我正在努力为需要快速连续播放样本的应用程序提供流畅的音频播放效果。我希望Cocos2d和CocosDenshion能够实现这一点,因为AVAudioPlayer由于滞后问题而无法正常工作,但我仍然遇到问题 - 这里模拟的“第16个音符”最终听起来很震撼。
我是否必须使用RemoteIO或类似的东西?获得iOS中我需要的项目声音的精确计时的最简单方法是什么?
或者,使用CDAudioEngine playSound:函数不是我用CocosDenshion做的最有效的方法吗?
加载引擎:
[CDAudioManager sharedManager];
while ([CDAudioManager sharedManagerState] != kAMStateInitialised) {
[NSThread sleepForTimeInterval:0.1];
NSLog(@"Not init yet...");
}
CDSoundEngine *sse = [CDAudioManager sharedManager].soundEngine;
NSArray *defs = [NSArray arrayWithObjects:
[NSNumber numberWithInt:16],nil];
[sse defineSourceGroups:defs];
[[CDAudioManager sharedManager].soundEngine setSourceGroupNonInterruptible:0 isNonInterruptible:TRUE];
NSLog(@"Loading sound: %i",[sse loadBuffer:1 filePath:@"bass drum.wav"]);
[[CDAudioManager sharedManager] setResignBehavior:kAMRBStopPlay autoHandle:YES];
[[CDAudioManager sharedManager] setMode:(kAMM_MediaPlayback)];
测试播放的线程代码(基本上是Metronome示例应用,编辑使用CocosDenshion播放):
NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
// Give the sound thread high priority to keep the timing steady.
[NSThread setThreadPriority:1.0];
BOOL continuePlaying = YES;
CDSoundEngine *sse = [CDAudioManager sharedManager].soundEngine;
while (continuePlaying) { // Loop until cancelled.
// An autorelease pool to prevent the build-up of temporary objects.
NSAutoreleasePool *loopPool = [[NSAutoreleasePool alloc] init];
[sse playSound:1 sourceGroupId:0 pitch:1.0f pan:0.0f gain:1.0f loop:NO];
withObject:nil waitUntilDone:NO];
NSDate *curtainTime = [[NSDate alloc] initWithTimeIntervalSinceNow:0.125f];
NSDate *currentTime = [[NSDate alloc] init];
// Wake up periodically to see if we've been cancelled.
while (continuePlaying && ([currentTime compare:curtainTime] != NSOrderedDescending)) {
if ([soundPlayerThread isCancelled] == YES) {
continuePlaying = NO;
}
[NSThread sleepForTimeInterval:0.005];
[currentTime release];
currentTime = [[NSDate alloc] init];
}
[curtainTime release];
[currentTime release];
[loopPool drain];
}
[pool drain];
答案 0 :(得分:2)
RemoteI0
这有一些关于原因的信息 http://atastypixel.com/blog/developing-loopy-part-2-implementation/