actionscript3 计算器声音播放

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【中文标题】actionscript3 计算器声音播放【英文标题】:actionscript3 calculator sound playing 【发布时间】:2018-11-07 11:17:16 【问题描述】:

我正在尝试使用 as3 in air for android 制作一个数学应用程序。我有很多框架,上面有一些东西,比如

    stop();
QuestText.text = "0+2"
        Button1.LabelText.text = "6";
        Button2.LabelText.text = "2";
        Button3.LabelText.text = "0";

我有一些声音: 从 1.mp3 到 20.mp3 和 plus.mp3 和 minus.mp3

var DigitSound0:Sound = new Sound();
var DigitSound1:Sound = new Sound();
var DigitSound2:Sound = new Sound();
var DigitSound3:Sound = new Sound();
var DigitSound4:Sound = new Sound();
var DigitSound5:Sound = new Sound();
var DigitSound6:Sound = new Sound();
var DigitSound7:Sound = new Sound();
var DigitSound8:Sound = new Sound();
var DigitSound9:Sound = new Sound();
var DigitSoundplus:Sound = new Sound();
var DigitSoundminus:Sound = new Sound();
var DigitSoundChannel:SoundChannel = new SoundChannel();
DigitSound0.load(new URLRequest(FilePath+"speech/0.mp3"));
DigitSound1.load(new URLRequest(FilePath+"speech/1.mp3"));
DigitSound2.load(new URLRequest(FilePath+"speech/2.mp3"));
DigitSound3.load(new URLRequest(FilePath+"speech/3.mp3"));
DigitSound4.load(new URLRequest(FilePath+"speech/4.mp3"));
DigitSound5.load(new URLRequest(FilePath+"speech/5.mp3"));
DigitSound6.load(new URLRequest(FilePath+"speech/6.mp3"));
DigitSound7.load(new URLRequest(FilePath+"speech/7.mp3"));
DigitSound8.load(new URLRequest(FilePath+"speech/8.mp3"));
DigitSound9.load(new URLRequest(FilePath+"speech/9.mp3"));
DigitSoundplus.load(new URLRequest(FilePath+"speech/plus.mp3"));
DigitSoundminus.load(new URLRequest(FilePath+"speech/minus.mp3"));

我所需要的只是例如当问题是“4+5”时,让 as3 播放 4.mp3+plus.mp3+5.mp3

我可以在每一帧的每个 mp3 之后使用 soundcomplete 事件来做到这一点

stop();

DigitSoundChannel.addEventListener(Event.SOUND_COMPLETE, DigitSoundComplete);
DigitSoundChannel = DigitSound4.play();
function DigitSoundComplete(event:Event):void 

    ThemeSongChannel.removeEventListener(Event.SOUND_COMPLETE, DigitSoundComplete);
    DigitSoundChannel = DigitSoundplus.play();
    DigitSoundChannel.addEventListener(Event.SOUND_COMPLETE, DigitSoundComplete);
    DigitSoundChannel = DigitSound5.play();
    ThemeSongChannel.removeEventListener(Event.SOUND_COMPLETE, DigitSoundComplete);


QuestText.text = "4+5"

        Button1.LabelText.text = "1";
        Button2.LabelText.text = "0";
        Button3.LabelText.text = "4";

但我有超过 300 帧。有没有更简单的方法?

【问题讨论】:

【参考方案1】:

我不会使用“更容易”这个词。但更算法,是的,这是可能的。得知官方 Adob​​e 文档中有一个示例 how to play a sequence of sounds,您实际上会很兴奋。让我们根据您的需要进行调整。

首先,您需要设计一个声音缓存,以便您可以按字符值获取声音。

package

    import flash.media.Sound;
    import flash.events.Event;

    public class SoundCache
    
        static private var loadingPlan:int;
        static private var completeHandler:Function;
        static private var hash:Object = new Object;

        // This method will return a Sound object by character value.
        static public function find(name:String):Sound
        
            return hash[name];
        

        static public function startEngine(handler:Function):void
        
            loadingPlan = 12;
            completeHandler = handler;

            for (var i:int = 0; i < 10; i++)
                loadSound(i + "", i + "");

            loadSound("+", "plus");
            loadSound("-", "minus");
        

        static private function loadSound(name:String, fileName:String):void
        
            var aSound:Sound = new Sound;

            hash[name] = aSound;

            aSound.addEventListener(Event.COMPLETE, onLoaded);
            aSound.load(FilePath + "speech/" + fileName + ".mp3");
        

        static private function onLoaded(e:Event):void
        
            var aSound:Sound = e.target as Sound;

            aSound.removeEventListener(Event.COMPLETE, onLoaded);

            loadingPlan--;

            if (loadingPlan == 0)
            
                if (completeHandler != null)
                
                    completeHandler();
                    completeHandler = null;
                
            
        
    

所以在你的应用程序开始时你调用:

import SoundCache;

SoundCache.startEngine(onCache);

function onCache():void

    trace("All sounds are loaded!");

当所有声音都加载并准备好后,您可以使用它们来播放声音序列。让我们设计一个序列播放器。

package

    import SoundCache;

    import flash.events.Event;

    import flash.media.Sound;
    import flash.media.SoundChannel;

    public class SequencePlayer
    
        // A list of active sequence players. If you don't keep
        // their references while they are playing,
        // Garbage Collector might go and get them.
        static private var list:Array = new Array;

        static public function play(sequence:String):void
        
            // Sanity check.
            if (!sequence)
            
                trace("There's nothing to play!");
                return;
            

            var aSeq:SequencePlayer = new SequencePlayer;

            list.push(aSeq);

            aSeq.sequence = sequence;
            aSeq.playNext();
        

        // *** NON-STATIC PART *** //

        private var sequence:String;
        private var channel:SoundChannel;

        private function playNext():void
        
            var aChar:String;
            var aSound:Sound;

            // While there are still characters in the sequence,
            // search for sound by the first character.
            // If there's no such sound - repeat.
            while (sequence)
            
                // Get a sound from the cache by single character.
                aChar = sequence.charAt(0);
                aSound = SoundCache.find(aChar);

                // Remove the first character from the sequence.
                sequence = sequence.substr(1);

                // Stop searching if there is a valid next sound.
                if (aSound) break;
            

            if (aSound)
            
                // If there is a valid Sound object to play, then play it
                // and subscribe for the relevant event to move to the
                // next sound when this one is done playing.
                channel = aSound.play();
                channel.addEventListener(Event.SOUND_COMPLETE, onSound);
            
            else
            
                // If sequence is finished and there's no valid
                // sound to play, remove this sequence player
                // from the keepalive list and forget about it.
                var anIndex:int = list.indexOf(this);
                if (anIndex > -1) list.splice(anIndex, 1);
            
        

        // Event.SOUND_COMPLETE handler.
        private function onSound(e:Event):void
        
            // Sanity checks.
            if (!channel) return;
            if (e.target != channel) return;

            // Release the current SoundChannel object.
            channel.removeEventListener(Event.SOUND_COMPLETE, onSound);
            channel = null;

            // Move on to the next sound if any.
            playNext();
        
    

尽管到目前为止这一切看起来都令人恐惧,但我们几乎完成了。此时,播放随机声音序列所需要做的就是调用 SequencePlayer.play(...) 方法。上面所有的恐怖都将您的问题深入到了这一点:

import SequencePlayer;

// It will ignore the space charaters so it's fine.
SequencePlayer.play(" 5 + 0 ");

请记住,尽管我试图为您提供有据可查且有效的解决方案,但我从未对其进行过实际测试,因此请原谅我的随机拼写错误。

【讨论】:

您的代码运行良好,但有一个小问题。它不能命名大于 9 的数字。11+2 听起来像 1,1,+,2。 @Nareg 随意调整它以满足您的需求。您需要在开始时加载更多声音并添加序列解析器,因为某些序列成员可能需要超过 1 个字符。

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