我想学习如何使用soundpool
方法。我希望您向我展示一个运行 2 种声音的非常简单的示例。
问问题
89009 次
5 回答
71
在your_app/res/
. _ _ 然后将您的铃声粘贴到此文件夹中,例如your_app/res/raw/ringtone.mp3
. 现在使用以下代码:
SoundPool soundPool = new SoundPool(5, AudioManager.STREAM_MUSIC, 0);
int soundId = soundPool.load(context, R.raw.ringtone, 1);
// soundId for reuse later on
soundPool.play(soundId, 1, 1, 0, 0, 1);
使用后一定要释放 SoundPool 资源:
soundPool.release();
soundPool = null;
于 2013-06-12T16:17:29.863 回答
60
是的。我也经历过。但为了安全起见,我保存了一段我在网上找到的代码。虽然没有用过,但我知道它很快就会派上用场......
1)您需要创建 AudioAttributes 对象:
AudioAttributes attributes = new AudioAttributes.Builder()
.setUsage(AudioAttributes.USAGE_GAME)
.setContentType(AudioAttributes.CONTENT_TYPE_SONIFICATION)
.build();
2) 创建 SoundPool 对象:
SoundPool sounds = new SoundPool.Builder()
.setAudioAttributes(attributes)
.build();
3) 如何在所有 API 级别上使用 SoundPool 示例:
SoundPool sound;
protected void createSoundPool() {
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
createNewSoundPool();
} else {
createOldSoundPool();
}
}
@TargetApi(Build.VERSION_CODES.LOLLIPOP)
protected void createNewSoundPool(){
AudioAttributes attributes = new AudioAttributes.Builder()
.setUsage(AudioAttributes.USAGE_GAME)
.setContentType(AudioAttributes.CONTENT_TYPE_SONIFICATION)
.build();
sounds = new SoundPool.Builder()
.setAudioAttributes(attributes)
.build();
}
@SuppressWarnings("deprecation")
protected void createOldSoundPool(){
sounds = new SoundPool(5,AudioManager.STREAM_MUSIC,0);
}
于 2014-12-18T17:41:41.743 回答
9
这是一个小的工作示例soundPool
,取自此处并稍作修改以匹配 post 21 API。
需要注意的一件事是maxStreams
,它表示允许并行运行多少个流,如果是一个(默认),则可以从构建器中删除它。
import android.app.Activity;
import android.content.Context;
import android.media.AudioManager;
import android.media.SoundPool;
public class SoundManager extends Activity
{
static SoundPool soundPool;
static int[] sm;
public static void InitSound() {
int maxStreams = 1;
Context mContext = getApplicationContext();
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
soundPool = new SoundPool.Builder()
.setMaxStreams(maxStreams)
.build();
} else {
soundPool = new SoundPool(maxStreams, AudioManager.STREAM_MUSIC, 0);
}
sm = new int[3];
// fill your sounds
sm[0] = soundPool.load(mContext, R.raw.sound_1, 1);
sm[1] = soundPool.load(mContext, R.raw.sound_2, 1);
sm[2] = soundPool.load(mContext, R.raw.sound_3, 1);
}
static void playSound(int sound) {
soundPool.play(sm[sound], 1, 1, 1, 0, 1f);
}
public final void cleanUpIfEnd() {
sm = null;
soundPool.release();
soundPool = null;
}
}
于 2017-02-28T12:37:17.397 回答
5
我编写了一个 SoundPoolManager,可用于加载声音文件并在需要时播放。你可以在这里看到它。
谢谢。
于 2015-01-22T07:58:35.550 回答
5
private final int NUMBER_OF_SIMULTANEOUS_SOUNDS = 5;
private final float LEFT_VOLUME_VALUE = 1.0f;
private final float RIGHT_VOLUME_VALUE = 1.0f;
private final int MUSIC_LOOP = 0;
private final int SOUND_PLAY_PRIORITY = 0;
private final float PLAY_RATE= 1.0f;
SoundPool soundPool;
if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.LOLLIPOP) {
soundPool= new SoundPool.Builder()
.setMaxStreams(NUMBER_OF_SIMULTANEOUS_SOUNDS)
.build();
} else {
// Deprecated way of creating a SoundPool before Android API 21.
soundPool= new SoundPool(NUMBER_OF_SIMULTANEOUS_SOUNDS, AudioManager.STREAM_MUSIC, 0);
}
int soundId = soundPool.load(getApplicationContext(), R.raw.sound_1, 1);
soundPool.play(soundId , LEFT_VOLUME_VALUE , RIGHT_VOLUME_VALUE, SOUND_PLAY_PRIORITY , MUSIC_LOOP ,PLAY_RATE);
于 2019-03-06T08:50:44.890 回答