[libgdx游戏开发教程]使用Libgdx进行游戏开发(10)-音乐和音效

时间:2023-03-09 09:11:35
[libgdx游戏开发教程]使用Libgdx进行游戏开发(10)-音乐和音效

本章音效文件都来自于公共许可: http://files.cnblogs.com/mignet/sounds.zip

在游戏中,播放背景音乐和音效是基本的功能。

Libgdx提供了跨平台的声音播放功能,支持的文件格式有:
•wav (RIFF WAVE)
•mp3 (MPEG-2 Audio Layer III)
•ogg (Ogg Vorbis)

Libgdx有2个接口来管理音乐和音效:Music和Sound.

Music通常要花更多的CPU周期,因为它在播放到声卡之前需要解析。Sound就不用了,因为Sound在加载的时候都已经解析过了。

常规用法:Sound sound = Gdx.audio.newSound(Gdx.files.internal("sound.wav"));同时记得sound.dispose(); // free allocated memory

除了Music和Sound,Libgdx还提供了底层的接口AudioDevice、AudioRecorder用来访问声卡以记录和播放原始的声音样本。

AudioDevice接口允许您直接发送PCM编码音频样本到音频设备。例如:

AudioDevice audioDevice = Gdx.audio.newAudioDevice(44100, false);//44.1 kHz

audioDevice.dispose(); // free allocated memory

发送到声卡的声音数据可以是一组浮点数或者是一组16位带符号短整形数.

void writeSamples(float[] samples, int offset, int numSamples);//offset (start),numSamples (length)
void writeSamples(short[] samples, int offset, int numSamples);

立体声意味着需要采集的样本是双倍的,因为立体声就是左声道和右声道交叉合成的。就是说44.1 kHz的采样率需要44100的单声道样本和88200的立体声样本。

AudioRecorder audioRecordedr = Gdx.audio.newAudioRecorder(44100, false);

audioRecorder.dispose(); // free allocated memory

同样的:void read(short[] samples, int offset, int numSamples);

现在,我们拥有足够的知识来生成自己的声音了,自己合成并保存,播放合成的声音测试效果,都可以实行了。

但是这样做对于很多经验丰富的程序员来讲都太高端了,哈哈。我们这里不讨论。

一个可行的解决方案来获得一些不错的音响效果是使用一个现有的*的和开放源码的声音生成器。

程序员自己的音效生成工具->声音生成器:

sfxr

这个生成器最初是由托马斯“DrPetter“佩特森在2007年开发的,后来慢慢的又出现了几个sfxr变体版本,像bfxr, cfxr, as3sfxr

首先来看sfxr:

sfxr之所以可以很快流行并被全球的程序员们使用,是因为只需要简单的按下这个软件上面的“RANDOMIZE”按钮,就可以生成声音。

而且还提供了很多基本的音效像PICKUP/COIN, LASER/SHOOT, EXPLOSION, POWERUP, HIT/HURT, JUMP, BLIP/SELECT

生成想要的声音之后,导出.wav文件就可以用了。

[libgdx游戏开发教程]使用Libgdx进行游戏开发(10)-音乐和音效

官方源码:https://code.google.com/p/sfxr/

cfxr是Cocoa sfxr的缩写,是Mac OS下原生的Cocoa应用程序,专门为Cocoa写的实现版本。

官方源码:https://github.com/nevyn/cfxr/

bfxr:这个功能很丰富,可以创建更复杂的音效,有兴趣可以自己摸索。

官方源码:https://github.com/increpare/bfxr/

现在开始在我们的游戏中使用音乐和音效。先把文件添加到assert(背景音乐没有提供下载因为太大了,你可以随便用什么音乐文件代替):

[libgdx游戏开发教程]使用Libgdx进行游戏开发(10)-音乐和音效

和前面的资源管理提到的一样,我们使用内部类来统一管理各种资源。在Asserts中添加:

    public AssetSounds sounds;
public AssetMusic music; public class AssetSounds {
public final Sound jump;
public final Sound jumpWithFeather;
public final Sound pickupCoin;
public final Sound pickupFeather;
public final Sound liveLost; public AssetSounds(AssetManager am) {
jump = am.get("sounds/jump.wav", Sound.class);
jumpWithFeather = am.get("sounds/jump_with_feather.wav",
Sound.class);
pickupCoin = am.get("sounds/pickup_coin.wav", Sound.class);
pickupFeather = am.get("sounds/pickup_feather.wav", Sound.class);
liveLost = am.get("sounds/live_lost.wav", Sound.class);
}
} public class AssetMusic {
public final Music song01; public AssetMusic(AssetManager am) {
song01 = am.get("music/keith303_-_brand_new_highscore.mp3",
Music.class);
}
}

然后在init里添加:

public void init(AssetManager assetManager) {
this.assetManager = assetManager;
// set asset manager error handler
assetManager.setErrorListener(this);
// load texture atlas
assetManager.load(Constants.TEXTURE_ATLAS_OBJECTS, TextureAtlas.class);
// load sounds
assetManager.load("sounds/jump.wav", Sound.class);
assetManager.load("sounds/jump_with_feather.wav", Sound.class);
assetManager.load("sounds/pickup_coin.wav", Sound.class);
assetManager.load("sounds/pickup_feather.wav", Sound.class);
assetManager.load("sounds/live_lost.wav", Sound.class);
// load music
assetManager.load("music/keith303_-_brand_new_highscore.mp3",
Music.class);
// start loading assets and wait until finished
assetManager.finishLoading();
Gdx.app.debug(TAG,
"# of assets loaded: " + assetManager.getAssetNames().size);
for (String a : assetManager.getAssetNames())
Gdx.app.debug(TAG, "asset: " + a);
TextureAtlas atlas = assetManager.get(Constants.TEXTURE_ATLAS_OBJECTS);
// enable texture filtering for pixel smoothing
for (Texture t : atlas.getTextures())
t.setFilter(TextureFilter.Linear, TextureFilter.Linear);
// create game resource objects
fonts = new AssetFonts();
bunny = new AssetBunny(atlas);
rock = new AssetRock(atlas);
goldCoin = new AssetGoldCoin(atlas);
feather = new AssetFeather(atlas);
levelDecoration = new AssetLevelDecoration(atlas);
sounds = new AssetSounds(assetManager);
music = new AssetMusic(assetManager);
}

还记得我们在Options菜单中让用户来设置音乐音效吗,现在派上用场了。

创建新类AudioManager来管理播放和停止:

package com.packtpub.libgdx.canyonbunny.util;

import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.audio.Sound; public class AudioManager {
public static final AudioManager instance = new AudioManager();
private Music playingMusic; // singleton: prevent instantiation from other classes
private AudioManager() {
} public void play(Sound sound) {
play(sound, 1);
} public void play(Music music) {
stopMusic();
playingMusic = music;
if (GamePreferences.instance.music) {
music.setLooping(true);
music.setVolume(GamePreferences.instance.volMusic);
music.play();
}
} public void stopMusic() {
if (playingMusic != null)
playingMusic.stop();
} public void onSettingsUpdated() {
if (playingMusic == null)
return;
playingMusic.setVolume(GamePreferences.instance.volMusic);
if (GamePreferences.instance.music) {
if (!playingMusic.isPlaying())
playingMusic.play();
} else {
playingMusic.pause();
}
} public void play(Sound sound, float volume) {
play(sound, volume, 1);
} public void play(Sound sound, float volume, float pitch) {
play(sound, volume, pitch, 0);
} public void play(Sound sound, float volume, float pitch, float pan) {
if (!GamePreferences.instance.sound)
return;
sound.play(GamePreferences.instance.volSound * volume, pitch, pan);
}
}

修改MenuScreen:

    private void onSaveClicked() {
saveSettings();
onCancelClicked();
AudioManager.instance.onSettingsUpdated();
} private void onCancelClicked() {
btnMenuPlay.setVisible(true);
btnMenuOptions.setVisible(true);
winOptions.setVisible(false);
AudioManager.instance.onSettingsUpdated();
}

修改CanyonBunnyMain的create方法:

@Override
public void create() {
// Set Libgdx log level
Gdx.app.setLogLevel(Application.LOG_DEBUG);
// Load assets
Assets.instance.init(new AssetManager());
// Load preferences for audio settings and start playing music
GamePreferences.instance.load();
AudioManager.instance.play(Assets.instance.music.song01);
// Start game at menu screen
ScreenTransition transition = ScreenTransitionSlice.init(2,
ScreenTransitionSlice.UP_DOWN, 10, Interpolation.pow5Out);
setScreen(new MenuScreen(this), transition);
}

Libgdx自动处理在游戏暂停和返回时的音乐播放问题,所以这里不需要额外的代码修改。

继续修改WorldController:

..
public void update(float deltaTime) {
..
if (!isGameOver() && isPlayerInWater()) {
AudioManager.instance.play(Assets.instance.sounds.liveLost);
..
}
private void onCollisionBunnyWithGoldCoin(GoldCoin goldcoin) {
        goldcoin.collected = true;
        AudioManager.instance.play(Assets.instance.sounds.pickupCoin);
        score += goldcoin.getScore();
        Gdx.app.log(TAG, "Gold coin collected");
    }     private void onCollisionBunnyWithFeather(Feather feather) {
        feather.collected = true;
        AudioManager.instance.play(Assets.instance.sounds.pickupFeather);
        score += feather.getScore();
        level.bunnyHead.setFeatherPowerup(true);
        Gdx.app.log(TAG, "Feather collected");
    }

修改BunnyHead:

public void setJumping(boolean jumpKeyPressed) {
switch (jumpState) {
case GROUNDED: // Character is standing on a platform
if (jumpKeyPressed) {
AudioManager.instance.play(Assets.instance.sounds.jump);
// Start counting jump time from the beginning
timeJumping = 0;
jumpState = JUMP_STATE.JUMP_RISING;
}
break;
case JUMP_RISING: // Rising in the air
if (!jumpKeyPressed) {
jumpState = JUMP_STATE.JUMP_FALLING;
}
break;
case FALLING:// Falling down
case JUMP_FALLING: // Falling down after jump
if (jumpKeyPressed && hasFeatherPowerup) {
AudioManager.instance.play(
Assets.instance.sounds.jumpWithFeather, 1,
MathUtils.random(1.0f, 1.1f));
timeJumping = JUMP_TIME_OFFSET_FLYING;
jumpState = JUMP_STATE.JUMP_RISING;
}
break;
}
}

ok,运行起来看看。游戏从无声世界进入了有声世界里。从此,程序员也可以自己玩音乐了。