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我只是一个奇怪的问题。我希望在我的游戏中加入声音。这是一个有两个阶段的游戏。一种是rpg,一种是战斗。在 rpg 中,您可以在踩到怪物时发起战斗。在我的代码中,我使用 3 次 SDL_mixer 来播放音乐(在菜单中、rpg 和战斗中)。它在前两种情况下有效,但是当我发起战斗时没有音乐。音乐已加载,Mix_playingMusic 返回 true,但在战斗开始时我听不到任何音乐。我使用与 rpg 和菜单中相同的音乐。SDL_Mixer 的代码到处都是一样的。战斗部分代码:

{
SDL_Event events;
Mix_Music *fightMusic;

enum actual_player actual = PLAYER;
int go = 1;
int action;
int monsterId = 0;

Uint32  t = SDL_GetTicks(), nt;

fightMusic = Mix_LoadMUS("data/Music/rpg.mp3"); // we loading the music

if(fightMusic == NULL){
    printf("error loading fightMusic\n");
}

Mix_VolumeMusic(MIX_MAX_VOLUME);

if(Mix_PlayMusic(fightMusic, -1)<0){
    printf("error playing fightMusic \n");
}
if (Mix_PlayingMusic() ){
    printf("Music it's playing \n");
}

while(go){
    if(isFinished(fightSdl->fight))
        go = 0;
    nt = SDL_GetTicks();


    while (SDL_PollEvent(&events)){

        action = inputKeyboard(events);
        if(action == QUIT){
            return -1;
            go = 0;
        }

        if(action == -2){
            clearBufferGame(fightSdl->buffer, CHARACTER);
        }

        if(actual == PLAYER) {

            switch(action){

                case MOVE_DOWNWARD:                 
                    addActionToBufferGame(fightSdl->buffer, DOWN);
                break;

                case MOVE_UPWARD:
                    addActionToBufferGame(fightSdl->buffer, UP);
                break;

                case MOVE_LEFT:
                    addActionToBufferGame(fightSdl->buffer, LEFT);
                break;

                case MOVE_RIGHT:
                    addActionToBufferGame(fightSdl->buffer, RIGHT);

                break;

                case ATTACK_1:
                    actionAttackSdl(fightSdl, ATTACK_1);
                break;

                case ATTACK_2:
                    if(Mix_PlayChannel(-1,fireSound,0)<0){
                            printf("error playing fire sound");
                        }
                    actionAttackSdl(fightSdl, ATTACK_2);
                break;

                case ATTACK_3:
                    actionAttackSdl(fightSdl, ATTACK_3);
                break;

                case NOTHING:
                    actual = ENNEMY;
                break;

                case -1:
                    setIsIdleCharacSdl(fightSdl->characSdl,1);
            }   
        }           
    }
    if (nt-t>300){

        if(actual == ENNEMY){
            hitNRunSdl(fightSdl, monsterId);

            if(getMpEnnemyFight(fightSdl->fight) == 3 && getMpEnnemyFight(fightSdl->fight) == 3)
                monsterId++;
            if(monsterId >= fightSdl->nbMstrSdl){
                actual = PLAYER;
                setApPlayerFight(fightSdl->fight, 3);
                setMpPlayerFight(fightSdl->fight, 3);
                monsterId = 0;
            }

        }
        t = nt;
    }


    // updatePlayerDisplay(fightSdl);
    // updateMonsterDisplay(fightSdl);
    updatePlayerActionFight(fightSdl);
    updateSpellDisplay(fightSdl);
    updateDisplay(fightSdl);

    drawGame(fightSdl);

    // SDL_RenderPresent(fightSdl->renderer);
}

if(getLifePointsCharacter(getCharacterFight(fightSdl->fight)) >= 0)
    return 1;
return 0;

}

编辑:我添加了一个printf("%s", Mix_GetError)并且菜单和 rpg 中没有错误,但在战斗中它是打印的:无效的音频设备 ID

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1 回答 1

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所以,我找到了解决我的问题的方法。显然 SDL_OpenAudio 的返回值始终是成功或失败,而不是设备 ID,这意味着您一次只能使用此功能打开一个设备。我刚刚关闭了音频,然后在启动战斗时重新打开它,它可以工作。

于 2016-05-21T11:46:46.203 回答