2011-08-24 92 views
2

朋友你好開發商,BASS「播放」流

我有一個問題,我做的射擊遊戲,但我不知道如何當發生爆炸落實,因爲爆炸是永遠不變的聲音可以在短時間內發生,即聲音不會結束,並且會發生另一次爆炸。我的問題是,如何在同一個流中多次「播放」?

謝謝!

回答

0

假設我們正在談論相同的Bass Audio API,請導航到BASS\Channels\Bass_ChannelPlay()的在線文檔。致電Bass_ChannelPlay()傳遞您現有的爆炸手柄並將restart設置爲true - 請參閱文檔以獲取更多信息。

1

這裏是一個非常簡單的例子:

int device = -1; // Default Sounddevice 
int freq = 44100; // Sample rate (Hz) 
HSTREAM streamHandle; // Handle for open stream 


/* Initialize output device */ 
BASS_Init(device, freq, 0, 0, NULL); 


/* Load your soundfile and play it */ 
streamHandle = BASS_StreamCreateFile(FALSE, "your_file.mp3", 0, 0, 0); 
BASS_ChannelPlay(streamHandle, FALSE); 


/* As very last, close Bass */ 
BASS_Free(); 

雖然這個例子播放您的音效檔只有一次,你可以創建每次需要聲音的時間一個新的處理。 但是BASS_Init()BASS_Free()只能運行一次。

另一個解決方案是播放聲音作爲樣品:

HSAMPLE streamHandle; // Handle for sample 
HCHANNEL channel; // Handle for open channel of the sample 


/* Initialize output device */ 
BASS_Init(device, freq, 0, 0, NULL); 


/* Load sample and play it */ 
streamHandle = BASS_SampleLoad(FALSE, "your_file.mp3", 0, 0, 0); 
channel = BASS_SampleGetChannel(streamHandle, FALSE); 


/* Once you are done with your sample you should free it */ 
BASS_SampleFree(streamHandle); 

/* As very last, close Bass */ 
BASS_Free();