Android uses soundpool to play sound effects

Usage scenario

Soundpool is generally used to play dense, fast and short-lived sound effects, such as stunt sound effects: Duan ~, games are used more. You can also add this sound effect to your app. For example, when cool dog music goes in, does playing "Hello, cool dog" mention your interest in soundpool

OK, no more nonsense. Please see the notes for detailed parameter explanation

public class SoundPlayer extends AppCompatActivity {

  private SoundPool mSoundPool;

  @Override
  protected void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    setContentView(R.layout.activity_sound_player);

    initState();
  }

  private void initState() {
    //sdk版本21是SoundPool 的一个分水岭
    if (Build.VERSION.SDK_INT >= 21) {
      SoundPool.Builder builder = new SoundPool.Builder();
      //传入最多播放音频数量,builder.setMaxStreams(1);
      //AudioAttributes是一个封装音频各种属性方法
      AudioAttributes.Builder attrBuilder = new AudioAttributes.Builder();
      //设置音频流的合适的属性
      attrBuilder.setLegacyStreamType(AudioManager.STREAM_MUSIC);
      //加载一个AudioAttributes
      builder.setAudioAttributes(attrBuilder.build());
      mSoundPool = builder.build();
    } else {
      /**
       * 第一个参数:int maxStreams:SoundPool对象的最大并发流数
       * 第二个参数:int streamType:AudioManager中描述的音频流类型
       *第三个参数:int srcQuality:采样率转换器的质量。 目前没有效果。 使用0作为认值。
       */
      mSoundPool = new SoundPool(1,AudioManager.STREAM_MUSIC,0);
    }

    //可以通过四种途径来记载一个音频资源:
    //context:上下文
    //resId:资源id
    // priority:没什么用的一个参数,建议设置为1,保持和未来的兼容性
    //path:文件路径
    // FileDescriptor:貌似是流吧,这个我也不知道
    //:从asset目录读取某个资源文件用法: AssetFileDescriptor descriptor = assetManager.openFd("biaobiao.mp3");

    //1.通过一个AssetFileDescriptor对象
    //int load(AssetFileDescriptor afd,int priority)
    //2.通过一个资源ID
    //int load(Context context,int resId,int priority)
    //3.通过指定的路径加载
    //int load(String path,int priority)
    //4.通过FileDescriptor加载
    //int load(FileDescriptor fd,long offset,long length,int priority)
    //声音ID 加载音频资源,这里用的是第二种,第三个参数为priority,声音的优先级*API中指出,priority参数目前没有效果,建议设置为1。
    final int voiceId = mSoundPool.load(this,R.raw.duang,1);
    //异步需要等待加载完成,音频才能播放成功
    mSoundPool.setOnLoadCompleteListener(new SoundPool.OnLoadCompleteListener() {
      @Override
      public void onLoadComplete(SoundPool soundPool,int sampleId,int status) {
        if (status == 0) {
          //第一个参数soundID
          //第二个参数leftVolume为左侧音量值(范围= 0.0到1.0)
          //第三个参数rightVolume为右的音量值(范围= 0.0到1.0)
          //第四个参数priority 为流的优先级,值越大优先级高,影响当同时播放数量超出了最大支持数时SoundPool对该流的处理
          //第五个参数loop 为音频重复播放次数,0为值播放一次,-1为无限循环,其他值为播放loop+1次
          //第六个参数 rate为播放的速率,范围0.5-2.0(0.5为一半速率,1.0为正常速率,2.0为两倍速率)
          soundPool.play(voiceId,1,1);
        }
      }
    });
  }
  }

Very simple to use.

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