the*_*osh 5 java audio multithreading android
我有一个Android游戏,我需要播放短音.SoundPool在双核手机上崩溃,Mediaplayer有200毫秒+延迟,OpenSL需要SDK 9+(我支持1.5).这就离开了AudioTrack.
这就是我尝试过的.我像这样创建AudioTrack对象.
protected AudioTrack createAudioTrack() {
final int trackSize = 17408;
return new AudioTrack(AudioManager.STREAM_MUSIC, 44100, AudioFormat.CHANNEL_CONFIGURATION_STEREO, AudioFormat.ENCODING_PCM_16BIT, trackSize, AudioTrack.MODE_STATIC);
}
Run Code Online (Sandbox Code Playgroud)
然后我在游戏声音(约8)中为每个创建一个runnable.
private static class SoundRunnable implements Runnable {
private final AudioTrack sound;
private final byte[] rawAudio;
public SoundRunnable(final AudioTrack sound, final byte[] rawAudio){
this.sound = sound;
this.rawAudio = rawAudio;
sound.write(rawAudio, 0, rawAudio.length);
}
@Override
public void run() {
playSound();
}
private synchronized void playSound() {
switch (sound.getPlayState()) {
case AudioTrack.PLAYSTATE_PAUSED:
sound.stop();
sound.reloadStaticData();
sound.play();
break;
case AudioTrack.PLAYSTATE_PLAYING:
sound.stop();
sound.reloadStaticData();
sound.play();
break;
case AudioTrack.PLAYSTATE_STOPPED:
sound.reloadStaticData();
sound.play();
break;
default:
break;
}
}
public synchronized void release() {
sound.release();
}
}
Run Code Online (Sandbox Code Playgroud)
然后,当我需要播放声音时,我将它发送到ThreadPool.
private void playSound(final int soundToPlay) {
final SoundRunnable soundRunnable = mediaPlayers.get(soundToPlay);
if(soundRunnable != null){
threadPool.execute(soundRunnable);
}
}
Run Code Online (Sandbox Code Playgroud)
我遇到的主要问题是,第一次执行runnable时声音会播放两次.在那之后每隔一段时间我仍然会得到一个双重声音,但它的效果非常好.
我还尝试在流模式下创建单个AudioTrack并从runnables编写原始音频.这有点成功,但很难知道何时停止播放.我你早点停止声音被缩短,太晚了,你得到一个gainBuffer错误,应用程序锁定.同时播放两个声音也很困难(可能会使用AudioTracks池).
我很想看到AudioTrack的示例代码,它不涉及流式音频.
我在 Google 办公时间问了这个问题。他们说AudioTrack 和SoundPool 有同样的bug。解决这个问题的唯一方法是编写一个本机媒体播放器。不过,这个问题似乎只影响运行 Gingerbread 的双核手机。