BlackBerry 10/PlayBook OS 2.0里面都内置OpenAL的类库,所以在程序中使用OpenAL类库播放声音是很方便的。
BlackBerry 10开发者网站上提供的例子程序Cowbell就包括了如何相应例子代码。
Basic sound handling
A cow, a bell, and Cascades are the only things that you need to build a simple instrument app.
In this sample, a rotation animation is used to animate a bell hanging around the neck of a cow.
You will learn how to:
好,
a rotat
好,我们下载例子程序Cowbell的代码 cowbell.zip
BlackBerry 10 开发工具中导入项目:
选择菜单File -> Import ...
选择Existing Projects into Workspace
选择select archive file,选择Browse按钮,在文件系统上找到cowbell.zip文件,选择Finish按钮,将导入项目cowbell。
Build Project
Run Configurations...
运行结果如下图,注意在BlackBerry 10模拟器上是横屏显示的,按牛(cow)身上的铃铛(bell),铃铛会左右晃动,并发出铛铛(cowbell.wav)的声音;按牛身上其他地方,牛会发出牟(moo.wav)的声音。
现在,我们把这个代码扣出来,看看Qt程序里面怎么用。
我们新建一个BlackBerry Cascades C++ Project。
从 cowbell项目中拷贝
程序文件:cowbellapp.cpp, cowbellapp.h, soundmanager.cpp, soundmanager.h(其中红色的两个文件在cowbell.zip原始代码上稍作代码改动)
声音文件:cowbell.wav, moo.wav
最后的目录结构如下:
因为我们是Qt程序,所以要修改一下bar-descriptor.xml文件,加入
编辑项目根目录下面的pro文件,在CONFIG一行后面加入LIBS一行。
CONFIG += qt warn_on debug_and_release cascades
LIBS += -lOpenAL -lalut -lasound
注:如果没有这一行,项目编译出错,找不到OpenAL的类库。
我怀疑这个是开发工具的一个bug,按理说应该是在项目中,使用向导添加OpenAL的类库。具体做法如下:
好,现在我们来看看代码。
主程序main.cpp中,当你click按钮playButton后,将触发cowbell对象的playClicked方法发出bell声音。
#include
#include
#include
#include
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
QWidget window;
window.resize(768, 1280);
QPushButton playButton("Play sound(wav)", &window);
playButton.setGeometry(100, 200, 280, 40);
CowBellApp cowbell;
QObject::connect(&playButton, SIGNAL(clicked()), &cowbell, SLOT(playClicked()));
window.show();
return app.exec();
}
#ifndef COWBELLAPP_H
#define COWBELLAPP_H
#include "soundmanager.h"
class CowBellApp: public QObject
{
Q_OBJECT
public:
CowBellApp();
~CowBellApp();
public slots:
void playSound(const QString &msg);
void playClicked();
private:
// The sound manager.
SoundManager *mSoundManager;
};
#endif // ifndef COWBELLAPP_H
cowbellapp.cpp程序中
1)playClicked()方法中播放牛铃声音文件cowbell.wav 。
2)对sound manager做对象生命周期管理,退出时delete sound manager。
#include "cowbellapp.h"
CowBellApp::CowBellApp()
{
//Sound manager, we initialize the sound manager with a directory that resides in the
//assets directory and that directory only contains playable files.
mSoundManager = new SoundManager("sounds/");
}
CowBellApp::~CowBellApp()
{
// Destroy the sound manager.
delete mSoundManager;
}
void CowBellApp::playSound(const QString &msg)
{
mSoundManager->play(msg);
}
void CowBellApp:: playClicked() {
mSoundManager->play("cowbell.wav");
//mSoundManager->play("moo.wav");
}
我们看到头文件中首先引入了OpenAL的三个头文件,然后引入Qt的头文件。这造成虽然OpenAL和Qt无关,但是这段Sound Manager这个例子代码只能运行在Qt/Cascades程序中,不能运行在非Qt程序中。
#ifndef _SOUNDMANAGER_H
#define _SOUNDMANAGER_H
#include
#include
#include
#include
#include
// The number of max number of sound sources.
#define SOUNDMANAGER_MAX_NBR_OF_SOURCES 32
/**
* SoundManager
*
* A very basic sound manager class for playing sounds using OpenAL.
*/
class SoundManager
{
public:
/**
* Constructor, initializes the sound manager. This function sets up OpenAL
* and loads all sounds from the specified directory. This directory should
* be a folder only containing valid sounds.
*
* @param soundDirectory directory where all sounds are kept (have to be located in the assets/ folder)
*/
SoundManager(QString soundDirectory);
/**
* Destructor destroys all buffers and sources.
*/
~SoundManager();
/**
* Called by the constructor, loads all sounds from the specified directory.
*
* @param soundDirectory directory where all sounds are kept (have to be located in the assets/ folder)
*/
bool init(QString soundDirectory);
/**
* Plays a sound.
*
* @param fileName the name of the file in the soundDirectory.
*/
bool play(QString fileName);
/**
* Plays a sound, with modified pitch and gain.
*
* @param fileName the name of the file in the soundDirectory
* @param pitch specifies the pitch to be applied to a sound Range: [0.5-2.0]
* @param gain sound gain (volume amplification) Range: ]0.0- ]
*/
bool play(QString fileName, float pitch, float gain);
private:
// Sound buffers.
QHash mSoundBuffers;
// Sound sources.
ALuint mSoundSources[SOUNDMANAGER_MAX_NBR_OF_SOURCES];
};
#endif //_SOUNDMANAGER_H