我正在用 C++ 制作游戏,但我一直遇到一个问题,我无法弄清楚何时涉及声音。我正在使用 SDL_Mixer,Mix_Music 用于音乐,Mix_Chunk 用于音效,但由于某种原因,当我尝试使用 MIX_LoadWAV 加载音效文件时,它返回 NULL。
问题是,当我使用 MIX_LoadMUS 加载相同的文件(加载为音乐而不是音效)时,它加载得很好。
我找不到任何可以解释该问题的差异;唯一的区别是 Mix_LoadWAV 而不是 Mix_LoadMUS,但为什么呢?Mix_LoadMUS 不适用于 Mix_Chunk,否则我只会使用它,但是......
在这里,我将向您展示我使用的声音管理器的代码。MusicClip 是一个 Mix_Music,而 SoundClip 是一个 Mix_Chunk。
#include "stdafx.h"
#include "SoundManager.h"
#include "MusicClip.h"
#include "SoundClip.h"
SoundManager::SoundManager()
{
}
SoundManager::~SoundManager()
{
Shutdown();
}
bool SoundManager::Initialize()
{
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO) < 0)
{
printf("SDL could not initialize! SDL Error: %s\n", SDL_GetError());
}
if (Mix_OpenAudio(44100, MIX_DEFAULT_FORMAT, 2, 2048) < 0)
{
printf(" SDL_mixer :: Msx_OpenAudio %s\n", Mix_GetError());
return false;
}
return true;
}
void SoundManager::Shutdown()
{
for (unsigned int i = 0; i < m_axSoundClips.size(); i++)
{
delete m_axSoundClips[i];
m_axSoundClips[i] = nullptr;
}
m_axSoundClips.clear();
for (unsigned int i = 0; i < m_axMusicClips.size(); i++)
{
delete m_axMusicClips[i];
m_axMusicClips[i] = nullptr;
}
m_axMusicClips.clear();
{
std::map<std::string, Mix_Chunk*>::iterator it = m_axSounds.begin();
while (it != m_axSounds.end())
{
Mix_FreeChunk(it->second);
it->second = nullptr;
it++;
}
m_axSounds.clear();
}
{
std::map<std::string, Mix_Music*>::iterator it = m_axMusic.begin();
while (it != m_axMusic.end())
{
Mix_FreeMusic(it->second);
it->second = nullptr;
it++;
}
m_axMusic.clear();
}
Mix_CloseAudio();
}
MusicClip *SoundManager::CreateMusicClip(std::string p_sFilename)
{
MusicClip *Ret = nullptr;
std::map<std::string, Mix_Music*>::iterator it = m_axMusic.find(p_sFilename);
if (it == m_axMusic.end())
{
Mix_Music* Music = Mix_LoadMUS(p_sFilename.c_str());
if (Music == NULL) {
printf("Error; music will not play\n");
printf(p_sFilename.c_str());
printf("\n");
printf(Mix_GetError());
}
std::pair<std::string, Mix_Music*> Pair;
Pair = std::make_pair(p_sFilename, Music);
Ret = new MusicClip(Music);
}
else
Ret = new MusicClip(it->second);
m_axMusicClips.push_back(Ret);
return Ret;
}
SoundClip *SoundManager::CreateSoundClip(std::string p_sFilename)
{
SoundClip *Ret = nullptr;
std::map<std::string, Mix_Chunk*>::iterator it = m_axSounds.find(p_sFilename);
if (it == m_axSounds.end())
{
Mix_Chunk* Sound = Mix_LoadWAV(p_sFilename.c_str());
if (Sound == NULL) {
printf("\nError; sound will not play\n");
printf(p_sFilename.c_str());
printf("\n");
printf(Mix_GetError());
}
std::pair<std::string, Mix_Chunk*> Pair;
Pair = std::make_pair(p_sFilename, Sound);
Ret = new SoundClip(Sound);
}
else
Ret = new SoundClip(it->second);
m_axSoundClips.push_back(Ret);
return Ret;
}
这是 MusicClip 和 SoundClip 的代码;除了我将 PlayOnce 和淡出添加到 MusicClip 之外,它们似乎相同。
#include "stdafx.h"
#include "SoundClip.h"
SoundClip::SoundClip()
{
m_pxClip = nullptr;
m_iChannel = -1;
}
SoundClip::~SoundClip()
{
m_pxClip = nullptr;
}
SoundClip::SoundClip(Mix_Chunk* p_pxClip)
{
m_pxClip = p_pxClip;
m_iChannel = -1;
}
void SoundClip::Play()
{
m_iChannel = Mix_PlayChannel(-1, m_pxClip, 0);
}
void SoundClip::Stop()
{
if (m_iChannel == -1)
return;
Mix_HaltChannel(m_iChannel);
m_iChannel = -1;
}
void SoundClip::Volume(int p_iVolume)
{
if (m_iChannel == -1)
return;
Mix_Volume(m_iChannel, p_iVolume);
}
void SoundClip::Pause()
{
if (m_iChannel == -1)
return;
if (Mix_Paused(m_iChannel))
{
Mix_Resume(m_iChannel);
}
else
{
Mix_Pause(m_iChannel);
}
}
-
// MusicClip.cpp
#include "stdafx.h"
#include "MusicClip.h"
MusicClip::MusicClip()
{
m_xClip = nullptr;
m_iChannel = -1;
}
MusicClip::~MusicClip()
{
m_xClip = nullptr;
m_iChannel = -1;
}
MusicClip::MusicClip(Mix_Music* p_xClip)
{
m_xClip = p_xClip;
m_iChannel = -1;
}
void MusicClip::Play()
{
m_iChannel = Mix_PlayMusic(m_xClip, -1);
}
void MusicClip::PlayOnce()
{
m_iChannel = Mix_PlayMusic(m_xClip, 1);
}
void MusicClip::Pause()
{
if (m_iChannel == -1)
return;
if ( Mix_PausedMusic() )
Mix_ResumeMusic();
else
Mix_Pause(m_iChannel);
}
void MusicClip::Volume(int p_iVolume)
{
Mix_VolumeMusic(p_iVolume);
oldVolume = p_iVolume;
}
void MusicClip::FadeOut()
{
if (oldVolume>0)
oldVolume--;
Mix_VolumeMusic(oldVolume);
}
void MusicClip::Stop()
{
if (m_iChannel == -1)
return;
Mix_HaltChannel(m_iChannel);
m_iChannel = -1;
}
这是我用来调用函数的代码。(soundManager 已在程序的早期初始化以启动 BGM。)因此,使用 Mix_Chunk* SFX2 将不起作用:
void GameState::playSFX(std::string FX)
{
SFX2 = soundManager.CreateSoundClip("../assets/sfx/sfx-bleep.wav");
SFX2->Volume(60);
SFX2->Play();
}
但出于某种原因,如果我将 SFX2 更改为 Mix_Music*,这确实有效。
void GameState::playSFX(std::string FX)
{
SFX2 = soundManager.CreateMusicClip("../assets/sfx/sfx-bleep.wav");
SFX2->Volume(60);
SFX2->Play();
}
我该怎么办?Mix_GetError() 也不返回任何内容......如果我写错了路径,它会返回“无法打开文件”,所以很明显它可以找到/打开文件,它只是......不会?我也不能只使用 Mix_Music 作为我的音效,因为如果我这样做,它们会抵消音乐。
顺便说一句,我不知道它是否相关,但 Mix_LoadMUS 不会加载非 wav 文件,即使它也应该支持 .ogg 和 .mp3?