queue.add(player3);
}
public void onDrawFrame(GL10 glUnused) {
if (isExplosion) {
MediaPlayer currentPlayer = queue.poll(); // 从队列头部检索播放器
if (currentPlayer != null) {
if (!currentPlayer.isPlaying()) currentPlayer.start();
queue.add(currentPlayer); // 将播放器添加到队列末尾
}
}
}
}
但是,这种方法显示出性能较差。如何在OpenGL ES渲染循环中播放重叠的短声音呢?
英文:
Need to add short sounds to the game that can play simultaneously or almoust simultaneously (for example, explosive sounds). For this, I tried to use the queue with instances of MediaPlayer:
public class Renderer implements GLSurfaceView.Renderer {
// queue for alternately playing sounds
private Queue<MediaPlayer> queue = new LinkedList<>();
private MediaPlayer player1;
private MediaPlayer player2;
private MediaPlayer player3;
public void onSurfaceCreated(GL10 glUnused, EGLConfig config) {
player1.setDataSource(context, uri);
player1.prepareAsync();
...
queue.add(player1);
queue.add(player2);
queue.add(player3);
}
public void onDrawFrame(GL10 glUnused) {
if (isExplosion) {
MediaPlayer currentPlayer = queue.poll(); // retrieve the player from the head of the queue
if (currentPlayer != null) {
if (!currentPlayer.isPlaying()) currentPlayer.start();
queue.add(currentPlayer); // add player to end of queue
}
}
}
}
But this approach showed poor performance. How to play short superimposed sounds in a OpenGL ES render loop?
答案1
得分: 0
在阅读了这篇帖子之后:
解决方案: 我使用了SoundPool:
public class Renderer implements GLSurfaceView.Renderer {
private SoundPool explosionSound;
private SparseIntArray soundPoolMap = new SparseIntArray();
public void onSurfaceChanged(GL10 glUnused, int width, int height) {
// 使用三个流来播放声音
explosionSound = new SoundPool(3, AudioManager.STREAM_MUSIC, 100);
soundPoolMap.put(0, explosionSound.load(gameActivity, R.raw.explosion, 0));
}
public void onDrawFrame(GL10 glUnused) {
if (isExplosion) {
// 播放当前声音
explosionSound.play(soundPoolMap.get(0), 1.0f, 1.0f, 0, 0, 1f);
}
}
}
英文:
After reading this post
Solution: I used SoundPool:
public class Renderer implements GLSurfaceView.Renderer {
private SoundPool explosionSound;
private SparseIntArray soundPoolMap = new SparseIntArray();
public void onSurfaceChanged(GL10 glUnused, int width, int height) {
// use three streams for playing sounds
explosionSound = new SoundPool(3, AudioManager.STREAM_MUSIC, 100);
soundPoolMap.put(0, explosionSound.load(gameActivity, R.raw.explosion, 0));
}
public void onDrawFrame(GL10 glUnused) {
if(isExplosion) {
// play current sound
explosionSound.play(soundPoolMap.get(0), 1.0f, 1.0f, 0, 0, 1f);
}
}
}
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