【发布时间】:2016-10-14 21:56:11
【问题描述】:
我想要一个****单独的班级****来播放声音,我想调用那个班级来播放声音,但是如果有更好的方法,请告诉我。
故事(可跳过):
首先,我使用了存储在最终静态中的 AudioClip,每次我需要播放声音时都会调用它。对于像背景音乐这样的单一的东西,这是完美的,但如果我想一次多次使用声音,比如我的炮塔射击,他们有时会完美地播放声音,有时会重新启动或完全取消。 然后我在阅读了一些帖子后切换到 Clips,并且有人在使用教程后通过 doin Clips 找到了解决方案。
声音等级:
package Game.main;
import java.net.URL;
import javax.sound.sampled.AudioInputStream;
import javax.sound.sampled.AudioSystem;
import javax.sound.sampled.Clip;
import javax.sound.sampled.DataLine;
import javax.sound.sampled.Mixer;
public class Sound {
public static final Sound backgroundMusic4 = new Sound("/backgroundMusic4.wav");
public static final Sound blockDestroy = new Sound("/blockDestroy.wav");
public static final Sound bulletHit = new Sound("/bulletHit.wav");
public static final Sound button = new Sound("/button.wav");
public static final Sound camera = new Sound("/camera.wav");
public static final Sound teleporter = new Sound("/teleporter.wav");
public static final Sound turretShot = new Sound("/turretShot.wav");
public static final Sound walking = new Sound("/walking.wav");
public static Clip clip;
public Sound(String fileLocation){
Mixer.Info[] mixInfos = AudioSystem.getMixerInfo();
Mixer mixer = AudioSystem.getMixer(mixInfos[0]);
DataLine.Info dataInfo = new DataLine.Info(Clip.class, null);
try{
clip =(Clip) mixer.getLine(dataInfo);
}catch(Exception e){
e.printStackTrace();
}
try{
URL soundURL = getClass().getResource(fileLocation);
AudioInputStream audioStream = AudioSystem.getAudioInputStream(soundURL);
clip.open(audioStream);
}catch(Exception e){
e.printStackTrace();
}
}
public void play(){
clip.loop(clip.LOOP_CONTINUOUSLY);
}
public void playOnce(){
clip.start();
}
public void stop(){
clip.stop();
}
}
炮塔类(例如)[只有最后一个方法“shoot()”重要]:
package Game.main.IngameObjects;
import java.applet.AudioClip;
import java.awt.Graphics;
import java.awt.Rectangle;
import Game.main.Controller;
import Game.main.Game;
import Game.main.GameObject;
import Game.main.Sound;
import Game.main.Textures;
import Game.main.classes.EntityC;
public class Turret extends GameObject implements EntityC{
private boolean activated;
private String direction;
private Game game;
private Textures tex;
private Camera activationCam;
private Controller c;
private long lastShot=0;
public Turret (double x, double y, Textures tex, Game game, Controller c, String direction){
super(x,y);
this.game=game;
this.tex=tex;
this.c=c;
if(!direction.equalsIgnoreCase("up") && !direction.equalsIgnoreCase("down") && !direction.equalsIgnoreCase("left") && !direction.equalsIgnoreCase("right")){
System.err.println("ERROR 1: Wrong Direction in Constructor in Class \"java.Game.main.IngameObjects.Camera\"");
System.exit(1);
}else{
this.direction=direction;
}
}
public Turret (double x, double y, Textures tex, Game game, Controller c , Camera cam, String direction){
super(x,y);
this.game=game;
this.tex=tex;
this.c=c;
if(!direction.equalsIgnoreCase("up") && !direction.equalsIgnoreCase("down") && !direction.equalsIgnoreCase("left") && !direction.equalsIgnoreCase("right")){
System.err.println("ERROR 1: Wrong Direction in Constructor in Class \"java.Game.main.IngameObjects.Camera\"");
System.exit(1);
}else{
this.direction=direction;
}
this.activationCam=cam;
}
public void tick() {
if(activationCam==null){
shoot();
}else if(activationCam.getActivated()){
shoot();
}
}
public void render(Graphics g) {
if(activated){
if(direction.equalsIgnoreCase("up")){
g.drawImage(tex.turretActi.get(0), (int)x, (int)y, null);
}else if(direction.equalsIgnoreCase("down")){
g.drawImage(tex.turretActi.get(1), (int)x, (int)y, null);
}else if(direction.equalsIgnoreCase("left")){
g.drawImage(tex.turretActi.get(2), (int)x, (int)y, null);
}else if(direction.equalsIgnoreCase("right")){
g.drawImage(tex.turretActi.get(3), (int)x, (int)y, null);
}
}else{
if(direction.equalsIgnoreCase("up")){
g.drawImage(tex.turretDeac.get(0), (int)x, (int)y, null);
}else if(direction.equalsIgnoreCase("down")){
g.drawImage(tex.turretDeac.get(1), (int)x, (int)y, null);
}else if(direction.equalsIgnoreCase("left")){
g.drawImage(tex.turretDeac.get(2), (int)x, (int)y, null);
}else if(direction.equalsIgnoreCase("right")){
g.drawImage(tex.turretDeac.get(3), (int)x, (int)y, null);
}
}
}
public Rectangle getBounds() {
return new Rectangle((int)x, (int)y, 32, 32);
}
public double getX() {
return x;
}
public double getY() {
return y;
}
public void activate() {
activated=true;
}
public void deactivate() {
activated=false;
}
public boolean getActivated() {
return activated;
}
public void setX(double x) {
this.x=x;
}
public void setY(double y) {
this.y=y;
}
public void shoot(){
if(System.currentTimeMillis() - lastShot >= 1000){
Sound.turretShot.playOnce();
lastShot = System.currentTimeMillis();
c.addEntity(new Bullet(x,y,game,tex,c,direction));
}
}
}
现在我遇到的问题是炮塔射击一次,声音播放然后消失(示例视频:https://youtu.be/q8TR2nR8hUI)。我试图给每个对象自己的声音剪辑,但这非常浪费,上次它把我的滴答声和 fps 减少到每 5 秒左右 1 次。
这就是为什么我想寻求解决方案或一些有用的想法和代码。
我对字节数组和 dataStreamOutput 进行了修改,或者我可以克隆剪辑,但我无法让其中任何一个工作。
对不起,我的英语有点糟糕,我是德国人,所以请忽略任何错误(除非你看不懂)
【问题讨论】:
-
"只有最后一个方法 "shoot()" 很重要" 只有 minimal reproducible example 得到了很好的关注。删除不相关的代码并将其全部压缩到一个源文件中。 Generate some simple sounds at run-time.
-
如果你想同时多次播放同一个声音,你必须创建多个
Clip对象。没有办法解决这个问题。
标签: java eclipse audio javasound