我正在使用SoundPool在我创建的一个街机游戏中播放声音。然而,playPassSound()从开始到结束大约需要40毫秒。我只构造了1x SoundPlayer,它只加载所有的声音一次。我在我的游戏线程中调用playPassSound(),它也处理渲染调用。
这就是我的SoundPlayer类的样子(只是与声音相关的所有东西的封装):
public class SoundPlayer {
private AudioAttributes audioAttributes;
private final int SOUND_POOL_MAX = 2;
private AudioManager audioManager;
private SoundPool soundPool;
private int soundIdPass;
private float volume;
private boolean passLoaded;
public SoundPlayer(Context context){
if(Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP){
audioAttributes = new AudioAttributes.Builder()
.setUsage(AudioAttributes.USAGE_GAME)
.setContentType(AudioAttributes.CONTENT_TYPE_MUSIC)
.build();
soundPool = new SoundPool.Builder()
.setAudioAttributes(audioAttributes)
.setMaxStreams(SOUND_POOL_MAX)
.build();
}else {
//SoundPool is deprecated as of API Level 21 (Lollipop)
soundPool = new SoundPool(SOUND_POOL_MAX, AudioManager.STREAM_MUSIC, 0);
}
audioManager = (AudioManager) context.getSystemService(Context.AUDIO_SERVICE);
soundIdPass = soundPool.load(context, R.raw.pass, 1);
soundPool.setOnLoadCompleteListener(new SoundPool.OnLoadCompleteListener() {
@Override
public void onLoadComplete(SoundPool soundPool, int sampleId, int status) {
if(sampleId == soundIdPass){
passLoaded = true;
}
});
}
public void playPassSound(){
controlVolume();
soundPool.play(soundIdPass, volume, volume, 1, 0, 1f);
}
public void controlVolume(){
float actualVolume = (float) audioManager
.getStreamVolume(AudioManager.STREAM_MUSIC);
float maxVolume = (float) audioManager
.getStreamMaxVolume(AudioManager.STREAM_MUSIC);
volume = actualVolume / maxVolume;
}}
为什么playPassSound()需要这么长时间?我怎样才能把它从我的游戏/渲染线程中解耦出来,使游戏不受它的影响呢?
发布于 2016-11-12 07:46:09
只需使用Mediaplayer就可以了。不要费心调试这个。对于这个问题,似乎没有任何真正的解决方案。只有this hack。
https://stackoverflow.com/questions/40554422
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