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objective-c - 如何等待播放完当前音频以播放下一个音频?

转载 作者:搜寻专家 更新时间:2023-10-30 19:45:07 27 4
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我正在使用 cocos2d。如何等待播放完当前音频以播放下一个音频?我无法使用 SimpleAudioEngine。

最佳答案

http://www.cocos2d-iphone.org/api-ref/0.99.0/interface_c_d_sound_engine.html

使用 CDAudioEngine。它有你想要的方法。顺便说一下,SimpleAudioEngine 使用 CDAudioEngine 来播放声音。

编辑

当你的按钮第一次被点击时 - 播放声音并将声音的间隔保存到你的一些 las 变量中。然后在下一次单击中使用此变量来确定“足够的间隔”。或者只使用一些最大值。

编辑 2如果您查看 SimpleAudioEngine 实现,您会注意到它使用 CDSoundEngine 来播放声音。下面是 SimpleAudioEngine 的初始化方法:

static SimpleAudioEngine *sharedEngine = nil;
static CDSoundEngine* soundEngine = nil;
static CDAudioManager *am = nil;
static CDBufferManager *bufferManager = nil;


-(id) init
{
if((self=[super init])) {
am = [CDAudioManager sharedManager];
soundEngine = am.soundEngine;
bufferManager = [[CDBufferManager alloc] initWithEngine:soundEngine];
mute_ = NO;
enabled_ = YES;
}
return self;
}

所以我们也可以访问CDSoundEngine:

CDSoundEngine *engine = [CDAudioManager sharedManager].soundEngine;

在 SimpleAudioEngine 上调用 playEffect 方法时(单击按钮时)保存返回的声音 ID。

ALuint soundId = [[SimpleAudioEngine sharedEngine] playEffect:...];

现在我们可以使用我们的 CDSoundEngine 获取间隔:

float seconds = [engine bufferDurationInSeconds:soundId];

这就是答案!

顺便说一下,如果您知道声音 ID,您也可以使用 CDSoundEngine 停止声音。

来自 CocosDenshion.h

@class CDSoundSource;
@interface CDSoundEngine : NSObject <CDAudioInterruptProtocol> {

bufferInfo *_buffers;
sourceInfo *_sources;
sourceGroup *_sourceGroups;
ALCcontext *context;
int _sourceGroupTotal;
UInt32 _audioSessionCategory;
BOOL _handleAudioSession;
BOOL mute_;
BOOL enabled_;
ALfloat _preMuteGain;

ALenum lastErrorCode_;
BOOL functioning_;
float asynchLoadProgress_;
BOOL getGainWorks_;

//For managing dynamic allocation of sources and buffers
int sourceTotal_;
int bufferTotal;

}

@property (readwrite, nonatomic) ALfloat masterGain;
@property (readonly) ALenum lastErrorCode;//Last OpenAL error code that was generated
@property (readonly) BOOL functioning;//Is the sound engine functioning
@property (readwrite) float asynchLoadProgress;
@property (readonly) BOOL getGainWorks;//Does getting the gain for a source work
/** Total number of sources available */
@property (readonly) int sourceTotal;
/** Total number of source groups that have been defined */
@property (readonly) int sourceGroupTotal;

/** Sets the sample rate for the audio mixer. For best performance this should match the sample rate of your audio content */
+(void) setMixerSampleRate:(Float32) sampleRate;

/** Initializes the engine with a group definition and a total number of groups */
-(id)init;

/** Plays a sound in a channel group with a pitch, pan and gain. The sound could played looped or not */
-(ALuint) playSound:(int) soundId sourceGroupId:(int)sourceGroupId pitch:(float) pitch pan:(float) pan gain:(float) gain loop:(BOOL) loop;

/** Creates and returns a sound source object for the specified sound within the specified source group.
*/
-(CDSoundSource *) soundSourceForSound:(int) soundId sourceGroupId:(int) sourceGroupId;

/** Stops playing a sound */
- (void) stopSound:(ALuint) sourceId;
/** Stops playing a source group */
- (void) stopSourceGroup:(int) sourceGroupId;
/** Stops all playing sounds */
-(void) stopAllSounds;
-(void) defineSourceGroups:(NSArray*) sourceGroupDefinitions;
-(void) defineSourceGroups:(int[]) sourceGroupDefinitions total:(int) total;
-(void) setSourceGroupNonInterruptible:(int) sourceGroupId isNonInterruptible:(BOOL) isNonInterruptible;
-(void) setSourceGroupEnabled:(int) sourceGroupId enabled:(BOOL) enabled;
-(BOOL) sourceGroupEnabled:(int) sourceGroupId;
-(BOOL) loadBufferFromData:(int) soundId soundData:(ALvoid*) soundData format:(ALenum) format size:(ALsizei) size freq:(ALsizei) freq;
-(BOOL) loadBuffer:(int) soundId filePath:(NSString*) filePath;
-(void) loadBuffersAsynchronously:(NSArray *) loadRequests;
-(BOOL) unloadBuffer:(int) soundId;
-(ALCcontext *) openALContext;

/** Returns the duration of the buffer in seconds or a negative value if the buffer id is invalid */
-(float) bufferDurationInSeconds:(int) soundId;
/** Returns the size of the buffer in bytes or a negative value if the buffer id is invalid */
-(ALsizei) bufferSizeInBytes:(int) soundId;
/** Returns the sampling frequency of the buffer in hertz or a negative value if the buffer id is invalid */
-(ALsizei) bufferFrequencyInHertz:(int) soundId;

/** Used internally, never call unless you know what you are doing */
-(void) _soundSourcePreRelease:(CDSoundSource *) soundSource;

@end

我正在使用 cocos2D 0.99.5

实现:

-(float) bufferDurationInSeconds:(int) soundId {
if ([self validateBufferId:soundId]) {
float factor = 0.0f;
switch (_buffers[soundId].format) {
case AL_FORMAT_MONO8:
factor = 1.0f;
break;
case AL_FORMAT_MONO16:
factor = 0.5f;
break;
case AL_FORMAT_STEREO8:
factor = 0.5f;
break;
case AL_FORMAT_STEREO16:
factor = 0.25f;
break;
}
return (float)_buffers[soundId].sizeInBytes/(float)_buffers[soundId].frequencyInHertz * factor;
} else {
return -1.0f;
}
}

关于objective-c - 如何等待播放完当前音频以播放下一个音频?,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/5178726/

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