oleh Aurélien da Campo (Adolio)
Buka folder demo, konfigurasikan proyek & jalankan atau jika Anda mendapatkan rilis terbaru, biner demo harus tersedia di arsip.
Kelas utama untuk mendaftarkan Trek & Instantiate Sounds. Contoh berikut mendaftar dua lagu (MP3 & WAV), mengatur opsi pemangkasan & pengambilan sampel. Kemudian tiga suara dipakai.
// Embedded sounds (Note that WAV files requires a mime type)
[ Embed( source = "../media/sound/engine.mp3" ) ] public static const EngineSoundMp3 : Class ;
[ Embed( source = "../media/sound/engine.wav" , mimeType = "application/octet-stream" ) ] public static const EngineSoundWav : Class ;
private var _soundManager : SoundManager ;
public function SoundManagerExample()
{
// Create Sound Manager
_soundManager = new SoundManager();
_soundManager.maxChannelCapacity = 8; // Limit number of simultaneous playing sounds (for this sound manager only)
_soundManager.isPoolingEnabled = true; // Enable pooling to re-used already instantiated sounds and reduce GC impacts
// Register sounds
var engineSoundMp3Config:TrackConfiguration = _soundManager.registerTrack( "Engine 1" , new Mp3Track(new EngineSoundMp3())); // Register a MP3 track
var engineSoundWavConfig:TrackConfiguration = _soundManager.registerTrack( "Engine 2" , new WavTrack(new EngineSoundWav())); // Register a WAV track
// Trimming configuration
engineSoundMp3Config.findTrim(0.01); // Find start & end trim durations to remove silences inherent to mp3 format (with a silent threshold of 0.01)
// Sampling rate configuration
engineSoundWavConfig.sampling = 4096; // This defines how much samples are read per sampling request. The value must be between 2048 (included) and 8192 (included).
// Base volume configuration for mastering
engineSoundMp3Config.baseVolume = 0.5; // Custom mastering at track configuration level, the sound can now be player at 1.0 but will still be influenced by this mastering.
// Play sounds
var engine1_once:SoundInstance = _soundManager.play( "Engine 1" , 1.0); // Play once
var engine1_twice:SoundInstance = _soundManager.play( "Engine 1" , 1.0, 0, 1); // Play twice (repeat once)
var engine2_infinite:SoundInstance = _soundManager.play( "Engine 2" , 1.0, 0, -1); // Play infinite
// Control master volume
_soundManager.volume = 0.8;
}Contoh suara yang dapat dikontrol. Contoh berikut menunjukkan cara mendengarkan peristiwa suara, cara mengontrol suara dan cara mendapatkan berbagai informasi tentang hal itu.
var si : SoundInstance = _soundManager . play ( "Engine 1" , 1.0 , 1337 , 5 ) ; // Play at max volume, starting at 1,337 sec., 6 times (looping 5 times)
//-----------------------------------------------------------------------------
//-- Events
//-----------------------------------------------------------------------------
si . started . add ( function (si : SoundInstance) : void { trace( "Sound started. " + si.type); } ) ;
si . stopped . add ( function (si : SoundInstance) : void { trace( "Sound stopped. " + si.type); } ) ;
si . paused . add ( function (si : SoundInstance) : void { trace( "Sound paused. " + si.type); } ) ;
si . resumed . add ( function (si : SoundInstance) : void { trace( "Sound resumed. " + si.type); } ) ;
si . completed . add ( function (si : SoundInstance) : void { trace( "Sound completed. " + si.type); } ) ;
si . destroyed . add ( function (si : SoundInstance) : void { trace( "Sound destroyed. " + si.type); } ) ;
//-----------------------------------------------------------------------------
//-- Controls
//-----------------------------------------------------------------------------
// Execution controls
si . pause () ;
si . resume () ;
si . stop () ;
si . play ( 0.5 , 0 , 1.0 ) ; // (Re)play twice (repeat once)
// Position
si . position = 1337 ; // In milliseconds
si . positionRatio = 0.5 ; // This includes the loops so here it will play only the second loop!
// Mute
si . isMuted = true ;
si . isMuted = false ;
// Volume
si . volume = 0 ;
si . volume = 0.8 ;
// Pan
si . pan = - 0.5 ; // Half left
// Pitch
si . pitch = 0.8 ; // 20% slower
si . pitch = 1.2 ; // 20% faster
si . pitch = 1.0 ; // Back to default
//-----------------------------------------------------------------------------
//-- Status info
//-----------------------------------------------------------------------------
trace ( "Type: " + si . type ) ; // Type
trace ( "Volume: " + si . volume ) ; // Volume
trace ( "Mixed volume: " + si . mixedVolume) ; // Equals to _soundManager.volume * volume
trace ( "Pan: " + si . pan ) ; // Pan
trace ( "Pitch: " + si . pitch) ; // Pitch
trace ( "Sound length: " + si . length ) ; // One loop length in milliseconds (trimmed)
trace ( "Sound total length: " + si . totalLength) ; // Total length in milliseconds (including loops & trim durations)
trace ( "Loops: " + si . loops ) ; // Total loops
trace ( "Current loop: " + si . currentLoop) ; // Current loop (-1 = infinite, 0 = first play, 1 = second play, etc.)
trace ( "Remaining loops: " + si . loopsRemaining) ; // Remaining loops
trace ( "Remaining time: " + si . remainingTime) ; // Remaining time in milliseconds
trace ( "Current position: " + si . position ) ; // Current position in milliseconds
trace ( "Current position (ratio): " + si . positionRatio) ; // Current position (ratio, between 0..1)
trace ( "Is started: " + si . isStarted) ; // Is started?
trace ( "Is playing: " + si . isPlaying ) ; // Is playing?
trace ( "Is paused: " + si . isPaused) ; // Is paused?
trace ( "Is muted: " + si . isMuted) ; // Is muted?
trace ( "Is destroyed: " + si . isDestroyed) ; // Is destroyed? Pooling dapat secara signifikan mengurangi konsumsi memori dengan menggunakan kembali Sound Instances yang sudah instan. Ini juga harus meminimalkan kelambatan yang disebabkan oleh bagian Garbage Collector . Oleh karena itu kemampuan ini bisa sangat berguna ketika memainkan banyak suara yang identik dalam aplikasi Anda (misalnya langkah pemain, panah yang dilemparkan oleh pasukan pemanah, dll.).
Kemampuan pooling dapat diaktifkan dengan cara ini:
_soundManager . isPoolingEnabled = true ; PENTING : Ketika Sound Instance selesai, itu akan secara otomatis dikembalikan ke kolam. Waspadalah untuk tidak menyimpan referensi ke Sound Instances yang diselesaikan karena mereka mungkin akan segera digunakan kembali di tempat lain.
Suara looping tak terbatas (misalnya suara perulangan tanpa batas) dapat dikembalikan secara manual ke kolam dengan memanggil metode berikut:
_soundManager . releaseSoundInstanceToPool(mySound) ; PENTING : Jangan pernah menghancurkan Sound Instances ketika kemampuan pooling aktif. Ini akan merusak mekanisme daur ulang objek.
TrackConfiguration.findTrim() .src di classpath Anda atau salin paste konten folder src di folder sumber Anda.atau
.swc yang disediakan di setiap rilis.Jangan lupa untuk memasukkan dependensi (lihat di bawah).
libs )