Android游戏之音频类设计

简介: Android游戏之音频类设计 1、基础知识:A. setVolumeControlStream(AudioManager.STREAM_MUSIC);http://developer.

Android游戏之音频类设计

 

1、基础知识:


A. setVolumeControlStream(AudioManager.STREAM_MUSIC);
http://developer.android.com/training/managing-audio/volume-playback.html
http://developer.android.com/reference/android/app/Activity.html#setVolumeControlStream(int)

public final void  setVolumeControlStream (int streamType)
Added in API level 1

Suggests an audio stream whose volume should be changed by the hardware volume controls.
The suggested audio stream will be tied to the window of this Activity. Volume requests which are received while the Activity is in the

foreground will affect this stream.
It is not guaranteed that the hardware volume controls will always change this stream's volume (for example, if a call is in progress, its

stream's volume may be changed instead). To reset back to the default, use USE_DEFAULT_STREAM_TYPE.

Parameters

streamType
The type of the audio stream whose volume should be changed by the hardware volume controls. 

AudioManager的值:http://developer.android.com/reference/android/media/AudioManager.html
int STREAM_MUSIC The audio stream for music playback 

B.getAssets ()
http://developer.android.com/reference/android/content/res/Resources.html#getAssets()
public final AssetManager  getAssets ()
Added in API level 1

Retrieve underlying AssetManager storage for these resources.
C.AssetManager
http://developer.android.com/reference/android/content/res/AssetManager.html
D.AssetFileDescriptor
http://developer.android.com/reference/android/content/res/AssetFileDescriptor.html
E.SoundPool
http://developer.android.com/reference/android/media/SoundPool.html
The SoundPool class manages and plays audio resources for applications.
A SoundPool is a collection of samples that can be loaded into memory from a resource inside the APK or from a file in the file system. The

SoundPool library uses the MediaPlayer service to decode the audio into a raw 16-bit PCM mono or stereo stream. This allows applications to

ship with compressed streams without having to suffer the CPU load and latency of decompressing during playback.
http://developer.android.com/reference/android/media/SoundPool.html#SoundPool(int, int, int)
Parameters

maxStreams
the maximum number of simultaneous streams for this SoundPool object
streamType
the audio stream type as described in AudioManager For example, game applications will normally use STREAM_MUSIC.
srcQuality
the sample-rate converter quality. Currently has no effect. Use 0 for the default.

Returns
a SoundPool object, or null if creation failed
F.MediaPlayer
http://developer.android.com/reference/android/media/MediaPlayer.html
G.MediaPlayer.OnCompletionListener
http://developer.android.com/reference/android/media/MediaPlayer.OnCompletionListener.html


2、设计3个接口Sound,Music,Audio,音频Audio由声音Sound和音乐Music构成

package com.badlogic.androidgames.framework;

public interface Sound {
    public void play(float volume);

    public void dispose();
}

package com.badlogic.androidgames.framework;

public interface Music {
    public void play();

    public void stop();

    public void pause();

    public void setLooping(boolean looping);

    public void setVolume(float volume);

    public boolean isPlaying();

    public boolean isStopped();

    public boolean isLooping();

    public void dispose();
}

package com.badlogic.androidgames.framework;

public interface Audio {
    public Music newMusic(String filename);

    public Sound newSound(String filename);
}


3、针对3个接口实现每一个对应的类

package com.badlogic.androidgames.framework.impl;

import java.io.IOException;

import android.content.res.AssetFileDescriptor;
import android.media.MediaPlayer;
import android.media.MediaPlayer.OnCompletionListener;

import com.badlogic.androidgames.framework.Music;

public class AndroidMusic implements Music, OnCompletionListener {
    MediaPlayer mediaPlayer;
    boolean isPrepared = false;

    public AndroidMusic(AssetFileDescriptor assetDescriptor) {
        mediaPlayer = new MediaPlayer();
        try {
            mediaPlayer.setDataSource(assetDescriptor.getFileDescriptor(),
                    assetDescriptor.getStartOffset(),
                    assetDescriptor.getLength());
            mediaPlayer.prepare();
            isPrepared = true;
            mediaPlayer.setOnCompletionListener(this);
        } catch (Exception e) {
            throw new RuntimeException("Couldn't load music");
        }
    }

    @Override
    public void dispose() {
        if (mediaPlayer.isPlaying())
            mediaPlayer.stop();
        mediaPlayer.release();
    }

    @Override
    public boolean isLooping() {
        return mediaPlayer.isLooping();
    }

    @Override
    public boolean isPlaying() {
        return mediaPlayer.isPlaying();
    }

    @Override
    public boolean isStopped() {
        return !isPrepared;
    }

    @Override
    public void pause() {
        if (mediaPlayer.isPlaying())
            mediaPlayer.pause();
    }

    @Override
    public void play() {
        if (mediaPlayer.isPlaying())
            return;

        try {
            synchronized (this) {
                if (!isPrepared)
                    mediaPlayer.prepare();
                mediaPlayer.start();
            }
        } catch (IllegalStateException e) {
            e.printStackTrace();
        } catch (IOException e) {
            e.printStackTrace();
        }
    }

    @Override
    public void setLooping(boolean isLooping) {
        mediaPlayer.setLooping(isLooping);
    }

    @Override
    public void setVolume(float volume) {
        mediaPlayer.setVolume(volume, volume);
    }

    @Override
    public void stop() {
        mediaPlayer.stop();
        synchronized (this) {
            isPrepared = false;
        }
    }

    @Override
    public void onCompletion(MediaPlayer arg0) {
        synchronized (this) {
            isPrepared = false;
        }
    }
}


 

package com.badlogic.androidgames.framework.impl;

import android.media.SoundPool;

import com.badlogic.androidgames.framework.Sound;

public class AndroidSound implements Sound {
    int soundId;
    SoundPool soundPool;
    
    public AndroidSound(SoundPool soundPool,int soundId) {
        this.soundId = soundId;
        this.soundPool = soundPool;
    }

    @Override
    public void play(float volume) {
        soundPool.play(soundId, volume, volume, 0, 0, 1);
    }

    @Override
    public void dispose() {
        soundPool.unload(soundId);
    }

}


 

package com.badlogic.androidgames.framework.impl;

import java.io.IOException;

import android.app.Activity;
import android.content.res.AssetFileDescriptor;
import android.content.res.AssetManager;
import android.media.AudioManager;
import android.media.SoundPool;

import com.badlogic.androidgames.framework.Audio;
import com.badlogic.androidgames.framework.Music;
import com.badlogic.androidgames.framework.Sound;

public class AndroidAudio implements Audio {
    AssetManager assets;
    SoundPool soundPool;

    public AndroidAudio(Activity activity) {
        activity.setVolumeControlStream(AudioManager.STREAM_MUSIC);
        this.assets = activity.getAssets();
        this.soundPool = new SoundPool(20, AudioManager.STREAM_MUSIC, 0);
    }

    @Override
    public Music newMusic(String filename) {
        try {
            AssetFileDescriptor assetDescriptor = assets.openFd(filename);
            return new AndroidMusic(assetDescriptor);
        } catch (IOException e) {
            throw new RuntimeException("Couldn't load music '" + filename + "'");
        }
    }

    @Override
    public Sound newSound(String filename) {
        try {
            AssetFileDescriptor assetDescriptor = assets.openFd(filename);
            int soundId = soundPool.load(assetDescriptor, 0);
            return new AndroidSound(soundPool, soundId);
        } catch (IOException e) {
            throw new RuntimeException("Couldn't load sound '" + filename + "'");
        }
    }   
}


 

本文浅述了“beginning-android-games”书本的相关基础知识和相关类的设计分析,
书本和源码:http://download.csdn.net/detail/yangzhenping/8420261
本篇中的类实现来自“beginning-android-games\ch07-gl-basics”

目录
相关文章
|
4月前
|
存储 缓存 Android开发
安卓Jetpack Compose+Kotlin, 使用ExoPlayer播放多个【远程url】音频,搭配Okhttp库进行下载和缓存,播放完随机播放下一首
这是一个Kotlin项目,使用Jetpack Compose和ExoPlayer框架开发Android应用,功能是播放远程URL音频列表。应用会检查本地缓存,如果文件存在且大小与远程文件一致则使用缓存,否则下载文件并播放。播放完成后或遇到异常,会随机播放下一首音频,并在播放前随机设置播放速度(0.9到1.2倍速)。代码包括ViewModel,负责音频管理和播放逻辑,以及UI层,包含播放和停止按钮。
|
4月前
|
存储 数据库 Android开发
安卓Jetpack Compose+Kotlin,支持从本地添加音频文件到播放列表,支持删除,使用ExoPlayer播放音乐
为了在UI界面添加用于添加和删除本地音乐文件的按钮,以及相关的播放功能,你需要实现以下几个步骤: 1. **集成用户选择本地音乐**:允许用户从设备中选择音乐文件。 2. **创建UI按钮**:在界面中创建添加和删除按钮。 3. **数据库功能**:使用Room数据库来存储音频文件信息。 4. **更新ViewModel**:处理添加、删除和播放音频文件的逻辑。 5. **UI实现**:在UI层支持添加、删除音乐以及播放功能。
|
6天前
|
前端开发 Java 测试技术
android MVP契约类架构模式与MVVM架构模式,哪种架构模式更好?
android MVP契约类架构模式与MVVM架构模式,哪种架构模式更好?
11 2
|
5月前
|
XML 开发工具 Android开发
|
2月前
|
Java 测试技术 Android开发
Android项目架构设计问题之使用反射调用类的私有方法如何解决
Android项目架构设计问题之使用反射调用类的私有方法如何解决
21 0
|
4月前
|
缓存 Android开发 Kotlin
【安卓app开发】kotlin Jetpack Compose框架 | 先用OKhttp下载远程音频文件再使用ExoPlayer播放
使用 Kotlin 的 Jetpack Compose 开发安卓应用时,可以结合 OkHttp 下载远程音频文件和 ExoPlayer 进行播放。在 `build.gradle` 添加相关依赖后,示例代码展示了如何下载音频并用 ExoPlayer 播放。代码包括添加依赖、下载文件、播放文件及简单的 Compose UI。注意,示例未包含完整错误处理和资源释放,实际应用需补充这些内容。
|
4月前
|
存储 Android开发 Kotlin
开发安卓app OKhttp下载后使用MediaPlayer播放
在Android Jetpack Compose应用程序中,要使用OkHttp下载远程音频文件并在本地播放,你需要完成以下几个步骤: 1. **添加依赖**:确保`build.gradle`文件包含OkHttp和Jetpack Compose的相关依赖。 2. **下载逻辑**:创建一个`suspend`函数,使用OkHttp发起网络请求下载音频文件到本地。 3. **播放逻辑**:利用`MediaPlayer`管理音频播放状态。 4. **Compose UI**:构建用户界面,包含下载和播放音频的按钮。
|
4月前
|
存储 Android开发
安卓app,MediaPlayer播放本地音频 | 按钮控制播放和停止
在Jetpack Compose中,不直接操作原生Android组件如`Button`和`MediaPlayer`,而是使用Compose UI构建器定义界面并结合ViewModel管理音频播放逻辑。以下示例展示如何播放本地音频并用按钮控制播放/停止:创建一个`AudioPlayerViewModel`管理`MediaPlayer`实例和播放状态,然后在Compose UI中使用`Button`根据`isPlaying`状态控制播放。记得在`MainActivity`设置Compose UI,并处理相关依赖和权限。
|
4月前
|
安全 Android开发 Kotlin
Android面试题之Kotlin的几种常见的类
这篇文章探讨了Kotlin编程语言中的初始化顺序、延迟初始化、惰性初始化、`lateinit`与`by lazy`的区别、初始化注意事项、继承、嵌套类、数据类、单例类和枚举类的使用,以及密封类的概念。文中通过示例代码详细解释了各种特性,并提醒读者关注初始化顺序和线程安全问题。同时,鼓励读者关注作者的公众号“AntDream”获取更多相关文章。
39 1
|
4月前
|
存储 编解码 Android开发
58. 【Android教程】音频录制:MediaRecord
58. 【Android教程】音频录制:MediaRecord
46 2