如何在 Android Studio 中对动作运行 SoundPool
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【中文标题】如何在 Android Studio 中对动作运行 SoundPool【英文标题】:How to run SoundPool in Android Studio on actions 【发布时间】:2017-08-08 19:27:20 【问题描述】:我是在 android Studio 工作的新手,到目前为止,我只使用 java。我正在为学校做作业,但在让 SoundPool 正常工作而不使应用程序崩溃时遇到问题。我知道应用程序在没有我添加的声音的情况下运行,但我不确定我的错误在哪里,因为似乎有很多不同的方法可以解决这个问题。
我在调试时遇到的错误是:
java.lang.NullPointerException:尝试调用虚拟方法'int android.media.SoundPool.play(int, float, float, int, int, float)' 在一个 空对象引用
我的代码如下。 公共类 Snake 扩展 Activity
private SnakeView mSnakeView;
private static String ICICLE_KEY = "snake-view";
/**
* Called when Activity is first created. Turns off the title bar, sets up
* the content views, and fires up the SnakeView.
*
*/
@Override
public void onCreate(Bundle savedInstanceState)
super.onCreate(savedInstanceState);
//set the layout
setContentView(R.layout.snake_layout);
mSnakeView = (SnakeView) findViewById(R.id.snake);
mSnakeView.setTextView((TextView) findViewById(R.id.text));
if (savedInstanceState == null)
// We were just launched -- set up a new game
mSnakeView.setMode(SnakeView.READY);
else
// We are being restored
Bundle map = savedInstanceState.getBundle(ICICLE_KEY);
if (map != null)
mSnakeView.restoreState(map);
else
mSnakeView.setMode(SnakeView.PAUSE);
@Override
protected void onPause()
super.onPause();
// Pause the game along with the activity
mSnakeView.setMode(SnakeView.PAUSE);
@Override
public void onSaveInstanceState(Bundle outState)
//Store the game state
outState.putBundle(ICICLE_KEY, mSnakeView.saveState());
公共类 SnakeView 扩展 TileView
private static final String TAG = "SnakeView";
private Context m_context;
//Sound
//initialize sound variables
private SoundPool sounds;
private int ulose = -1;
private int apple = -1;
private int moving = -1;
/**
* Current mode of application: READY to run, RUNNING, or you have already
* lost. static final ints are used instead of an enum for performance
* reasons.
*/
private int mMode = READY;
public static final int PAUSE = 0;
public static final int READY = 1;
public static final int RUNNING = 2;
public static final int LOSE = 3;
/**
* Current direction the snake is headed.
*/
private int mDirection = NORTH;
private int mNextDirection = NORTH;
private static final int NORTH = 1;
private static final int SOUTH = 2;
private static final int EAST = 3;
private static final int WEST = 4;
/**
* Labels for the drawables that will be loaded into the TileView class
*/
private static final int RED_STAR = 1;
private static final int YELLOW_STAR = 2;
private static final int GREEN_STAR = 3;
/**
* mScore: used to track the number of apples captured mMoveDelay: number of
* milliseconds between snake movements. This will decrease as apples are
* captured.
*/
private long mScore = 0;
private long mMoveDelay = 600;
/**
* mLastMove: tracks the absolute time when the snake last moved, and is used
* to determine if a move should be made based on mMoveDelay.
*/
private long mLastMove;
/**
* mStatusText: text shows to the user in some run states
*/
private TextView mStatusText;
/**
* mSnakeTrail: a list of Coordinates that make up the snake's body
* mAppleList: the secret location of the juicy apples the snake craves.
*/
private ArrayList<Coordinate> mSnakeTrail = new ArrayList<Coordinate>();
private ArrayList<Coordinate> mAppleList = new ArrayList<Coordinate>();
/**
* Everyone needs a little randomness in their life
*/
private static final Random RNG = new Random();
/**
* Create a simple handler that we can use to cause animation to happen. We
* set ourselves as a target and we can use the sleep()
* function to cause an update/invalidate to occur at a later date.
*/
private RefreshHandler mRedrawHandler = new RefreshHandler();
class RefreshHandler extends Handler
@Override
public void handleMessage(Message msg)
SnakeView.this.update();
SnakeView.this.invalidate();
public void sleep(long delayMillis)
this.removeMessages(0);
sendMessageDelayed(obtainMessage(0), delayMillis);
;
/**
* Constructs a SnakeView based on inflation from XML
*
* @param context
* @param attrs
*/
public SnakeView(Context context, AttributeSet attrs)
super(context, attrs);
initSnakeView();
public SnakeView(Context context, AttributeSet attrs, int defStyle)
super(context, attrs, defStyle);
initSnakeView();
private void initSnakeView()
setFocusable(true);
Resources r = this.getContext().getResources();
resetTiles(4);
loadTile(RED_STAR, r.getDrawable(R.drawable.redstar));
loadTile(YELLOW_STAR, r.getDrawable(R.drawable.yellowstar));
loadTile(GREEN_STAR, r.getDrawable(R.drawable.greenstar));
private void initNewGame()
mSnakeTrail.clear();
mAppleList.clear();
// For now we're just going to load up a short default eastbound snake
// that's just turned north
mSnakeTrail.add(new Coordinate(7, 7));
mSnakeTrail.add(new Coordinate(6, 7));
mSnakeTrail.add(new Coordinate(5, 7));
mSnakeTrail.add(new Coordinate(4, 7));
mSnakeTrail.add(new Coordinate(3, 7));
mSnakeTrail.add(new Coordinate(2, 7));
mNextDirection = NORTH;
// Two apples to start with
addRandomApple();
addRandomApple();
mMoveDelay = 600;
mScore = 0;
/**
* Given a ArrayList of coordinates, we need to flatten them into an array of
* ints before we can stuff them into a map for flattening and storage.
*
* @param cvec : a ArrayList of Coordinate objects
* @return : a simple array containing the x/y values of the coordinates
* as [x1,y1,x2,y2,x3,y3...]
*/
private int[] coordArrayListToArray(ArrayList<Coordinate> cvec)
int count = cvec.size();
int[] rawArray = new int[count * 2];
for (int index = 0; index < count; index++)
Coordinate c = cvec.get(index);
rawArray[2 * index] = c.x;
rawArray[2 * index + 1] = c.y;
return rawArray;
/**
* Save game state so that the user does not lose anything
* if the game process is killed while we are in the
* background.
*
* @return a Bundle with this view's state
*/
public Bundle saveState()
Bundle map = new Bundle();
map.putIntArray("mAppleList", coordArrayListToArray(mAppleList));
map.putInt("mDirection", Integer.valueOf(mDirection));
map.putInt("mNextDirection", Integer.valueOf(mNextDirection));
map.putLong("mMoveDelay", Long.valueOf(mMoveDelay));
map.putLong("mScore", Long.valueOf(mScore));
map.putIntArray("mSnakeTrail", coordArrayListToArray(mSnakeTrail));
return map;
/**
* Given a flattened array of ordinate pairs, we reconstitute them into a
* ArrayList of Coordinate objects
*
* @param rawArray : [x1,y1,x2,y2,...]
* @return a ArrayList of Coordinates
*/
private ArrayList<Coordinate> coordArrayToArrayList(int[] rawArray)
ArrayList<Coordinate> coordArrayList = new ArrayList<Coordinate>();
int coordCount = rawArray.length;
for (int index = 0; index < coordCount; index += 2)
Coordinate c = new Coordinate(rawArray[index], rawArray[index + 1]);
coordArrayList.add(c);
return coordArrayList;
/**
* Restore game state if our process is being relaunched
*
* @param icicle a Bundle containing the game state
*/
public void restoreState(Bundle icicle)
setMode(PAUSE);
mAppleList = coordArrayToArrayList(icicle.getIntArray("mAppleList"));
mDirection = icicle.getInt("mDirection");
mNextDirection = icicle.getInt("mNextDirection");
mMoveDelay = icicle.getLong("mMoveDelay");
mScore = icicle.getLong("mScore");
mSnakeTrail = coordArrayToArrayList(icicle.getIntArray("mSnakeTrail"));
/*
* handles key events in the game. Update the direction our snake is traveling
* based on the DPAD. Ignore events that would cause the snake to immediately
* turn back on itself.
*
* (non-Javadoc)
*
* @see android.view.View#onKeyDown(int, android.os.KeyEvent)
*/
@Override
public boolean onKeyDown(int keyCode, KeyEvent msg)
if (keyCode == KeyEvent.KEYCODE_DPAD_UP)
if (mMode == READY | mMode == LOSE)
/*
* At the beginning of the game, or the end of a previous one,
* we should start a new game.
*/
initNewGame();
setMode(RUNNING);
update();
return (true);
if (mMode == PAUSE)
/*
* If the game is merely paused, we should just continue where
* we left off.
*/
setMode(RUNNING);
update();
return (true);
if (mDirection != SOUTH)
mNextDirection = NORTH;
return (true);
if (keyCode == KeyEvent.KEYCODE_DPAD_DOWN)
if (mDirection != NORTH)
mNextDirection = SOUTH;
return (true);
if (keyCode == KeyEvent.KEYCODE_DPAD_LEFT)
if (mDirection != EAST)
mNextDirection = WEST;
return (true);
if (keyCode == KeyEvent.KEYCODE_DPAD_RIGHT)
if (mDirection != WEST)
mNextDirection = EAST;
return (true);
return super.onKeyDown(keyCode, msg);
public void loadSound()
sounds = new SoundPool(3, AudioManager.STREAM_MUSIC, 0);
try
//Create objects for the required classes
AssetManager assetManager = m_context.getAssets();
AssetFileDescriptor descriptor;
//Create the three sound effects in memory
descriptor = assetManager.openFd("wall.ogg");
ulose = sounds.load(descriptor, 0);
descriptor = assetManager.openFd("apple.ogg");
apple = sounds.load(descriptor, 0);
descriptor = assetManager.openFd("tiles.ogg");
moving = sounds.load(descriptor, 0);
catch (IOException e)
Log.e("error", "failed to load sound files");
/**
* Sets the TextView that will be used to give information (such as "Game
* Over" to the user.
*
* @param newView
*/
public void setTextView(TextView newView)
mStatusText = newView;
/**
* Updates the current mode of the application (RUNNING or PAUSED or the like)
* as well as sets the visibility of textview for notification
*
* @param newMode
*/
public void setMode(int newMode)
int oldMode = mMode;
mMode = newMode;
if (newMode == RUNNING & oldMode != RUNNING)
mStatusText.setVisibility(View.INVISIBLE);
update();
return;
Resources res = getContext().getResources();
CharSequence str = "";
if (newMode == PAUSE)
str = res.getText(R.string.mode_pause);
if (newMode == READY)
str = res.getText(R.string.mode_ready);
if (newMode == LOSE)
str = res.getString(R.string.mode_lose_prefix) + mScore
+ res.getString(R.string.mode_lose_suffix);
mStatusText.setText(str);
mStatusText.setVisibility(View.VISIBLE);
/**
* Selects a random location within the garden that is not currently covered
* by the snake. Currently _could_ go into an infinite loop if the snake
* currently fills the garden, but we'll leave discovery of this prize to a
* truly excellent snake-player.
*
*/
private void addRandomApple()
Coordinate newCoord = null;
boolean found = false;
while (!found)
// Choose a new location for our apple
int newX = 1 + RNG.nextInt(mXTileCount - 2);
int newY = 1 + RNG.nextInt(mYTileCount - 2);
newCoord = new Coordinate(newX, newY);
// Make sure it's not already under the snake
boolean collision = false;
int snakelength = mSnakeTrail.size();
for (int index = 0; index < snakelength; index++)
if (mSnakeTrail.get(index).equals(newCoord))
collision = true;
// if we're here and there's been no collision, then we have
// a good location for an apple. Otherwise, we'll circle back
// and try again
found = !collision;
if (newCoord == null)
Log.e(TAG, "Somehow ended up with a null newCoord!");
mAppleList.add(newCoord);
/**
* Handles the basic update loop, checking to see if we are in the running
* state, determining if a move should be made, updating the snake's location.
*/
public void update()
if (mMode == RUNNING)
long now = System.currentTimeMillis();
if (now - mLastMove > mMoveDelay)
clearTiles();
updateWalls();
updateSnake();
updateApples();
mLastMove = now;
mRedrawHandler.sleep(mMoveDelay);
/**
* Draws some walls.
*
*/
private void updateWalls()
for (int x = 0; x < mXTileCount; x++)
setTile(GREEN_STAR, x, 0);
setTile(GREEN_STAR, x, mYTileCount - 1);
for (int y = 1; y < mYTileCount - 1; y++)
setTile(GREEN_STAR, 0, y);
setTile(GREEN_STAR, mXTileCount - 1, y);
/**
* Draws some apples.
*
*/
private void updateApples()
for (Coordinate c : mAppleList)
setTile(YELLOW_STAR, c.x, c.y);
/**
* Figure out which way the snake is going, see if he's run into anything (the
* walls, himself, or an apple). If he's not going to die, we then add to the
* front and subtract from the rear in order to simulate motion. If we want to
* grow him, we don't subtract from the rear.
*
*/
private void updateSnake()
boolean growSnake = false;
// grab the snake by the head
Coordinate head = mSnakeTrail.get(0);
Coordinate newHead = new Coordinate(1, 1);
mDirection = mNextDirection;
switch (mDirection)
case EAST:
newHead = new Coordinate(head.x + 1, head.y);
sounds.play(moving, 1.0f, 1.0f, 0, 0, 1.5f);
break;
case WEST:
newHead = new Coordinate(head.x - 1, head.y);
sounds.play(moving, 1.0f, 1.0f, 0, 0, 1.5f);
break;
case NORTH:
newHead = new Coordinate(head.x, head.y - 1);
sounds.play(moving, 1.0f, 1.0f, 0, 0, 1.5f);
break;
case SOUTH:
newHead = new Coordinate(head.x, head.y + 1);
sounds.play(moving, 1.0f, 1.0f, 0, 0, 1.5f);
break;
// Collision detection
// For now we have a 1-square wall around the entire arena
if ((newHead.x < 1) || (newHead.y < 1) || (newHead.x > mXTileCount - 2)
|| (newHead.y > mYTileCount - 2))
sounds.play(ulose, 1.0f, 1.0f, 0, 0, 1.5f);
setMode(LOSE);
return;
// Look for collisions with itself
int snakelength = mSnakeTrail.size();
for (int snakeindex = 0; snakeindex < snakelength; snakeindex++)
Coordinate c = mSnakeTrail.get(snakeindex);
if (c.equals(newHead))
sounds.play(ulose, 1.0f, 1.0f, 0, 0, 1.5f);
setMode(LOSE);
return;
// Look for apples
int applecount = mAppleList.size();
for (int appleindex = 0; appleindex < applecount; appleindex++)
Coordinate c = mAppleList.get(appleindex);
if (c.equals(newHead))
sounds.play(apple, 1.0f, 1.0f, 0, 0, 1.5f);
mAppleList.remove(c);
addRandomApple();
mScore++;
mMoveDelay *= 0.9;
growSnake = true;
// push a new head onto the ArrayList and pull off the tail
mSnakeTrail.add(0, newHead);
// except if we want the snake to grow
if (!growSnake)
mSnakeTrail.remove(mSnakeTrail.size() - 1);
int index = 0;
for (Coordinate c : mSnakeTrail)
if (index == 0)
setTile(YELLOW_STAR, c.x, c.y);
else
setTile(RED_STAR, c.x, c.y);
index++;
/**
* Simple class containing two integer values and a comparison function.
* There's probably something I should use instead, but this was quick and
* easy to build.
*
*/
private class Coordinate
public int x;
public int y;
public Coordinate(int newX, int newY)
x = newX;
y = newY;
public boolean equals(Coordinate other)
if (x == other.x && y == other.y)
return true;
return false;
@Override
public String toString()
return "Coordinate: [" + x + "," + y + "]";
我不是在找人为我做我的工作,我只是希望能够了解我在哪里犯了错误以及纠正错误的正确方法,以便我可以按预期从中吸取教训。非常感谢任何建议。
【问题讨论】:
您似乎从未调用过 loadSound() 方法。您没有实例化 soundPool 对象,这就是您遇到的错误。 当我添加“mSnakeView.loadSound();”对于 OnCreate 方法,应用程序完全崩溃并且不会加载,因此调试器没有返回任何我可以看到的内容。 重新启动 Android Studio 并且能够从调试过程中得到一个错误:java.lang.RuntimeException: Unable to start activity ComponentInfocom.example.android.snake/com.example.android.snake. Snake:java.lang.NullPointerException:尝试在空对象引用上调用虚拟方法“void com.example.android.snake.SnakeView.loadSound()” 错误将出现在 logcat 中。(Logcat 是一个命令行工具,用于转储系统消息日志,包括设备抛出错误时的堆栈跟踪和您编写的消息)。你可以看到它Android Studio。 您没有将 m_context 设置为一个值。有一种更简单的方法可以从原始目录加载声音:- apple =sounds.load(getApplicationContext(),R.raw.apple,1); (另见 getContext()) 【参考方案1】:(1) 您似乎从未调用过 loadSound() 方法。
您没有实例化 soundPool
对象,这是您遇到的错误。 您需要调用 loadSound() 方法。
(2) 您没有将 m_context 设置为一个值,请执行以下操作:
m_context = getApplicationContext();
(3) 有一种更简单的方法可以从原始目录加载声音:
apple = soundsload(getApplicationContext(),R.raw.apple,1);
【讨论】:
我将 loadsound() 方法添加到 public SnakeView 部分,更改了 m_context 值并更改了声音负载,但我在声音负载上得到“无法解析方法 getApplicationContext()”。跨度> Activity 理解 getApplicationContext(),在那里设置 m_context。并根据需要传递它。 那么我应该把整个 loadsound 方法放在 Activity 中吗?到目前为止,我所看到的所有内容都希望在 SnakeView 文件中,但 onCreate 在 Snake 中。 再次阅读我的评论。 非常感谢!你让我指出了正确的方向,所以我终于知道要查找什么以及如何正确实施它。先生,你太棒了!以上是关于如何在 Android Studio 中对动作运行 SoundPool的主要内容,如果未能解决你的问题,请参考以下文章
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