Playing multiple sounds using SoundManager

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盖世英雄少女心
盖世英雄少女心 2020-12-03 02:07

If I play a single sound, it runs fine.

Adding a second sound causes it to crash.

Anyone know what is causing the problem?

private SoundMan         


        
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  • 2020-12-03 02:52
     mSoundManager.addSound(1,R.raw.dit);
     mSoundManager.addSound(1,R.raw.dah);
    

    You need to change the second line to:

    mSoundManager.addSound(2,R.raw.dah);
    

    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.

    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.

    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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