我正在开发一个简单的libgdx游戏。当我使用sound.play()时,出现了卡顿(游戏停顿0.5秒)。 编辑:这个bug只出现在Android 4.0上,在2.3上一切正常。
我是用以下代码播放音乐的:
if(CollisionDetector.detect(touchArea, hoodie.getTouchArea())){
GameScreen.totalScore++;
setPosition();
System.out.println("played");
Assets.eatSound.play();
}
我使用以下方法来加载音频:
static long waitForLoadCompleted(Sound sound,float volume) {
long id;
while ((id = sound.play(volume)) == -1) {
long t = TimeUtils.nanoTime();
while (TimeUtils.nanoTime() - t < 100000000);
}
return id;
}
我做错了什么?或者我该怎么解决这个延迟问题?
编辑:
我刚刚尝试使用sound.play()线程,但也没有用:
new Thread(new Runnable() {
@Override
public void run() {
// do something important here, asynchronously to the rendering thread
// post a Runnable to the rendering thread that processes the result
Gdx.app.postRunnable(new Runnable() {
@Override
public void run() {
// process the result, e.g. add it to an Array<Result> field of the ApplicationListener.
eatSound2.play();
}
});
}
}).start();
我的音频资源类看起来像这样,但是我仍然有声音延迟的问题。 package com.redHoodie;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.utils.Disposable;
public class SoundEffect implements Disposable {
private static final int WaitLimit = 1000;
private static final int ThrottleMs = 100;
Sound eatSound;
Sound endSound;
public SoundEffect(){
eatSound = Gdx.audio.newSound(Gdx.files.internal("eatSound.ogg"));
endSound = Gdx.audio.newSound(Gdx.files.internal("sadend.wav"));
checkedPlay(eatSound);
}
protected long checkedPlay (Sound sound) {
return checkedPlay(sound, 1);
}
protected long checkedLoop (Sound sound) {
return checkedLoop(sound, 1);
}
protected long checkedPlay (Sound sound, float volume) {
int waitCounter = 0;
long soundId = 0;
boolean ready = false;
while (!ready && waitCounter < WaitLimit) {
soundId = sound.play(volume);
ready = (soundId != 0);
waitCounter++;
try {
Thread.sleep(ThrottleMs);
} catch (InterruptedException e) {
}
}
return soundId;
}
protected long checkedLoop (Sound sound, float volume) {
int waitCounter = 0;
long soundId = 0;
boolean ready = false;
while (!ready && waitCounter < WaitLimit) {
soundId = sound.loop(volume);
ready = (soundId != 0);
waitCounter++;
try {
Thread.sleep(ThrottleMs);
} catch (InterruptedException e) {
}
}
return soundId;
}
@Override
public void dispose() {
// TODO Auto-generated method stub
}
}
waitForLoadCompleted
方法——你是否在进行某种异步加载? - Tenfour04waitForLoadCompleted
函数呢?是在加载音频后的唯一时间吗? - Tenfour04