iOS OpenAL 声音不是定位的

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【中文标题】iOS OpenAL 声音不是定位的【英文标题】:iOS OpenAL Sound is not positional 【发布时间】:2015-05-12 14:01:17 【问题描述】:

好的,这是我的问题。

我正在开发一些帮助类,它们为我封装了 ios 上的 OpenAL 功能。没错,它工作得很好,这意味着我可以(同时)播放多个声音并在那里配置增益和音高。

对我来说,下一步是添加位置声音。我知道,我必须使用属性来表示听者的位置和源的位置(和速度,但这并不是那么重要,正确的知道)。

问题是,我实现了与互联网上的教程相对应的所有内容,但声音始终没有衰减,所以它不是定位的。

我发现,有时这是由立体声音频文件引起的,所以现在我使用的是单声道文件,但问题仍然存在。事实上,我从苹果下载了这个example project。它适用于 Mac OS 并且可以正常工作。所以我从他们的项目中取出声音文件并在我自己的项目中使用它们。所以声音格式应该没有问题。它仍然不播放位置。

所以我的问题是: 是否可以在 iPhone 上使用 OpenAl 播放声音位置? 如果是,为实现 3D 播放应设置的最低 OpenAL 属性是什么?也许我只是没有设置一项需要的基本设置。

另外,我认为模拟器是问题所在,但是当我在真正的 iPhone 上测试我的应用时,它也不起作用。

我会知道在这里添加我当前的代码,但我认为直接找到错误太多了。我希望有人知道我烦人的问题的标准解决方案(我认为这将是一些小错误:D)

代码如下:

听众:

class Listener 
    private:
    vec3    position;
    vec3    velocity;
    vec3    at;
    vec3    up;
public:
    Listener();

    void setOrientation(vec3 at, vec3 up);

    vec3 getPosition();
    void setPosition(vec3 position);

    vec3 getVelocity();
    void setVelocity(vec3 velocity);
;

Listener::Listener() 
    alListenerf(AL_GAIN, 0.5f);
    alDistanceModel(AL_INVERSE_DISTANCE_CLAMPED);


void Listener::setOrientation(vec3 at, vec3 up)

    printf("Listener Set Orientation\n");
    ALfloat *orientation = (ALfloat*)malloc(6*sizeof(ALfloat));
    orientation[0] = at.x;
    orientation[1] = at.y;
    orientation[2] = at.z;
    orientation[3] = up.x;
    orientation[4] = up.y;
    orientation[5] = up.z;
    alListenerfv(AL_ORIENTATION, orientation);
    this->at = at;
    this->up = up;
    free(orientation);


vec3 Listener::getPosition()

    return position;


void Listener::setPosition(vec3 position)

    printf("Listener Set Position\n");
    ALfloat *positionArray = (ALfloat*)malloc(3*sizeof(ALfloat));
    positionArray[0] = position.x;
    positionArray[1] = position.y;
    positionArray[2] = position.z;
    alListenerfv(AL_POSITION, positionArray);
    this->position = position;
    free(positionArray);


vec3 Listener::getVelocity()

    return velocity;


void Listener::setVelocity(vec3 velocity)

    printf("Listener Set Velocity\n");
    ALfloat *velArray = (ALfloat*)malloc(3*sizeof(ALfloat));
    velArray[0] = velocity.x;
    velArray[1] = velocity.y;
    velArray[2] = velocity.z;
    alListenerfv(AL_VELOCITY, velArray);
    this->velocity = velocity;
    free(velArray);

样本

class Sample 
private:
    UInt32  usageCount;         // Number of Screens using this sound
    const   char *filename;     // The Filename, should be unique!
    ALuint  audioBuffer;        // The sound buffer in which it is stored
public:
    Sample(const char* filename);
    Sample(std::string);

    void    load();
    bool    unload();

    std::string getFilename();
    ALuint  getAudioBuffer();
;

Sample::Sample(const char* filename)

    usageCount = 0;
    this->filename = filename;


Sample::Sample(std::string filename)

    usageCount = 0;
    this->filename = filename.c_str();


void Sample::load()

    ALenum  format;
    ALvoid* data;
    ALsizei size;
    ALsizei freq;

    if (usageCount == 0) 
        data = SampleLoader::GetOpenALAudioData(filename, &size, &format, &freq);

        // Generate Buffer
        alGenBuffers(1, &audioBuffer);

        // Fill Buffer With Data
        alBufferData(audioBuffer, format, data, size, freq);

        // Free Audio Data
        if (data)
        
            free(data);
            data = NULL;
        
    

    usageCount++;


// returns true, if usageCount got zero
bool Sample::unload()

    if (usageCount == 1) 
        // Delete Buffer
        alDeleteBuffers(1, &audioBuffer);
        return true;
    

    usageCount--;
    return false;


std::string Sample::getFilename()

    std::string strFilename = std::string(filename);
    return strFilename;


ALuint Sample::getAudioBuffer()

    return audioBuffer;

来源

class Source 
    vec3        position;
    vec3        velocity;
    vec3        direction;
    ALfloat     gain;
    ALfloat     pitch;
    ALuint      sourceID;
    Sample      *sample;
public:
    void load();
    void unload();

    ALboolean   isPlaying();

    void play();
    void repeat();
    void stop();

    void updateSample(Sample *sample);
    void updatePosition(vec3 position);
    void updateVelocity(vec3 velocity);
    void updateDirection(vec3 direcation);
    void updateOrienation(vec3 position, vec3 velocity, vec3 direction);
    void updateGain(ALfloat gain);
    void updatePitch(ALfloat pitch);
;

void Source::load()

    alGenSources(1, &sourceID);

    position = vec3(0.0f, 0.0f, 0.0f);
    velocity = vec3(0.0f, 0.0f, 0.0f);
    direction = vec3(0.0f, 0.0f, 0.0f);

    alSourcefv(sourceID, AL_POSITION, value_ptr(position));
    alSourcefv(sourceID, AL_VELOCITY, value_ptr(velocity));
    alSourcefv(sourceID, AL_DIRECTION, value_ptr(direction));

    gain = 0.5f;
    pitch = 1.0f;

    alSourcef(sourceID, AL_GAIN, gain);
    alSourcef(sourceID, AL_PITCH, pitch);


void Source::unload()

    alDeleteSources(1, &sourceID);


ALboolean Source::isPlaying()

    ALint sourceState;
    alGetSourcei(sourceID, AL_SOURCE_STATE, &sourceState);
    return (sourceState == AL_PLAYING);


void Source::play()

    alSourcei(sourceID, AL_LOOPING, AL_FALSE);
    alSourcePlay(sourceID);


void Source::repeat()

    alSourcei(sourceID, AL_LOOPING, AL_TRUE);
    alSourcePlay(sourceID);


void Source::stop()

    alSourceStop(sourceID);


void Source::updateSample(Sample *sample)

    alSourcei(sourceID, AL_BUFFER, sample->getAudioBuffer());


void Source::updatePosition(vec3 position)

    alSource3f(sourceID, AL_POSITION, position.x, position.y, position.z);


void Source::updateVelocity(vec3 velocity)

    alSourcefv(sourceID, AL_VELOCITY, value_ptr(velocity));


void Source::updateDirection(vec3 direction)

    alSourcefv(sourceID, AL_DIRECTION, value_ptr(direction));


void Source::updateOrienation(vec3 position, vec3 velocity, vec3 direction)

    alSourcefv(sourceID, AL_POSITION, value_ptr(position));
    alSourcefv(sourceID, AL_VELOCITY, value_ptr(velocity));
    alSourcefv(sourceID, AL_DIRECTION, value_ptr(direction));


void Source::updateGain(ALfloat gain)

    alSourcef(sourceID, AL_GAIN, gain);


void Source::updatePitch(ALfloat pitch)

    alSourcef(sourceID, AL_PITCH, pitch);

示例加载器函数,取自苹果项目

void* SampleLoader::GetOpenALAudioData(const char* filename, ALsizei *outDataSize, ALenum *outDataFormat, ALsizei*  outSampleRate)

    OSStatus                        err = noErr;
    SInt64                          theFileLengthInFrames = 0;
    AudioStreamBasicDescription     theFileFormat;
    UInt32                          thePropertySize = sizeof(theFileFormat);
    ExtAudioFileRef                 extRef = NULL;
    void*                           theData = NULL;
    AudioStreamBasicDescription     theOutputFormat;

    // Create Path
    NSString *filenameString = [NSString stringWithCString:filename encoding:NSUTF8StringEncoding];
    NSArray *components = [filenameString componentsSeparatedByString:@"."];

    NSString *audioFilePath = [[NSBundle mainBundle] pathForResource:[components objectAtIndex:0] ofType:[components objectAtIndex:1]];
    NSURL *audioFileURL = [NSURL fileURLWithPath:audioFilePath];
    CFURLRef inFileURL = (__bridge CFURLRef)audioFileURL;

    // Open a file with ExtAudioFileOpen()
    err = ExtAudioFileOpenURL(inFileURL, &extRef);
    if(err) 
        printf("MyGetOpenALAudioData: ExtAudioFileOpenURL FAILED, Error = %d\n", (int)err);

        // Dispose the ExtAudioFileRef, it is no longer needed
        if (extRef) ExtAudioFileDispose(extRef);
        return theData;
    

    // Get the audio data format
    err = ExtAudioFileGetProperty(extRef, kExtAudioFileProperty_FileDataFormat, &thePropertySize, &theFileFormat);
    if(err) 
        printf("MyGetOpenALAudioData: ExtAudioFileGetProperty(kExtAudioFileProperty_FileDataFormat) FAILED, Error = %d\n", (int)err);

        // Dispose the ExtAudioFileRef, it is no longer needed
        if (extRef) ExtAudioFileDispose(extRef);
        return theData;
    
    if (theFileFormat.mChannelsPerFrame > 2)  
        printf("MyGetOpenALAudioData - Unsupported Format, channel count is greater than stereo\n");

        // Dispose the ExtAudioFileRef, it is no longer needed
        if (extRef) ExtAudioFileDispose(extRef);
        return theData;
    

    // Set the client format to 16 bit signed integer (native-endian) data
    // Maintain the channel count and sample rate of the original source format
    theOutputFormat.mSampleRate = theFileFormat.mSampleRate;
    theOutputFormat.mChannelsPerFrame = theFileFormat.mChannelsPerFrame;

    theOutputFormat.mFormatID = kAudioFormatLinearPCM;
    theOutputFormat.mBytesPerPacket = 2 * theOutputFormat.mChannelsPerFrame;
    theOutputFormat.mFramesPerPacket = 1;
    theOutputFormat.mBytesPerFrame = 2 * theOutputFormat.mChannelsPerFrame;
    theOutputFormat.mBitsPerChannel = 16;
    theOutputFormat.mFormatFlags = kAudioFormatFlagsNativeEndian | kAudioFormatFlagIsPacked | kAudioFormatFlagIsSignedInteger;

    // Set the desired client (output) data format
    err = ExtAudioFileSetProperty(extRef, kExtAudioFileProperty_ClientDataFormat, sizeof(theOutputFormat), &theOutputFormat);
    if(err) 
        printf("MyGetOpenALAudioData: ExtAudioFileSetProperty(kExtAudioFileProperty_ClientDataFormat) FAILED, Error = %d\n", (int)err);

        // Dispose the ExtAudioFileRef, it is no longer needed
        if (extRef) ExtAudioFileDispose(extRef);
        return theData;
    

    // Get the total frame count
    thePropertySize = sizeof(theFileLengthInFrames);
    err = ExtAudioFileGetProperty(extRef, kExtAudioFileProperty_FileLengthFrames, &thePropertySize, &theFileLengthInFrames);
    if(err) 
        printf("MyGetOpenALAudioData: ExtAudioFileGetProperty(kExtAudioFileProperty_FileLengthFrames) FAILED, Error = %d\n", (int)err);

        // Dispose the ExtAudioFileRef, it is no longer needed
        if (extRef) ExtAudioFileDispose(extRef);
        return theData;
    

    // Read all the data into memory
    UInt32 theFramesToRead = (UInt32)theFileLengthInFrames;
    UInt32 dataSize = theFramesToRead * theOutputFormat.mBytesPerFrame;;
    theData = malloc(dataSize);
    if (theData)
    
        AudioBufferList     theDataBuffer;
        theDataBuffer.mNumberBuffers = 1;
        theDataBuffer.mBuffers[0].mDataByteSize = dataSize;
        theDataBuffer.mBuffers[0].mNumberChannels = theOutputFormat.mChannelsPerFrame;
        theDataBuffer.mBuffers[0].mData = theData;

        // Read the data into an AudioBufferList
        err = ExtAudioFileRead(extRef, &theFramesToRead, &theDataBuffer);
        if(err == noErr)
        
            // success
            *outDataSize = (ALsizei)dataSize;
            *outDataFormat = (theOutputFormat.mChannelsPerFrame > 1) ? AL_FORMAT_STEREO16 : AL_FORMAT_MONO16;
            *outSampleRate = (ALsizei)theOutputFormat.mSampleRate;
        
        else
        
            // failure
            free (theData);
            theData = NULL; // make sure to return NULL
            printf("MyGetOpenALAudioData: ExtAudioFileRead FAILED, Error = %d\n", (int)err);

            // Dispose the ExtAudioFileRef, it is no longer needed
            if (extRef) ExtAudioFileDispose(extRef);
            return theData;
               
    

    // Dispose the ExtAudioFileRef, it is no longer needed
    if (extRef) ExtAudioFileDispose(extRef);
    return theData;

声音管理器

namespace SoundManager 
    extern ALCdevice *openALDevice;
    extern ALCcontext *openALContext;

    extern std::vector<Sample*> samples;

    void initialize();
    void release();

    Sample* manage(const char* filename);
    Sample* manage(std::string filename);
    void remove(Sample *sample);


namespace SoundManager 
    ALCdevice *openALDevice;
    ALCcontext *openALContext;

    std::vector<Sample*> samples;


void AudioInterruptionListenerCallback(void* user_data, UInt32 interruption_state)

    if (kAudioSessionBeginInterruption == interruption_state)
    
        alcMakeContextCurrent(NULL);
    
    else if (kAudioSessionEndInterruption == interruption_state)
    
        AudioSessionSetActive(true);
        alcMakeContextCurrent(SoundManager::openALContext);
    


void SoundManager::initialize()

    AudioSessionInitialize(NULL, NULL, AudioInterruptionListenerCallback, NULL);

    UInt32 session_category = kAudioSessionCategory_MediaPlayback;
    AudioSessionSetProperty(kAudioSessionProperty_AudioCategory, sizeof(session_category), &session_category);

    AudioSessionSetActive(true);

    // Open Device
    openALDevice = alcOpenDevice(NULL);

    // Create and activate context
    openALContext = alcCreateContext(openALDevice, NULL);
    alcMakeContextCurrent(openALContext);


void SoundManager::release()

    // Give up Context and destroy it
    alcMakeContextCurrent(NULL);
    alcDestroyContext(openALContext);

    // Close device
    alcCloseDevice(openALDevice);


Sample* SoundManager::manage(const char* filename)

    return manage(std::string(filename));


Sample* SoundManager::manage(std::string filename)

    if (samples.size() >= kMaxNumberOfSamples) 
        Engine::warning("Max number of samples reached! Release one first");
        return NULL;
    

    // If Sound is already managed, load the managed again
    for (int i=0; i<samples.size(); i++) 
        if (samples[i]->getFilename().compare(filename) == 0) 
            printf("Already loaded\n");
            samples[i]->load();
            return samples[i];
        
    

    // Otherwise load the new sound and manage it
    printf("Load new sound\n");
    Sample *sample = new Sample(filename);
    sample->load();
    samples.push_back(sample);
    return sample;


void SoundManager::remove(Sample *sample)

    for (int i=0; i<samples.size(); i++) 
        if (samples[i]->getFilename().compare(sample->getFilename()) == 0) 
            // If Sound isn't in use from anywhere else, unmanage it
            if (samples[i]->unload()) 
                samples.erase(std::remove(samples.begin(), samples.end(), sample), samples.end());
                return;
            
        
    

    Engine::warning("The sound to be removed wasn't managed!");

所以在这里,这些都是 Source、Buffer 和 Listener 的包装类,以及一个管理器,它只是确保一个 Sample 只加载一次。所有这些都应用在一个屏幕类中,该类在我的简单引擎中呈现。它是独立的,应该只播放从左到右再返回的声音。但它没有:

class SoundTestScreen : public Screen

private:
    void initialize();
    void load();
    void unload();

    void update(Time &time);
    void draw(Time &time);

private:
    Listener listener;
    Sample *bubbles;
    Source *bubbleSource;

    double totalTime;
    double lastPlayTime;
;

void SoundTestScreen::initialize()
    
    listener.setPosition(vec3(0, 0, 0));
    listener.setVelocity(vec3(0, 0, 0));
    listener.setOrientation(vec3(0, 0, -1),vec3(0, 1, 0));

    totalTime = 0;
    lastPlayTime = 0;

    // Create Sources to play the samples
    bubbleSource = new Source();


void SoundTestScreen::load()

    // Only load sample once
    bubbles = SoundManager::manage("sound_electric.wav");

    bubbleSource->load();
    bubbleSource->updateSample(bubbles);
    bubbleSource->updatePosition(vec3(0,0,0));
    bubbleSource->repeat();


void SoundTestScreen::unload()

    // Only unload sample once
    SoundManager::remove(bubbles);

    bubbleSource->unload();


void SoundTestScreen::update(Time &time)
   
    bubbleSource->updatePosition(vec3(100*sinf(time.ElapsedTime),0,0));


void SoundTestScreen::draw(Time &time)

    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

这一切只是一些基本的实现,但我真的不知道为什么声音没有位置。

我真的希望有人能发现我的错误,这很烦人。

问候


编辑:

现在可以了,只是我现在纠正了一些小错误,但很长时间没有发现。 我将把这段代码留给正在为 OpenAL 搜索一些示例 iOS 声音系统的人,就我而言,这在互联网上很少见。

【问题讨论】:

【参考方案1】:

哇,你在提供示例代码时把雷声给毁了! :D

所以我从中学到的位置代码是这样的:

#include <conio.h>
#include <stdio.h>
#include <stdlib.h>
#include <math.h>
#include <time.h>
#include <AL\al.h>
#include <AL\alc.h>
#include <AL\alut.h>

// Maximum data buffers we will need.
#define NUM_BUFFERS 3

// Maximum emissions we will need.
#define NUM_SOURCES 3

// These index the buffers and sources.
#define BATTLE      0
#define GUN1        1
#define GUN2        2

// Buffers hold sound data.
ALuint Buffers[NUM_BUFFERS];

// Sources are points of emitting sound.
ALuint Sources[NUM_SOURCES];

// Position of the source sounds.
ALfloat SourcesPos[NUM_SOURCES][3];

// Velocity of the source sounds.
ALfloat SourcesVel[NUM_SOURCES][3];


// Position of the listener.
ALfloat ListenerPos[] =  0.0, 0.0, 0.0 ;

// Velocity of the listener.
ALfloat ListenerVel[] =  0.0, 0.0, 0.0 ;

// Orientation of the listener. (first 3 elements are "at", second 3 are "up")
ALfloat ListenerOri[] =  0.0, 0.0, -1.0, 0.0, 1.0, 0.0 ;


/*
* ALboolean LoadALData()
*
*   This function will load our sample data from the disk using the Alut
*   utility and send the data into OpenAL as a buffer. A source is then
*   also created to play that buffer.
*/
ALboolean LoadALData()


    alutInit (NULL, NULL);

    //ALUT allows us to point to a buffer object using an ALuint.
    // furthermore, there are calls that allow you to load from memory.
    Buffers[BATTLE] = alutCreateBufferFromFile("C:\\Users\\Lee\\Desktop\\OpenAL\\OpenALStaticSound\\wavdata\\Battle.wav");
    Buffers[GUN1] = alutCreateBufferFromFile("C:\\Users\\Lee\\Desktop\\OpenAL\\OpenALStaticSound\\wavdata\\Gun1.wav");
    Buffers[GUN2] = alutCreateBufferFromFile("C:\\Users\\Lee\\Desktop\\OpenAL\\OpenALStaticSound\\wavdata\\Gun2.wav");

    // Bind the buffer with the source.
    //alGenSources (1, &Source);
    alGenSources(NUM_SOURCES, Sources);

    //Attach any special modifications to the source
    //alSourcei (Source, AL_BUFFER,   Buffer   );
    //alSourcef (Source, AL_PITCH,    1.0      );
    //alSourcef (Source, AL_GAIN,     1.0      );
    //alSourcefv(Source, AL_POSITION, SourcePos);
    //alSourcefv(Source, AL_VELOCITY, SourceVel);
    //alSourcei (Source, AL_LOOPING,  AL_TRUE  );

    alSourcei (Sources[BATTLE], AL_BUFFER,   Buffers[BATTLE]  );
    alSourcef (Sources[BATTLE], AL_PITCH,    1.0              );
    alSourcef (Sources[BATTLE], AL_GAIN,     1.0              );
    alSourcefv(Sources[BATTLE], AL_POSITION, SourcesPos[BATTLE]);
    alSourcefv(Sources[BATTLE], AL_VELOCITY, SourcesVel[BATTLE]);
    alSourcei (Sources[BATTLE], AL_LOOPING,  AL_TRUE          );

    alSourcei (Sources[GUN1], AL_BUFFER,   Buffers[GUN1]  );
    alSourcef (Sources[GUN1], AL_PITCH,    1.0            );
    alSourcef (Sources[GUN1], AL_GAIN,     1.0            );
    alSourcefv(Sources[GUN1], AL_POSITION, SourcesPos[GUN1]);
    alSourcefv(Sources[GUN1], AL_VELOCITY, SourcesVel[GUN1]);
    alSourcei (Sources[GUN1], AL_LOOPING,  AL_FALSE       );

    alSourcei (Sources[GUN2], AL_BUFFER,   Buffers[GUN2]  );
    alSourcef (Sources[GUN2], AL_PITCH,    1.0            );
    alSourcef (Sources[GUN2], AL_GAIN,     1.0            );
    alSourcefv(Sources[GUN2], AL_POSITION, SourcesPos[GUN2]);
    alSourcefv(Sources[GUN2], AL_VELOCITY, SourcesVel[GUN2]);
    alSourcei (Sources[GUN2], AL_LOOPING,  AL_FALSE       );



    return AL_TRUE;


/*
* void SetListenerValues()
*
*   We already defined certain values for the Listener, but we need
*   to tell OpenAL to use that data. This function does just that.
*/
void SetListenerValues()

    alListenerfv(AL_POSITION,    ListenerPos);
    alListenerfv(AL_VELOCITY,    ListenerVel);
    alListenerfv(AL_ORIENTATION, ListenerOri);


/*
* void KillALData()
*
*   We have allocated memory for our buffers and sources which needs
*   to be returned to the system. This function frees that memory.
*/
void KillALData()

    alDeleteBuffers(NUM_BUFFERS, &Buffers[0]);
    alDeleteSources(NUM_SOURCES, &Sources[0]);
    alutExit();



int main()


    printf("Original Tutorial : MindCode's OpenAL Lesson 1: Single Static Source\n\n");
    printf("Updated Tutorial : Lesley A. Gushurst\n");

    alutInit(NULL, 0);
    //alGetError();

    // Load the wav data.

    if(LoadALData() == AL_FALSE)
    
        printf("Error loading data.");
        return 0;
     else 
        // Begin the battle sample to play.
        alSourcePlay(Sources[BATTLE]);

        // Go through all the sources and check that they are playing.
        // Skip the first source because it is looping anyway (will always be playing).
        ALint play;

        while (!_kbhit())
        
            for (int i = 1; i < NUM_SOURCES; i++)
            
                    alGetSourcei(Sources[i], AL_SOURCE_STATE, &play);

                    if (play != AL_PLAYING)
                    
                        // Pick a random position around the listener to play the source.

                        double theta = (double) (rand() % 360) * 3.14 / 180.0;

                        SourcesPos[i][0] = -float(cos(theta));
                        SourcesPos[i][1] = -float(rand()%2);
                        SourcesPos[i][2] = -float(sin(theta));

                        alSourcefv(Sources[i], AL_POSITION, SourcesPos[i] );

                        alSourcePlay(Sources[i]);
                    
            
        
        getchar();
    

    return 0;

我会尝试这段代码,如果它有效,那么您的问题可能是“是否可以在 iPhone 上使用 OpenAl 回放声音位置?”将得到答复。我不确定,因为我没有做过移动开发,但我认为这将是一个很好的起点。非常尊重 MindCode。您必须用其他东西替换 wav 文件才能对其进行测试(而不是像我那样对其进行硬编码)。

【讨论】:

谢谢你!即使在根据您的示例修改我的代码后,iOS 上不支持 alut,我也喜欢我的错误。这真的很愚蠢,必须交换一个变量:D 在 Sample::load() AL_FORMAT_STEREO16 中必须替换为从前一个函数计算的“格式”。这就是为什么它不是定位的! 糟糕!使用 ALUT 和 iOS 时完全忘记了这一点。

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