我知道OpenAL是快速库,但它不支持任何压缩音频格式,并且它不是那么容易使用......
AVAudioPlayer不是那么快,但支持广泛的文件格式,以及像mp3这样的压缩格式。
还有一个可以播放声音的SKAction类,以及SystemSoundID ......
我几乎没有问题:
什么是首选的方式/玩家/技术:
此外,使用未压缩音频进行音效是否明智?我想这没关系,因为那些文件的尺寸都很小?
答案 0 :(得分:4)
我个人使用ObjectAL。这很好,因为它利用了OpenAL和AVAudioPlayer,但是抽象了很多复杂的部分而不是你。我的游戏有背景音乐,同时播放大量声音,以及基于精灵速度增加音量,音高等的可循环声音。 ObjectAL可以完成所有这些。
ObjectAL可用于播放简单的声音和音乐循环,使用它的OALSimpleAudio类。或者你可以深入研究它并做更复杂的事情。
我已经专门为我的游戏创建了一个围绕ObjectAL的简单包装器,因此它进一步抽象出来。
根据我的阅读,未压缩的音频更好。你只需要确保预加载声音,这样你的游戏就不会在每次播放声音时都试图拉出文件。
答案 1 :(得分:3)
这个非常简单的课程为我提供了多个项目,完美地同时运行了大量的声音。我发现它比使用OpenAL烦恼要简单得多。它包含您要求的一切,预先设置的声音,多个并发播放,延迟后,背景循环。
无论您是否使用压缩文件都无关紧要,因为您首先进行了设置。
SKAudio.h
#import <Foundation/Foundation.h>
@import AVFoundation;
@interface SKAudio : NSObject
+(AVAudioPlayer*)setupRepeatingSound:(NSString*)file volume:(float)volume;
+(AVAudioPlayer*)setupSound:(NSString*)file volume:(float)volume;
+(void)playSound:(AVAudioPlayer*)player;
+(void)playSound:(AVAudioPlayer*)player afterDelay:(float)delaySeconds;
+(void)pauseSound:(AVAudioPlayer*)player;
@end
SKAudio.m
#import "SKAudio.h"
@implementation SKAudio
#pragma mark -
#pragma mark setup sound
// get a repeating sound
+(AVAudioPlayer*)setupRepeatingSound:(NSString*)file volume:(float)volume {
AVAudioPlayer *s = [self setupSound:file volume:volume];
s.numberOfLoops = -1;
return s;
}
// setup a sound
+(AVAudioPlayer*)setupSound:(NSString*)file volume:(float)volume{
NSError *error;
NSURL *url = [[NSBundle mainBundle] URLForResource:file withExtension:nil];
AVAudioPlayer *s = [[AVAudioPlayer alloc] initWithContentsOfURL:url error:&error];
s.numberOfLoops = 0;
s.volume = volume;
[s prepareToPlay];
return s;
}
#pragma mark sound controls
// play a sound now through GCD
+(void)playSound:(AVAudioPlayer*)player {
dispatch_async(dispatch_get_global_queue(DISPATCH_QUEUE_PRIORITY_DEFAULT, 0), ^{
[player play];
});
}
// play a sound later through GCD
+(void)playSound:(AVAudioPlayer*)player afterDelay:(float)delaySeconds {
dispatch_time_t popTime = dispatch_time(DISPATCH_TIME_NOW, delaySeconds * NSEC_PER_SEC);
dispatch_after(popTime, dispatch_get_main_queue(), ^(void){
[player play];
});
}
// pause a currently running sound (mostly for background music)
+(void)pauseSound:(AVAudioPlayer*)player {
[player pause];
}
@end
在游戏中使用:
设置一个类变量并用声音预加载它:
static AVAudioPlayer *whooshHit;
static AVAudioPlayer *bgMusic;
+(void)preloadShared {
// cache all the sounds in this class
static dispatch_once_t onceToken;
dispatch_once(&onceToken, ^{
whooshHit = [SKAudio setupSound:@"whoosh-hit-chime-1.mp3" volume:1.0];
// setup background sound with a lower volume
bgMusic = [SKAudio setupRepeatingSound:@"background.mp3" volume:0.3];
});
}
...
// whoosh with delay
[SKAudio playSound:whooshHit afterDelay:1.0];
...
// whoosh and shrink SKAction
SKAction *whooshAndShrink = [SKAction group:@[
[SKAction runBlock:^{ [SKAudio playStarSound:whooshHit afterDelay:1.0]; }],
[SKAction scaleTo:0 duration:1.0]]];
...
[SKAudio playSound:bgMusic];
...
[SKAudio pauseSound:bgMusic];
答案 2 :(得分:2)
这是@ patrick对Swift 3的解决方案的一个端口。
import AVFoundation
// MARK -
// MARK setup sound
// get a repeating sound
func setupRepeatingSound(file: String, volume: Float) -> AVAudioPlayer? {
let sound: AVAudioPlayer? = setupSound(file: file, volume: volume)
sound?.numberOfLoops = -1
return sound
}
// setup a sound
func setupSound(file: String, volume: Float) -> AVAudioPlayer? {
var sound: AVAudioPlayer?
if let path = Bundle.main.path(forResource: file, ofType:nil) {
let url = NSURL(fileURLWithPath: path)
do {
sound = try AVAudioPlayer(contentsOf: url as URL)
} catch {
// couldn't load file :(
}
}
sound?.numberOfLoops = 0
sound?.volume = volume
sound?.prepareToPlay()
return sound
}
// MARK sound controls
// play a sound now through GCD
func playSound(_ sound: AVAudioPlayer?) {
if sound != nil {
DispatchQueue.global(qos: .default).async {
sound!.play()
}
}
}
// play a sound later through GCD
func playSound(_ sound: AVAudioPlayer?, afterDelay: Float) {
if sound != nil {
DispatchQueue.main.asyncAfter(deadline: .now() + Double(afterDelay)) {
sound!.play()
}
}
}
// pause a currently running sound (mostly for background music)
func pauseSound(_ sound: AVAudioPlayer?) {
sound?.pause()
}