SDL_Mixer无法处理部分代码

时间:2016-05-21 10:21:49

标签: c linux audio sdl-mixer

我只是一个奇怪的问题。我想把声音放在我的游戏中。这是一个有两个阶段的游戏。一个RPG和一个战斗。在RPG中,当你在怪物上行走时,你可以发动战斗。在我的代码中,我使用3次SDL_mixer来播放音乐(在菜单中以及在RPG和战斗中)。它适用于前两种情况,但是当我发起战斗时,没有音乐。音乐已加载,Mix_playingMusic返回true,但在发动战斗时我无法听到任何音乐。我使用与rpg和菜单相同的音乐。关于SDL_Mixer的代码在任何地方都是一样的。 战斗的部分代码:

{
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没有错误,但在战斗中它是打印:音频设备ID无效

1 个答案:

答案 0 :(得分:1)

所以, 我找到了解决问题的解决方案。显然,SDL_OpenAudio的返回值始终是成功或失败,而不是设备ID,这意味着您只能使用此功能一次打开一个设备。我刚刚在启动战斗时重新启动它之前关闭了音频,它确实有效。