我有4个声音。当声音1结束后,我需要自动播放声音2;当声音2结束时,自动播放声音3;当声音 3 完成后,播放声音 4...我使用的是 SDL Mixer 2.0,没有 SDL Sound...有办法做到这一点吗?
int main() {
    int frequencia = 22050;
    Uint16 formato = AUDIO_S16SYS;
    int canal = 2; // 1 mono; 2 = stereo;
    int buffer = 4096;
    Mix_OpenAudio(frequencia, formato, canal, buffer);
    Mix_Chunk* sound_1;
    Mix_Chunk* sound_2;
    Mix_Chunk* sound_3;
    Mix_Chunk* sound_4;
    som_1 = Mix_LoadWAV("D:\\sound1.wav");
    som_2 = Mix_LoadWAV("D:\\sound2.wav");
    som_3 = Mix_LoadWAV("D:\\sound3.wav");
    som_4 = Mix_LoadWAV("D:\\sound4.wav");
    Mix_PlayChannel(-1, sound_1, 0);
    Mix_PlayChannel(1, sound_2, 0);
    Mix_PlayChannel(2, sound_3, 0);
    Mix_PlayChannel(3, sound_4, 0);
    return 0;
}
使用Mix_Playing()在循环中检查通道是否仍在播放,并使用SDL_Delay()添加延迟以防止循环消耗所有可用的 CPU 时间。
(在此示例中,我将您的第一个调用Mix_PlayChannel()从 -1 更改为 1。)
Mix_PlayChannel(1, sound_1, 0);
while (Mix_Playing(1) != 0) {
    SDL_Delay(200); // wait 200 milliseconds
}
Mix_PlayChannel(2, sound_2, 0);
while (Mix_Playing(2) != 0) {
    SDL_Delay(200); // wait 200 milliseconds
}
// etc.
您可能应该将其包装到一个函数中,这样您就不会一遍又一遍地重复基本上相同的代码:
void PlayAndWait(int channel, Mix_Chunk* chunk, int loops)
{
    channel = Mix_PlayChannel(channel, chunk, loops);
    if (channel < 0) {
        return; // error
    }
    while (Mix_Playing(channel) != 0) {
        SDL_Delay(200);
    }
}
// ...
PlayAndWait(-1, sound_1, 0);
PlayAndWait(1, sound_2, 0);
PlayAndWait(2, sound_3, 0);
PlayAndWait(3, sound_3, 0);
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