JOAL学习笔记
先是例行的连续代码页
import java.nio.ByteBuffer;
import com.jogamp.openal.AL;
import com.jogamp.openal.ALC;
import com.jogamp.openal.ALFactory;
import com.jogamp.openal.util.ALut;
public class LoopingAndFadeaway {
static int[] buffer = new int[1];
static int[] source = new int[1];
static float[] sourcePos = { 0.0f, 0.0f, 0.0f };
static float[] sourceVel = { 0.0f, 0.0f, 0.1f };
static float[] listenerPos = { 0.0f, 0.0f, 0.0f };
static float[] listenerVel = { 0.0f, 0.0f, 0.0f };
static float[] listenerOri = { 0.0f, 0.0f, -1.0f, 0.0f, 1.0f, 0.0f };
static AL al;
static ALC alc;
static int loadALData() {
if (al.alGetError() != AL.AL_NO_ERROR) {
return AL.AL_FALSE;
}
int[] format = new int[1];
int[] size = new int[1];
ByteBuffer[] data = new ByteBuffer[1];
int[] freq = new int[1];
int[] loop = new int[1];
al.alGenBuffers(1, buffer, 0);
if (al.alGetError() != AL.AL_NO_ERROR)
return AL.AL_FALSE;
ALut.alutLoadWAVFile("wavdata/Footsteps.wav",format,data,size,freq,loop);
al.alBufferData(buffer[0], format[0], data[0], size[0], freq[0]);
al.alGenSources(1, source, 0);
al.alSourcei(source[0], AL.AL_BUFFER, buffer[0]);
al.alSourcef(source[0], AL.AL_PITCH, 1.0f);
al.alSourcef(source[0], AL.AL_GAIN, 1.0f);
al.alSourcefv(source[0], AL.AL_POSITION, sourcePos, 0);
al.alSourcefv(source[0], AL.AL_VELOCITY, sourceVel, 0);
al.alSourcei(source[0], AL.AL_LOOPING, AL.AL_TRUE);
if (al.alGetError() != AL.AL_NO_ERROR) {
return AL.AL_FALSE;
}
return AL.AL_TRUE;
}
static void setListenerValues() {
al.alListenerfv(AL.AL_POSITION, listenerPos, 0);
al.alListenerfv(AL.AL_VELOCITY, listenerVel, 0);
al.alListenerfv(AL.AL_ORIENTATION, listenerOri, 0);
}
static void killALData() {
al.alDeleteBuffers(1, buffer, 0);
al.alDeleteSources(1, source, 0);
ALut.alutExit();
}
public static void main(String[] args) {
ALut.alutInit();
al = ALFactory.getAL();
if(loadALData() == AL.AL_FALSE) {
System.exit(1);
};
setListenerValues();
al.alSourcePlay(source[0]);
long startTime = System.currentTimeMillis();
long elapsed = 0;
long ticker = 0;
long lastTime = 0;
while (elapsed < 10000) {
elapsed = System.currentTimeMillis() - startTime;
if (ticker > 100) {
ticker = 0;
sourcePos[0] += sourceVel[0];
sourcePos[1] += sourceVel[1];
sourcePos[2] += sourceVel[2];
al.alSourcefv(
source[0],
AL.AL_POSITION,
sourcePos, 0);
}
ticker += System.currentTimeMillis() - lastTime;
lastTime = System.currentTimeMillis();
}
ALut.alutExit();
}
}
之后是一些值得注意的问题
首先,如果你想通过修改声源或听众的位置来达到不同的声音效果,请确定你用于测试的音频是单声道音频,如果使用了双声道音频,OpenAL依然会播放,但会忽略其位置量造成的声音改变,笔者在这里走了很多弯路,最终在一个国外论坛的一角发现了这个原因。
之后一点,这个程序是由C语言翻译过来的,因此带了一点C语言的特征,例如最后循环使用了忙等待,对于一个高性能CPU忙等待不是一个好的选择,可以使用sleep修改为闲等待,虽然这样精确性有所下降,但声音的淡出过程的确对精确性要求不高,以此节约大量CPU资源是值得的,比如说这样写:
while (true) {
sourcePos[0] += sourceVel[0];
sourcePos[1] += sourceVel[1];
sourcePos[2] += sourceVel[2];
al.alSourcefv(source[0], AL.AL_POSITION, sourcePos, 0);
try {
Thread.sleep(100);
} catch (InterruptedException e) {System.out.println("Intp!");}
}