音效用的是Sound,音乐用的是Music
以下是一个简单的混合示例代码:
package com.mygdx.game;
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Input;
import com.badlogic.gdx.audio.Music;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.graphics.g2d.SpriteBatch;
import com.badlogic.gdx.utils.ScreenUtils;
public class MyGdxGame extends ApplicationAdapter {
private Sound sound;
private Music music;
private boolean isPlaying;
@Override
public void create() {
// 从文件加载音效
sound = Gdx.audio.newSound(Gdx.files.internal("sound.wav"));
// 从文件加载音乐
music = Gdx.audio.newMusic(Gdx.files.internal("周杰伦-床边故事.mp3"));
// 设置音乐循环
music.setLooping(true);
// 设置音效和音乐的初始状态为未播放
isPlaying = false;
}
@Override
public void render() {
// 每秒渲染60帧
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
// 按下空格键播放音效
if (Gdx.input.isKeyPressed(Input.Keys.SPACE) && !isPlaying) {
sound.play();
isPlaying = true;
}
// 按下A键播放音乐
else if (Gdx.input.isKeyPressed(Input.Keys.A) && !isPlaying && !music.isLooping()) {
music.play();
isPlaying = true;
}
// 按下W键,关闭音效
else if (Gdx.input.isKeyPressed(Input.Keys.W) && isPlaying) {
sound.pause();
isPlaying = false;
}
// 按下S键关闭音乐
else if (Gdx.input.isKeyPressed(Input.Keys.S) && music.isLooping()) {
music.pause();
}
// 按下U键继续播放音效
else if (Gdx.input.isKeyPressed(Input.Keys.U) && isPlaying) {
isPlaying = false;
}
// 按下Y键继续播放音乐
else if (Gdx.input.isKeyPressed(Input.Keys.Y) && isPlaying) {
music.play();
isPlaying = true;
}
}
@Override
public void dispose() {
// 释放音效和音乐资源
sound.dispose();
music.dispose();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
}
在libGDX中,可以使用Sound类来管理音效。首先需要创建一个Sound对象,然后使用它来加载音效文件。接着在游戏循环中更新音效播放并控制音量。
以下是一个简单的音效管理示例代码:
import com.badlogic.gdx.ApplicationAdapter;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.backends.lwjgl.LwjglApplication;
import com.badlogic.gdx.backends.lwjgl.LwjglApplicationConfiguration;
import com.badlogic.gdx.audio.Sound;
import com.badlogic.gdx.files.FileHandle;
public class SoundManagerExample extends ApplicationAdapter {
private Sound sound;
private FileHandle soundFile;
@Override
public void create() {
soundFile = Gdx.files.internal("sound.wav");
sound = Gdx.audio.newSound(soundFile);
}
@Override
public void render() {
if (Gdx.input.justTouched()) {
sound.play();
}
}
@Override
public void dispose() {
sound.dispose();
}
}
由于libGDX不支持直接播放视频,因此需要使用其他库来实现视频播放功能。例如,可以使用libGDX的扩展库libGDX-video库来实现视频播放。以下是一个简单的视频播放示例代码:
class VideoExample implements ApplicationListener {
private VideoPlayer videoPlayer;
private VideoFrame videoFrame;
private Texture texture;
@Override
public void create() {
// 创建VideoPlayer实例
videoPlayer = Gdx.video.newVideoPlayer(Gdx.files.internal("video.mp4"));
// 创建VideoFrame实例
videoFrame = new VideoFrame(videoPlayer.getVideoInfo().getWidth(), videoPlayer.getVideoInfo().getHeight(), videoPlayer.getVideoInfo().getFormat());
// 创建Texture实例
texture = new Texture(Gdx.files.internal("video.mp4"));
// 设置视频播放器的渲染目标
videoPlayer.setRenderTarget(videoFrame);
// 播放视频
videoPlayer.play();
}
@Override
public void render() {
// 每秒渲染60帧
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
Gdx.gl.glClearColor(1, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
// 渲染视频
videoPlayer.render(Gdx.graphics.getDeltaTime());
// 将视频渲染到Texture上
texture.draw(videoFrame, 0, 0);
// 绘制Texture
Gdx.gl.glBlendFunc(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA);
Gdx.gl.glEnable(GL20.GL_BLEND);
texture.bind();
Gdx.gl.glDrawArrays(GL20.GL_TRIANGLE_STRIP, 0, 4);
Gdx.gl.glDisable(GL20.GL_BLEND);
}
@Override
public void dispose() {
// 释放视频播放器和Texture资源
videoPlayer.dispose();
texture.dispose();
}
@Override
public void resize(int width, int height) {
}
@Override
public void pause() {
}
@Override
public void resume() {
}
}