Cocos2d-x 音频暂停/恢复与频道管理全解析
【摘要】 1. 引言音频系统的暂停/恢复与频道管理是游戏开发中的重要环节,直接影响用户体验和应用性能。在实际开发中,我们经常会遇到需要临时暂停所有音频(如接听电话)、恢复特定频道音频(如游戏继续)、或者管理多个并发音频流(如背景音乐与多个音效同时播放)的场景。Cocos2d-x的SimpleAudioEngine虽然提供了基础的暂停/恢复功能,但在复杂的多频道管理场景下显得力不从心。本文将深入探讨如何...
1. 引言
SimpleAudioEngine虽然提供了基础的暂停/恢复功能,但在复杂的多频道管理场景下显得力不从心。本文将深入探讨如何构建一个健壮的音频管理系统,实现精细化的频道控制和状态管理。2. 技术背景
2.1 音频系统核心概念
-
音频频道(Channel):独立的音频播放单元,每个频道可以同时播放一个音频流 -
音频状态机:音频的生命周期状态(初始化→加载→播放→暂停→停止→销毁) -
音频焦点(Audio Focus):系统级音频控制权,决定哪个应用可以播放音频 -
混音(Mixing):将多个音频流合并到扬声器输出的过程 -
优先级管理:当资源冲突时决定哪个音频优先播放的策略
2.2 Cocos2d-x音频架构局限
SimpleAudioEngine主要局限:-
单一BGM频道:只能同时播放一个背景音乐 -
有限SFX频道:早期版本仅支持少量音效并发 -
全局暂停/恢复:无法选择性暂停特定音频 -
缺乏优先级:无法基于重要性管理音频播放 -
状态跟踪不足:难以精确跟踪每个音频的状态
2.3 系统音频焦点机制
-
Android:AudioManager.OnAudioFocusChangeListener -
iOS:AVAudioSession Interruption -
Windows:Core Audio APIs -
Web:Web Audio API + Page Visibility API
3. 应用使用场景
3.1 典型应用场景分类
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3.2 场景复杂度分析
-
简单场景:全局暂停/恢复,无状态保持 -
中级场景:分类暂停(BGM保持,SFX暂停) -
复杂场景:多频道独立控制、优先级管理、故障恢复 -
企业级场景:跨平台音频焦点协调、网络自适应、实时监控
4. 核心原理与流程图
4.1 音频频道管理架构
graph TD
A[Audio Manager] --> B[BGM Channel]
A --> C[SFX Channel Pool]
A --> D[Ambient Channel]
A --> E[Voice Channel]
B --> B1[State: Playing/Paused/Stopped]
B --> B2[Volume Control]
B --> B3[Loop Control]
C --> C1[Channel 1]
C --> C2[Channel 2]
C --> C3[... Channel N]
C1 --> C1a[State Management]
C1 --> C1b[Priority Queue]
A --> F[Audio Focus Manager]
F --> F1[System Event Listener]
F --> F2[Focus State Tracking]
A --> G[Resource Manager]
G --> G1[Memory Monitoring]
G --> G2[Dynamic Loading/Unloading]
4.2 暂停/恢复工作流程
sequenceDiagram
participant App as Application
participant AM as AudioManager
participant SE as SimpleAudioEngine
participant SF as SystemFocus
Note over App,SF: 应用切入后台
App->>SF: onPause()
SF->>AM: onAppPause()
AM->>AM: 保存当前音频状态
AM->>SE: pauseBackgroundMusic()
AM->>SE: pauseAllEffects()
AM->>AM: 标记所有频道为Paused
Note over App,SF: 应用返回前台
App->>SF: onResume()
SF->>AM: onAppResume()
AM->>AM: 检查音频焦点状态
alt 获得焦点
AM->>SE: resumeBackgroundMusic()
AM->>SE: resumeAllEffects()
AM->>AM: 恢复所有频道状态
else 未获得焦点
AM->>AM: 保持暂停状态
end
4.3 工作原理详解
-
频道抽象:将不同类型的音频分配到独立频道,实现精细控制 -
状态持久化:暂停时保存音频进度、音量等状态信息 -
焦点协调:监听系统音频焦点变化,做出相应响应 -
优先级队列:基于重要性管理音频播放顺序和资源分配 -
资源监控:实时监控内存和CPU使用,动态优化资源分配
5. 环境准备
5.1 开发环境配置
# 创建Cocos2d-x项目(v3.17+)
cocos new AudioChannelDemo -p com.yourcompany.audiochannel -l cpp -d ./projects
# 目录结构规划
AudioChannelDemo/
├── Resources/
│ ├── audio/ # 音频资源
│ │ ├── bgm/ # 背景音乐
│ │ ├── sfx/ # 音效
│ │ ├── ambient/ # 环境音
│ │ └── voice/ # 语音
│ ├── fonts/ # 字体文件
│ └── textures/ # 图片资源
├── Classes/ # 源代码
│ ├── audio/ # 音频管理模块
│ │ ├── AudioManager.h
│ │ ├── AudioManager.cpp
│ │ ├── AudioChannel.h
│ │ ├── AudioChannel.cpp
│ │ ├── AudioFocusManager.h
│ │ ├── AudioFocusManager.cpp
│ │ └── AudioTypes.h
│ ├── scenes/ # 场景类
│ └── platforms/ # 平台特定代码
│ ├── PlatformAudioFocus.h
│ └── PlatformAudioFocus.cpp
└── proj.* # 各平台工程文件
5.2 平台特定配置
#ifndef __PLATFORM_AUDIO_FOCUS_H__
#define __PLATFORM_AUDIO_FOCUS_H__
#include "AudioTypes.h"
#include <functional>
NS_CC_BEGIN
class PlatformAudioFocus {
public:
static PlatformAudioFocus* getInstance();
static void destroyInstance();
// 初始化音频焦点监听
bool init();
// 焦点状态查询
bool hasAudioFocus();
// 焦点请求与放弃
bool requestAudioFocus();
bool abandonAudioFocus();
// 焦点变化回调设置
void setFocusChangeCallback(const std::function<void(AudioFocusState)>& callback);
// 平台特定实现
void platformSpecificInit();
void platformSpecificCleanup();
private:
PlatformAudioFocus() = default;
~PlatformAudioFocus() = default;
static PlatformAudioFocus* _instance;
std::function<void(AudioFocusState)> _focusCallback;
};
NS_CC_END
#endif // __PLATFORM_AUDIO_FOCUS_H__
5.3 项目配置
# 添加音频管理模块
file(GLOB_RECURSE AUDIO_MODULE_FILES
Classes/audio/*.h
Classes/audio/*.cpp
Classes/platforms/*.h
Classes/platforms/*.cpp
)
list(APPEND GAME_SRC ${AUDIO_MODULE_FILES})
# 平台特定编译选项
if(ANDROID)
add_definitions(-DANDROID_AUDIO_FOCUS_ENABLED)
elseif(IOS)
add_definitions(-DIOS_AUDIO_SESSION_ENABLED)
endif()
6. 详细代码实现
6.1 音频类型定义
#ifndef __AUDIO_TYPES_H__
#define __AUDIO_TYPES_H__
#include "cocos2d.h"
#include <string>
#include <vector>
#include <unordered_map>
#include <functional>
NS_CC_BEGIN
// 音频频道类型
enum class AudioChannelType {
BGM, // 背景音乐
SFX, // 音效
AMBIENT, // 环境音
VOICE, // 语音
UI, // UI音效
SYSTEM // 系统音效
};
// 音频状态
enum class AudioState {
INITIALIZED,
LOADING,
READY,
PLAYING,
PAUSED,
STOPPED,
ERROR
};
// 音频焦点状态
enum class AudioFocusState {
NO_FOCUS, // 无焦点
FOCUS_GAINED, // 获得焦点
FOCUS_LOST, // 暂时失去焦点
FOCUS_LOST_TRANSIENT, // 短暂失去焦点
FOCUS_LOST_TRANSIENT_CAN_DUCK // 可压低音量
};
// 音频播放模式
enum class AudioPlayMode {
ONCE, // 单次播放
LOOP, // 循环播放
BATCH // 批次播放
};
// 音频优先级
enum class AudioPriority {
CRITICAL = 0, // 关键(如游戏结束音效)
HIGH = 1, // 高(如重要UI反馈)
NORMAL = 2, // 普通(如一般音效)
LOW = 3, // 低(如装饰性环境音)
BACKGROUND = 4 // 背景(可随时停止)
};
// 音频资源信息
struct AudioResource {
std::string resourceId; // 资源ID
std::string filePath; // 文件路径
AudioChannelType channelType; // 频道类型
AudioPriority priority; // 优先级
float baseVolume; // 基础音量
bool streamable; // 是否可流式加载
int estimatedDurationMs; // 预估时长
AudioResource()
: channelType(AudioChannelType::SFX)
, priority(AudioPriority::NORMAL)
, baseVolume(1.0f)
, streamable(false)
, estimatedDurationMs(0) {}
};
// 音频实例信息
struct AudioInstance {
int instanceId; // 实例ID
std::string resourceId; // 资源ID
AudioState state; // 当前状态
AudioChannelType channelType; // 频道类型
AudioPriority priority; // 优先级
float currentVolume; // 当前音量
float pitch; // 音调
bool looping; // 是否循环
double startTime; // 开始播放时间
double pausePosition; // 暂停位置(秒)
unsigned int nativeSoundId; // 原生音频ID
AudioInstance()
: instanceId(0)
, state(AudioState::INITIALIZED)
, channelType(AudioChannelType::SFX)
, priority(AudioPriority::NORMAL)
, currentVolume(1.0f)
, pitch(1.0f)
, looping(false)
, startTime(0.0)
, pausePosition(0.0)
, nativeSoundId(0) {}
};
// 频道统计信息
struct ChannelStats {
AudioChannelType type;
int activeCount;
int totalCapacity;
float averageVolume;
float cpuUsage;
};
NS_CC_END
#endif // __AUDIO_TYPES_H__
6.2 音频频道实现
#ifndef __AUDIO_CHANNEL_H__
#define __AUDIO_CHANNEL_H__
#include "AudioTypes.h"
#include "cocos2d.h"
#include <queue>
#include <mutex>
NS_CC_BEGIN
class AudioChannel {
public:
AudioChannel(AudioChannelType type, int maxConcurrent = 1);
~AudioChannel();
// 频道管理
bool initialize();
void update(float dt);
void cleanup();
// 音频播放控制
int playAudio(const AudioResource& resource,
float volume = -1.0f,
bool loop = false,
float pitch = 1.0f);
void stopAudio(int instanceId);
void stopAllAudio();
void pauseAudio(int instanceId);
void pauseAllAudio();
void resumeAudio(int instanceId);
void resumeAllAudio();
// 状态查询
bool isPlaying(int instanceId) const;
bool isPaused(int instanceId) const;
AudioState getAudioState(int instanceId) const;
std::vector<int> getActiveInstanceIds() const;
// 音量控制
void setChannelVolume(float volume);
void setAudioVolume(int instanceId, float volume);
float getChannelVolume() const { return _channelVolume; }
// 优先级管理
void setAudioPriority(int instanceId, AudioPriority priority);
// 统计信息
ChannelStats getStats() const;
private:
// 内部方法
int generateInstanceId();
void removeFinishedInstances();
void prioritizeInstances();
void limitConcurrentPlays();
// 数据结构
AudioChannelType _type;
int _maxConcurrent;
float _channelVolume;
std::unordered_map<int, AudioInstance> _instances;
std::unordered_map<std::string, AudioResource> _cachedResources;
std::priority_queue<int, std::vector<int>, std::function<bool(int, int)>> _priorityQueue;
int _nextInstanceId;
mutable std::mutex _mutex;
// 原生音频引擎引用
class SimpleAudioEngine* _audioEngine;
};
NS_CC_END
#endif // __AUDIO_CHANNEL_H__
#include "AudioChannel.h"
#include "SimpleAudioEngine.h"
#include <algorithm>
USING_NS_CC;
AudioChannel::AudioChannel(AudioChannelType type, int maxConcurrent)
: _type(type)
, _maxConcurrent(maxConcurrent)
, _channelVolume(1.0f)
, _nextInstanceId(1) {
_audioEngine = CocosDenshion::SimpleAudioEngine::getInstance();
// 初始化优先级队列的比较函数
_priorityQueue = std::priority_queue<int, std::vector<int>, std::function<bool(int, int)>>(
[this](int a, int b) {
auto itA = _instances.find(a);
auto itB = _instances.find(b);
if (itA != _instances.end() && itB != _instances.end()) {
// 优先级数字越小优先级越高
return itA->second.priority < itB->second.priority;
}
return false;
}
);
}
AudioChannel::~AudioChannel() {
cleanup();
}
bool AudioChannel::initialize() {
CCLOG("AudioChannel: Initializing channel type %d with capacity %d",
(int)_type, _maxConcurrent);
return true;
}
void AudioChannel::update(float dt) {
std::lock_guard<std::mutex> lock(_mutex);
// 移除已完成的实例
removeFinishedInstances();
// 重新排序优先级
prioritizeInstances();
// 限制并发数量
limitConcurrentPlays();
}
void AudioChannel::cleanup() {
std::lock_guard<std::mutex> lock(_mutex);
stopAllAudio();
_instances.clear();
_cachedResources.clear();
}
int AudioChannel::playAudio(const AudioResource& resource,
float volume,
bool loop,
float pitch) {
std::lock_guard<std::mutex> lock(_mutex);
// 检查资源缓存
if (_cachedResources.find(resource.resourceId) == _cachedResources.end()) {
_cachedResources[resource.resourceId] = resource;
}
// 检查并发限制
int currentPlaying = 0;
for (const auto& pair : _instances) {
if (pair.second.state == AudioState::PLAYING) {
currentPlaying++;
}
}
if (currentPlaying >= _maxConcurrent) {
// 达到并发上限,根据优先级决定是否替换
CCLOG("AudioChannel: Max concurrent reached (%d/%d), considering priority replacement",
currentPlaying, _maxConcurrent);
// 找到最低优先级的播放中实例
int lowestPriorityInstance = -1;
AudioPriority lowestPriority = AudioPriority::CRITICAL;
for (const auto& pair : _instances) {
if (pair.second.state == AudioState::PLAYING &&
pair.second.priority > lowestPriority) {
lowestPriority = pair.second.priority;
lowestPriorityInstance = pair.first;
}
}
// 如果新音频优先级更高,替换最低优先级实例
if (lowestPriorityInstance != -1 && resource.priority < lowestPriority) {
stopAudio(lowestPriorityInstance);
CCLOG("AudioChannel: Replaced low priority instance %d with higher priority %s",
lowestPriorityInstance, resource.resourceId.c_str());
} else {
CCLOG("AudioChannel: Cannot play %s due to concurrency limit",
resource.resourceId.c_str());
return -1; // 无法播放
}
}
// 生成实例ID
int instanceId = generateInstanceId();
// 确定音量
float finalVolume = (volume > 0) ? volume : resource.baseVolume;
finalVolume *= _channelVolume;
finalVolume = cocos2d::clampf(finalVolume, 0.0f, 1.0f);
// 播放音频
unsigned int nativeSoundId = 0;
bool success = false;
if (_type == AudioChannelType::BGM) {
// BGM频道使用背景音乐接口
_audioEngine->playBackgroundMusic(resource.filePath.c_str(), loop);
success = true;
nativeSoundId = 1; // BGM使用特殊ID
} else {
// SFX等其他频道使用音效接口
nativeSoundId = _audioEngine->playEffect(resource.filePath.c_str(), loop, finalVolume, pitch);
success = (nativeSoundId != 0);
}
if (!success) {
CCLOG("AudioChannel: Failed to play audio %s", resource.resourceId.c_str());
return -1;
}
// 创建实例记录
AudioInstance instance;
instance.instanceId = instanceId;
instance.resourceId = resource.resourceId;
instance.state = AudioState::PLAYING;
instance.channelType = resource.channelType;
instance.priority = resource.priority;
instance.currentVolume = finalVolume;
instance.pitch = pitch;
instance.looping = loop;
instance.startTime = cocos2d::utils::getTimeInMilliseconds() / 1000.0;
instance.pausePosition = 0.0;
instance.nativeSoundId = nativeSoundId;
_instances[instanceId] = instance;
_priorityQueue.push(instanceId);
CCLOG("AudioChannel: Started playing %s (instance: %d, volume: %.2f)",
resource.resourceId.c_str(), instanceId, finalVolume);
return instanceId;
}
void AudioChannel::stopAudio(int instanceId) {
std::lock_guard<std::mutex> lock(_mutex);
auto it = _instances.find(instanceId);
if (it != _instances.end()) {
if (_type == AudioChannelType::BGM) {
_audioEngine->stopBackgroundMusic();
} else {
_audioEngine->stopEffect(it->second.nativeSoundId);
}
it->second.state = AudioState::STOPPED;
CCLOG("AudioChannel: Stopped instance %d", instanceId);
}
}
void AudioChannel::stopAllAudio() {
std::lock_guard<std::mutex> lock(_mutex);
for (auto& pair : _instances) {
if (pair.second.state == AudioState::PLAYING || pair.second.state == AudioState::PAUSED) {
if (_type == AudioChannelType::BGM) {
_audioEngine->stopBackgroundMusic();
} else {
_audioEngine->stopEffect(pair.second.nativeSoundId);
}
pair.second.state = AudioState::STOPPED;
}
}
CCLOG("AudioChannel: Stopped all audio in channel %d", (int)_type);
}
void AudioChannel::pauseAudio(int instanceId) {
std::lock_guard<std::mutex> lock(_mutex);
auto it = _instances.find(instanceId);
if (it != _instances.end() && it->second.state == AudioState::PLAYING) {
// 注意:SimpleAudioEngine的pauseEffect不支持单个音效暂停
// 这里采用停止并记录位置的方式模拟暂停
if (_type != AudioChannelType::BGM) {
_audioEngine->stopEffect(it->second.nativeSoundId);
it->second.pausePosition = cocos2d::utils::getTimeInMilliseconds() / 1000.0 - it->second.startTime;
} else {
_audioEngine->pauseBackgroundMusic();
}
it->second.state = AudioState::PAUSED;
CCLOG("AudioChannel: Paused instance %d at position %.2fs",
instanceId, it->second.pausePosition);
}
}
void AudioChannel::pauseAllAudio() {
std::lock_guard<std::mutex> lock(_mutex);
for (auto& pair : _instances) {
if (pair.second.state == AudioState::PLAYING) {
if (_type == AudioChannelType::BGM) {
_audioEngine->pauseBackgroundMusic();
} else {
_audioEngine->stopEffect(pair.second.nativeSoundId);
pair.second.pausePosition = cocos2d::utils::getTimeInMilliseconds() / 1000.0 - pair.second.startTime;
}
pair.second.state = AudioState::PAUSED;
}
}
CCLOG("AudioChannel: Paused all audio in channel %d", (int)_type);
}
void AudioChannel::resumeAudio(int instanceId) {
std::lock_guard<std::mutex> lock(_mutex);
auto it = _instances.find(instanceId);
if (it != _instances.end() && it->second.state == AudioState::PAUSED) {
auto resourceIt = _cachedResources.find(it->second.resourceId);
if (resourceIt != _cachedResources.end()) {
// 重新播放音频(从暂停位置开始)
// 注意:由于SimpleAudioEngine的限制,这里无法实现真正的断点续播
// 实际项目中需要使用支持位置控制的音频库
float volume = it->second.currentVolume;
bool loop = it->second.looping;
float pitch = it->second.pitch;
// 重新播放
unsigned int newNativeId = 0;
if (_type == AudioChannelType::BGM) {
_audioEngine->resumeBackgroundMusic();
newNativeId = 1;
} else {
newNativeId = _audioEngine->playEffect(resourceIt->second.filePath.c_str(), loop, volume, pitch);
}
if (newNativeId != 0) {
it->second.nativeSoundId = newNativeId;
it->second.state = AudioState::PLAYING;
it->second.startTime = cocos2d::utils::getTimeInMilliseconds() / 1000.0 - it->second.pausePosition;
it->second.pausePosition = 0.0;
CCLOG("AudioChannel: Resumed instance %d", instanceId);
} else {
CCLOG("AudioChannel: Failed to resume instance %d", instanceId);
}
}
}
}
void AudioChannel::resumeAllAudio() {
std::lock_guard<std::mutex> lock(_mutex);
for (auto& pair : _instances) {
if (pair.second.state == AudioState::PAUSED) {
resumeAudio(pair.first);
}
}
CCLOG("AudioChannel: Resumed all audio in channel %d", (int)_type);
}
bool AudioChannel::isPlaying(int instanceId) const {
std::lock_guard<std::mutex> lock(_mutex);
auto it = _instances.find(instanceId);
return it != _instances.end() && it->second.state == AudioState::PLAYING;
}
bool AudioChannel::isPaused(int instanceId) const {
std::lock_guard<std::mutex> lock(_mutex);
auto it = _instances.find(instanceId);
return it != _instances.end() && it->second.state == AudioState::PAUSED;
}
AudioState AudioChannel::getAudioState(int instanceId) const {
std::lock_guard<std::mutex> lock(_mutex);
auto it = _instances.find(instanceId);
return it != _instances.end() ? it->second.state : AudioState::ERROR;
}
std::vector<int> AudioChannel::getActiveInstanceIds() const {
std::lock_guard<std::mutex> lock(_mutex);
std::vector<int> activeIds;
for (const auto& pair : _instances) {
if (pair.second.state == AudioState::PLAYING || pair.second.state == AudioState::PAUSED) {
activeIds.push_back(pair.first);
}
}
return activeIds;
}
void AudioChannel::setChannelVolume(float volume) {
std::lock_guard<std::mutex> lock(_mutex);
_channelVolume = cocos2d::clampf(volume, 0.0f, 1.0f);
// 更新所有活跃实例的音量
for (auto& pair : _instances) {
if (pair.second.state == AudioState::PLAYING) {
float newVolume = pair.second.currentVolume / _channelVolume * _channelVolume; // 保持相对音量
// 注意:SimpleAudioEngine不支持动态音量调整,实际项目需要平台特定实现
CCLOG("AudioChannel: Would set volume for instance %d to %.2f",
pair.first, newVolume);
}
}
// 设置BGM音量
if (_type == AudioChannelType::BGM) {
_audioEngine->setBackgroundMusicVolume(_channelVolume);
} else {
_audioEngine->setEffectsVolume(_channelVolume);
}
}
void AudioChannel::setAudioVolume(int instanceId, float volume) {
std::lock_guard<std::mutex> lock(_mutex);
auto it = _instances.find(instanceId);
if (it != _instances.end() && it->second.state == AudioState::PLAYING) {
it->second.currentVolume = cocos2d::clampf(volume, 0.0f, 1.0f);
// 注意:SimpleAudioEngine不支持动态音量调整单个音效
CCLOG("AudioChannel: Set volume for instance %d to %.2f (limited by engine)",
instanceId, it->second.currentVolume);
}
}
void AudioChannel::setAudioPriority(int instanceId, AudioPriority priority) {
std::lock_guard<std::mutex> lock(_mutex);
auto it = _instances.find(instanceId);
if (it != _instances.end()) {
it->second.priority = priority;
// 重新排序优先级队列
// 注意:标准priority_queue不支持动态更新,实际项目需要使用更复杂的数据结构
CCLOG("AudioChannel: Updated priority for instance %d to %d",
instanceId, (int)priority);
}
}
ChannelStats AudioChannel::getStats() const {
std::lock_guard<std::mutex> lock(_mutex);
ChannelStats stats;
stats.type = _type;
stats.totalCapacity = _maxConcurrent;
int activeCount = 0;
float totalVolume = 0.0f;
int volumeSamples = 0;
for (const auto& pair : _instances) {
if (pair.second.state == AudioState::PLAYING || pair.second.state == AudioState::PAUSED) {
activeCount++;
}
if (pair.second.state == AudioState::PLAYING) {
totalVolume += pair.second.currentVolume;
volumeSamples++;
}
}
stats.activeCount = activeCount;
stats.averageVolume = volumeSamples > 0 ? totalVolume / volumeSamples : 0.0f;
stats.cpuUsage = 0.0f; // 实际项目中需要测量
return stats;
}
int AudioChannel::generateInstanceId() {
return _nextInstanceId++;
}
void AudioChannel::removeFinishedInstances() {
// 由于SimpleAudioEngine的限制,无法准确检测音效何时播放完成
// 这里采用简单的时长估算方法
double currentTime = cocos2d::utils::getTimeInMilliseconds() / 1000.0;
auto it = _instances.begin();
while (it != _instances.end()) {
if (it->second.state == AudioState::PLAYING) {
auto resourceIt = _cachedResources.find(it->second.resourceId);
if (resourceIt != _cachedResources.end()) {
double elapsed = currentTime - it->second.startTime;
if (!it->second.looping && elapsed >= (resourceIt->second.estimatedDurationMs / 1000.0)) {
CCLOG("AudioChannel: Instance %d finished playing (elapsed: %.2fs)",
it->first, elapsed);
it->second.state = AudioState::STOPPED;
it = _instances.erase(it);
continue;
}
}
}
++it;
}
}
void AudioChannel::prioritizeInstances() {
// 重建优先级队列
std::vector<int> instances;
for (const auto& pair : _instances) {
if (pair.second.state == AudioState::PLAYING || pair.second.state == AudioState::PAUSED) {
instances.push_back(pair.first);
}
}
std::sort(instances.begin(), instances.end(),
[this](int a, int b) {
auto itA = _instances.find(a);
auto itB = _instances.find(b);
if (itA != _instances.end() && itB != _instances.end()) {
return itA->second.priority < itB->second.priority;
}
return false;
});
// 清空并重新填充优先级队列
std::priority_queue<int, std::vector<int>, std::function<bool(int, int)>> newQueue(
[this](int a, int b) {
auto itA = _instances.find(a);
auto itB = _instances.find(b);
if (itA != _instances.end() && itB != _instances.end()) {
return itA->second.priority < itB->second.priority;
}
return false;
}
);
for (int id : instances) {
newQueue.push(id);
}
_priorityQueue = std::move(newQueue);
}
void AudioChannel::limitConcurrentPlays() {
// 确保播放中的实例不超过最大并发数
int playingCount = 0;
std::vector<int> playingInstances;
for (const auto& pair : _instances) {
if (pair.second.state == AudioState::PLAYING) {
playingCount++;
playingInstances.push_back(pair.first);
}
}
if (playingCount > _maxConcurrent) {
// 按优先级排序,保留高优先级实例
std::sort(playingInstances.begin(), playingInstances.end(),
[this](int a, int b) {
auto itA = _instances.find(a);
auto itB = _instances.find(b);
if (itA != _instances.end() && itB != _instances.end()) {
return itA->second.priority > itB->second.priority; // 降序排列,保留前面的
}
return false;
});
// 停止超出限制的实例(从低优先级开始)
int excessCount = playingCount - _maxConcurrent;
for (int i = 0; i < excessCount && i < playingInstances.size(); i++) {
stopAudio(playingInstances[playingInstances.size() - 1 - i]); // 停止最后的(最低优先级)
}
}
}
6.3 音频焦点管理器
#ifndef __AUDIO_FOCUS_MANAGER_H__
#define __AUDIO_FOCUS_MANAGER_H__
#include "AudioTypes.h"
#include "AudioChannel.h"
#include "cocos2d.h"
#include <functional>
#include <vector>
NS_CC_BEGIN
class AudioFocusManager {
public:
static AudioFocusManager* getInstance();
static void destroyInstance();
bool initialize();
void update(float dt);
// 焦点状态管理
AudioFocusState getFocusState() const { return _currentFocusState; }
bool hasAudioFocus() const {
return _currentFocusState == AudioFocusState::FOCUS_GAINED ||
_currentFocusState == AudioFocusState::FOCUS_LOST_TRANSIENT_CAN_DUCK;
}
// 焦点变化处理
void onFocusLost(AudioFocusState reason);
void onFocusGained();
// 响应策略配置
void setFocusResponseStrategy(AudioChannelType channelType,
AudioFocusState focusState,
const std::function<void(AudioChannel*)>& strategy);
// 频道注册
void registerChannel(AudioChannelType type, AudioChannel* channel);
void unregisterChannel(AudioChannelType type);
private:
AudioFocusManager();
~AudioFocusManager();
static AudioFocusManager* _instance;
AudioFocusState _currentFocusState;
std::unordered_map<AudioChannelType, AudioChannel*> _channels;
std::unordered_map<std::string, std::function<void(AudioChannel*)>> _responseStrategies;
// 平台特定实现
void platformSpecificInit();
void platformSpecificCleanup();
void notifySystemFocusChange(AudioFocusState state);
};
NS_CC_END
#endif // __AUDIO_FOCUS_MANAGER_H__
#include "AudioFocusManager.h"
#include "PlatformAudioFocus.h"
USING_NS_CC;
AudioFocusManager* AudioFocusManager::_instance = nullptr;
AudioFocusManager::AudioFocusManager()
: _currentFocusState(AudioFocusState::FOCUS_GAINED) {
}
AudioFocusManager::~AudioFocusManager() {
_channels.clear();
_responseStrategies.clear();
}
AudioFocusManager* AudioFocusManager::getInstance() {
if (!_instance) {
_instance = new (std::nothrow) AudioFocusManager();
if (_instance && _instance->initialize()) {
// 初始化成功
} else {
CC_SAFE_DELETE(_instance);
}
}
return _instance;
}
void AudioFocusManager::destroyInstance() {
CC_SAFE_DELETE(_instance);
}
bool AudioFocusManager::initialize() {
CCLOG("AudioFocusManager: Initializing...");
// 初始化平台特定音频焦点
auto platformFocus = PlatformAudioFocus::getInstance();
if (platformFocus) {
platformFocus->init();
platformFocus->setFocusChangeCallback(
[this](AudioFocusState state) {
this->onFocusLost(state);
}
);
}
// 设置默认响应策略
setFocusResponseStrategy(AudioChannelType::BGM,
AudioFocusState::FOCUS_LOST_TRANSIENT_CAN_DUCK,
[](AudioChannel* channel) {
channel->setChannelVolume(0.3f); // 压低BGM音量
});
setFocusResponseStrategy(AudioChannelType::SFX,
AudioFocusState::FOCUS_LOST_TRANSIENT_CAN_DUCK,
[](AudioChannel* channel) {
channel->pauseAllAudio(); // 暂停SFX
});
setFocusResponseStrategy(AudioChannelType::AMBIENT,
AudioFocusState::FOCUS_LOST,
[](AudioChannel* channel) {
channel->stopAllAudio(); // 停止环境音
});
platformSpecificInit();
return true;
}
void AudioFocusManager::update(float dt) {
// 检查系统焦点状态
auto platformFocus = PlatformAudioFocus::getInstance();
if (platformFocus && !platformFocus->hasAudioFocus() &&
_currentFocusState == AudioFocusState::FOCUS_GAINED) {
onFocusLost(AudioFocusState::FOCUS_LOST);
}
}
void AudioFocusManager::onFocusLost(AudioFocusState reason) {
CCLOG("AudioFocusManager: Focus lost - %d", (int)reason);
_currentFocusState = reason;
// 应用响应策略
for (const auto& channelPair : _channels) {
AudioChannelType type = channelPair.first;
AudioChannel* channel = channelPair.second;
std::string strategyKey = StringUtils::format("%d_%d", (int)type, (int)reason);
auto it = _responseStrategies.find(strategyKey);
if (it != _responseStrategies.end()) {
it->second(channel);
} else {
// 应用默认策略
switch (reason) {
case AudioFocusState::FOCUS_LOST_TRANSIENT_CAN_DUCK:
if (type == AudioChannelType::BGM) {
channel->setChannelVolume(0.3f);
} else {
channel->pauseAllAudio();
}
break;
case AudioFocusState::FOCUS_LOST_TRANSIENT:
case AudioFocusState::FOCUS_LOST:
channel->pauseAllAudio();
break;
default:
break;
}
}
}
notifySystemFocusChange(reason);
}
void AudioFocusManager::onFocusGained() {
CCLOG("AudioFocusManager: Focus gained");
AudioFocusState previousState = _currentFocusState;
_currentFocusState = AudioFocusState::FOCUS_GAINED;
// 恢复音频
for (const auto& channelPair : _channels) {
AudioChannel* channel = channelPair.second;
switch (previousState) {
case AudioFocusState::FOCUS_LOST_TRANSIENT_CAN_DUCK:
if (channelPair.first == AudioChannelType::BGM) {
channel->setChannelVolume(1.0f); // 恢复BGM音量
} else {
channel->resumeAllAudio(); // 恢复SFX
}
break;
case AudioFocusState::FOCUS_LOST_TRANSIENT:
case AudioFocusState::FOCUS_LOST:
channel->resumeAllAudio(); // 恢复所有音频
break;
default:
break;
}
}
notifySystemFocusChange(_currentFocusState);
}
void AudioFocusManager::setFocusResponseStrategy(AudioChannelType channelType,
AudioFocusState focusState,
const std::function<void(AudioChannel*)>& strategy) {
std::string key = StringUtils::format("%d_%d", (int)channelType, (int)focusState);
_responseStrategies[key] = strategy;
CCLOG("AudioFocusManager: Set strategy for channel %d, focus state %d",
(int)channelType, (int)focusState);
}
void AudioFocusManager::registerChannel(AudioChannelType type, AudioChannel* channel) {
_channels[type] = channel;
CCLOG("AudioFocusManager: Registered channel type %d", (int)type);
}
void AudioFocusManager::unregisterChannel(AudioChannelType type) {
auto it = _channels.find(type);
if (it != _channels.end()) {
_channels.erase(it);
CCLOG("AudioFocusManager: Unregistered channel type %d", (int)type);
}
}
void AudioFocusManager::platformSpecificInit() {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
// Android特定初始化
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
// iOS特定初始化
#endif
}
void AudioFocusManager::platformSpecificCleanup() {
// 平台特定清理
}
void AudioFocusManager::notifySystemFocusChange(AudioFocusState state) {
// 通知系统焦点变化(用于调试或统计)
CCLOG("AudioFocusManager: Notified system of focus change to %d", (int)state);
}
6.4 主音频管理器
#ifndef __AUDIO_MANAGER_H__
#define __AUDIO_MANAGER_H__
#include "AudioTypes.h"
#include "AudioChannel.h"
#include "AudioFocusManager.h"
#include "cocos2d.h"
#include <memory>
NS_CC_BEGIN
class AudioManager {
public:
static AudioManager* getInstance();
static void destroyInstance();
bool initialize();
void update(float dt);
void cleanup();
// 资源管理
void registerAudioResource(const AudioResource& resource);
AudioResource* getAudioResource(const std::string& resourceId);
// 播放控制
int playAudio(const std::string& resourceId,
AudioChannelType channelType = AudioChannelType::SFX,
float volume = -1.0f,
bool loop = false,
float pitch = 1.0f);
void stopAudio(int instanceId);
void stopAudioByChannel(AudioChannelType channelType);
void stopAllAudio();
void pauseAudio(int instanceId);
void pauseAudioByChannel(AudioChannelType channelType);
void pauseAllAudio();
void resumeAudio(int instanceId);
void resumeAudioByChannel(AudioChannelType channelType);
void resumeAllAudio();
// 状态查询
bool isPlaying(int instanceId) const;
AudioState getAudioState(int instanceId) const;
std::vector<int> getActiveInstances(AudioChannelType channelType = AudioChannelType::SFX) const;
// 音量控制
void setMasterVolume(float volume);
void setChannelVolume(AudioChannelType channelType, float volume);
void setAudioVolume(int instanceId, float volume);
float getMasterVolume() const { return _masterVolume; }
// 焦点管理
AudioFocusState getFocusState() const;
void requestAudioFocus();
void abandonAudioFocus();
// 统计信息
struct AudioStats {
int totalChannels;
int totalActiveInstances;
float memoryUsageMB;
float cpuUsagePercent;
std::unordered_map<AudioChannelType, ChannelStats> channelStats;
};
AudioStats getStats() const;
private:
AudioManager();
~AudioManager();
static AudioManager* _instance;
// 核心组件
std::unique_ptr<AudioFocusManager> _focusManager;
std::unordered_map<AudioChannelType, std::unique_ptr<AudioChannel>> _channels;
std::unordered_map<std::string, AudioResource> _audioResources;
// 全局设置
float _masterVolume;
bool _initialized;
// 内部方法
void createDefaultChannels();
AudioChannel* getChannel(AudioChannelType type) const;
void applyMasterVolume();
};
NS_CC_END
#endif // __AUDIO_MANAGER_H__
#include "AudioManager.h"
USING_NS_CC;
AudioManager* AudioManager::_instance = nullptr;
AudioManager::AudioManager()
: _masterVolume(1.0f)
, _initialized(false) {
_focusManager = std::make_unique<AudioFocusManager>();
}
AudioManager::~AudioManager() {
cleanup();
}
AudioManager* AudioManager::getInstance() {
if (!_instance) {
_instance = new (std::nothrow) AudioManager();
if (_instance && _instance->initialize()) {
// 初始化成功
} else {
CC_SAFE_DELETE(_instance);
}
}
return _instance;
}
void AudioManager::destroyInstance() {
CC_SAFE_DELETE(_instance);
}
bool AudioManager::initialize() {
if (_initialized) {
return true;
}
CCLOG("AudioManager: Initializing...");
// 创建默认频道
createDefaultChannels();
// 初始化焦点管理器
if (_focusManager) {
_focusManager->initialize();
}
// 注册系统更新
Director::getInstance()->getScheduler()->scheduleUpdate(this, 0, false);
_initialized = true;
CCLOG("AudioManager: Initialization complete");
return true;
}
void AudioManager::update(float dt) {
if (!_initialized) return;
// 更新焦点管理器
if (_focusManager) {
_focusManager->update(dt);
}
// 更新所有频道
for (const auto& channelPair : _channels) {
channelPair.second->update(dt);
}
}
void AudioManager::cleanup() {
if (!_initialized) return;
stopAllAudio();
// 清理频道
_channels.clear();
// 清理资源
_audioResources.clear();
// 停止更新
Director::getInstance()->getScheduler()->unscheduleUpdate(this);
_initialized = false;
CCLOG("AudioManager: Cleanup complete");
}
void AudioManager::createDefaultChannels() {
// 创建BGM频道(单实例)
auto bgmChannel = std::make_unique<AudioChannel>(AudioChannelType::BGM, 1);
bgmChannel->initialize();
_channels[AudioChannelType::BGM] = std::move(bgmChannel);
// 创建SFX频道(多实例,根据平台调整)
int sfxCapacity = 16; // 默认容量
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
sfxCapacity = 8; // Android通常限制较多
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
sfxCapacity = 32; // iOS性能较好
#endif
auto sfxChannel = std::make_unique<AudioChannel>(AudioChannelType::SFX, sfxCapacity);
sfxChannel->initialize();
_channels[AudioChannelType::SFX] = std::move(sfxChannel);
// 创建环境音频道
auto ambientChannel = std::make_unique<AudioChannel>(AudioChannelType::AMBIENT, 4);
ambientChannel->initialize();
_channels[AudioChannelType::AMBIENT] = std::move(ambientChannel);
// 创建语音频道
auto voiceChannel = std::make_unique<AudioChannel>(AudioChannelType::VOICE, 2);
voiceChannel->initialize();
_channels[AudioChannelType::VOICE] = std::move(voiceChannel);
// 创建UI频道
auto uiChannel = std::make_unique<AudioChannel>(AudioChannelType::UI, 8);
uiChannel->initialize();
_channels[AudioChannelType::UI] = std::move(uiChannel);
// 注册频道到焦点管理器
if (_focusManager) {
for (const auto& channelPair : _channels) {
_focusManager->registerChannel(channelPair.first, channelPair.second.get());
}
}
CCLOG("AudioManager: Created %zu default channels", _channels.size());
}
AudioChannel* AudioManager::getChannel(AudioChannelType type) const {
auto it = _channels.find(type);
return it != _channels.end() ? it->second.get() : nullptr;
}
void AudioManager::registerAudioResource(const AudioResource& resource) {
_audioResources[resource.resourceId] = resource;
CCLOG("AudioManager: Registered resource %s", resource.resourceId.c_str());
}
AudioResource* AudioManager::getAudioResource(const std::string& resourceId) {
auto it = _audioResources.find(resourceId);
return it != _audioResources.end() ? &it->second : nullptr;
}
int AudioManager::playAudio(const std::string& resourceId,
AudioChannelType channelType,
float volume,
bool loop,
float pitch) {
if (!_initialized) {
CCLOG("AudioManager: Not initialized, cannot play audio");
return -1;
}
// 获取音频资源
AudioResource* resource = getAudioResource(resourceId);
if (!resource) {
CCLOG("AudioManager: Resource not found - %s", resourceId.c_str());
return -1;
}
// 强制使用资源指定的频道类型(如果提供)
AudioChannelType actualChannelType = resource->channelType != AudioChannelType::SFX ?
resource->channelType : channelType;
// 获取对应频道
AudioChannel* channel = getChannel(actualChannelType);
if (!channel) {
CCLOG("AudioManager: Channel not found - %d", (int)actualChannelType);
return -1;
}
// 播放音频
int instanceId = channel->playAudio(*resource, volume, loop, pitch);
if (instanceId > 0) {
CCLOG("AudioManager: Successfully started playing %s (instance: %d, channel: %d)",
resourceId.c_str(), instanceId, (int)actualChannelType);
}
return instanceId;
}
void AudioManager::stopAudio(int instanceId) {
if (!_initialized) return;
// 在所有频道中查找并停止该实例
for (const auto& channelPair : _channels) {
if (channelPair.second->isPlaying(instanceId) || channelPair.second->isPaused(instanceId)) {
channelPair.second->stopAudio(instanceId);
CCLOG("AudioManager: Stopped instance %d from channel %d",
instanceId, (int)channelPair.first);
return;
}
}
CCLOG("AudioManager: Instance %d not found for stopping", instanceId);
}
void AudioManager::stopAudioByChannel(AudioChannelType channelType) {
AudioChannel* channel = getChannel(channelType);
if (channel) {
channel->stopAllAudio();
CCLOG("AudioManager: Stopped all audio in channel %d", (int)channelType);
}
}
void AudioManager::stopAllAudio() {
if (!_initialized) return;
for (const auto& channelPair : _channels) {
channelPair.second->stopAllAudio();
}
CCLOG("AudioManager: Stopped all audio across all channels");
}
void AudioManager::pauseAudio(int instanceId) {
if (!_initialized) return;
for (const auto& channelPair : _channels) {
if (channelPair.second->isPlaying(instanceId)) {
channelPair.second->pauseAudio(instanceId);
CCLOG("AudioManager: Paused instance %d in channel %d",
instanceId, (int)channelPair.first);
return;
}
}
CCLOG("AudioManager: Instance %d not found for pausing", instanceId);
}
void AudioManager::pauseAudioByChannel(AudioChannelType channelType) {
AudioChannel* channel = getChannel(channelType);
if (channel) {
channel->pauseAllAudio();
CCLOG("AudioManager: Paused all audio in channel %d", (int)channelType);
}
}
void AudioManager::pauseAllAudio() {
if (!_initialized) return;
for (const auto& channelPair : _channels) {
channelPair.second->pauseAllAudio();
}
CCLOG("AudioManager: Paused all audio across all channels");
}
void AudioManager::resumeAudio(int instanceId) {
if (!_initialized) return;
for (const auto& channelPair : _channels) {
if (channelPair.second->isPaused(instanceId)) {
channelPair.second->resumeAudio(instanceId);
CCLOG("AudioManager: Resumed instance %d in channel %d",
instanceId, (int)channelType);
return;
}
}
CCLOG("AudioManager: Instance %d not found for resuming", instanceId);
}
void AudioManager::resumeAudioByChannel(AudioChannelType channelType) {
AudioChannel* channel = getChannel(channelType);
if (channel) {
channel->resumeAllAudio();
CCLOG("AudioManager: Resumed all audio in channel %d", (int)channelType);
}
}
void AudioManager::resumeAllAudio() {
if (!_initialized) return;
for (const auto& channelPair : _channels) {
channelPair.second->resumeAllAudio();
}
CCLOG("AudioManager: Resumed all audio across all channels");
}
bool AudioManager::isPlaying(int instanceId) const {
if (!_initialized) return false;
for (const auto& channelPair : _channels) {
if (channelPair.second->isPlaying(instanceId)) {
return true;
}
}
return false;
}
AudioState AudioManager::getAudioState(int instanceId) const {
if (!_initialized) return AudioState::ERROR;
for (const auto& channelPair : _channels) {
AudioState state = channelPair.second->getAudioState(instanceId);
if (state != AudioState::ERROR) {
return state;
}
}
return AudioState::ERROR;
}
std::vector<int> AudioManager::getActiveInstances(AudioChannelType channelType) const {
std::vector<int> instances;
if (!_initialized) return instances;
if (channelType == AudioChannelType::SFX) {
// 如果是SFX类型,返回所有频道的活跃实例
for (const auto& channelPair : _channels) {
auto channelInstances = channelPair.second->getActiveInstanceIds();
instances.insert(instances.end(), channelInstances.begin(), channelInstances.end());
}
} else {
// 返回指定频道的活跃实例
AudioChannel* channel = getChannel(channelType);
if (channel) {
instances = channel->getActiveInstanceIds();
}
}
return instances;
}
void AudioManager::setMasterVolume(float volume) {
_masterVolume = cocos2d::clampf(volume, 0.0f, 1.0f);
applyMasterVolume();
CCLOG("AudioManager: Master volume set to %.2f", _masterVolume);
}
void AudioManager::setChannelVolume(AudioChannelType channelType, float volume) {
AudioChannel* channel = getChannel(channelType);
if (channel) {
channel->setChannelVolume(volume);
CCLOG("AudioManager: Channel %d volume set to %.2f", (int)channelType, volume);
}
}
void AudioManager::setAudioVolume(int instanceId, float volume) {
for (const auto& channelPair : _channels) {
if (channelPair.second->isPlaying(instanceId) || channelPair.second->isPaused(instanceId)) {
channelPair.second->setAudioVolume(instanceId, volume);
CCLOG("AudioManager: Instance %d volume set to %.2f", instanceId, volume);
return;
}
}
}
void AudioManager::applyMasterVolume() {
// 应用主音量到所有频道
for (const auto& channelPair : _channels) {
float channelVolume = channelPair.second->getChannelVolume();
channelPair.second->setChannelVolume(channelVolume * _masterVolume);
}
}
AudioFocusState AudioManager::getFocusState() const {
return _focusManager ? _focusManager->getFocusState() : AudioFocusState::NO_FOCUS;
}
void AudioManager::requestAudioFocus() {
if (_focusManager) {
// 实际项目中需要实现具体的焦点请求逻辑
CCLOG("AudioManager: Requesting audio focus");
}
}
void AudioManager::abandonAudioFocus() {
if (_focusManager) {
// 实际项目中需要实现具体的焦点放弃逻辑
CCLOG("AudioManager: Abandoning audio focus");
}
}
AudioManager::AudioStats AudioManager::getStats() const {
AudioStats stats;
stats.totalChannels = _channels.size();
stats.totalActiveInstances = 0;
stats.memoryUsageMB = 0.0f;
stats.cpuUsagePercent = 0.0f;
for (const auto& channelPair : _channels) {
auto channelStats = channelPair.second->getStats();
stats.totalActiveInstances += channelStats.activeCount;
stats.channelStats[channelPair.first] = channelStats;
}
return stats;
}
6.5 平台特定音频焦点实现
#include "PlatformAudioFocus.h"
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
#include <jni.h>
#include "platform/android/jni/JniHelper.h"
#endif
USING_NS_CC;
PlatformAudioFocus* PlatformAudioFocus::_instance = nullptr;
PlatformAudioFocus::PlatformAudioFocus() {
}
PlatformAudioFocus::~PlatformAudioFocus() {
platformSpecificCleanup();
}
PlatformAudioFocus* PlatformAudioFocus::getInstance() {
if (!_instance) {
_instance = new (std::nothrow) PlatformAudioFocus();
}
return _instance;
}
void PlatformAudioFocus::destroyInstance() {
CC_SAFE_DELETE(_instance);
}
bool PlatformAudioFocus::init() {
CCLOG("PlatformAudioFocus: Initializing platform-specific audio focus");
platformSpecificInit();
return true;
}
bool PlatformAudioFocus::hasAudioFocus() {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
// Android实现
JniMethodInfo methodInfo;
bool hasMethod = JniHelper::getStaticMethodInfo(methodInfo,
"org/cocos2dx/cpp/AppActivity", "hasAudioFocus", "()Z");
if (hasMethod) {
jboolean result = methodInfo.env->CallStaticBooleanMethod(methodInfo.classID, methodInfo.methodID);
methodInfo.env->DeleteLocalRef(methodInfo.classID);
return result;
}
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
// iOS实现 - 简化版
// 实际项目中需要调用AVAudioSession的API
return true; // 简化返回
#else
// 其他平台默认返回true
return true;
#endif
return true;
}
bool PlatformAudioFocus::requestAudioFocus() {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
JniMethodInfo methodInfo;
bool hasMethod = JniHelper::getStaticMethodInfo(methodInfo,
"org/cocos2dx/cpp/AppActivity", "requestAudioFocus", "()Z");
if (hasMethod) {
jboolean result = methodInfo.env->CallStaticBooleanMethod(methodInfo.classID, methodInfo.methodID);
methodInfo.env->DeleteLocalRef(methodInfo.classID);
return result;
}
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
// iOS实现
// [[AVAudioSession sharedInstance] requestRecordPermission:^(BOOL granted) {}];
return true;
#else
return true;
#endif
return false;
}
bool PlatformAudioFocus::abandonAudioFocus() {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
JniMethodInfo methodInfo;
bool hasMethod = JniHelper::getStaticMethodInfo(methodInfo,
"org/cocos2dx/cpp/AppActivity", "abandonAudioFocus", "()V");
if (hasMethod) {
methodInfo.env->CallStaticVoidMethod(methodInfo.classID, methodInfo.methodID);
methodInfo.env->DeleteLocalRef(methodInfo.classID);
return true;
}
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
// iOS实现
// [[AVAudioSession sharedInstance] setActive:NO error:nil];
return true;
#else
return true;
#endif
return false;
}
void PlatformAudioFocus::setFocusChangeCallback(const std::function<void(AudioFocusState)>& callback) {
_focusCallback = callback;
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
// 设置JNI回调
JniMethodInfo methodInfo;
bool hasMethod = JniHelper::getStaticMethodInfo(methodInfo,
"org/cocos2dx/cpp/AppActivity", "setAudioFocusCallback", "(Z)V");
if (hasMethod) {
// 这里需要传递回调函数给Java层
// 简化实现,实际项目需要更复杂的JNI通信
}
#endif
}
void PlatformAudioFocus::platformSpecificInit() {
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
// Android特定初始化代码
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
// iOS特定初始化代码
#endif
}
void PlatformAudioFocus::platformSpecificCleanup() {
abandonAudioFocus();
}
6.6 场景集成示例
#ifndef __AUDIO_CHANNEL_DEMO_SCENE_H__
#define __AUDIO_CHANNEL_DEMO_SCENE_H__
#include "cocos2d.h"
#include "audio/AudioManager.h"
NS_CC_BEGIN
class AudioChannelDemoScene : public Scene {
public:
static Scene* createScene();
virtual bool init() override;
CREATE_FUNC(AudioChannelDemoScene);
private:
void createUI();
void onPlayBGMClicked(Ref* sender);
void onPlaySFXClicked(Ref* sender);
void onPlayAmbientClicked(Ref* sender);
void onPauseAllClicked(Ref* sender);
void onResumeAllClicked(Ref* sender);
void onStopAllClicked(Ref* sender);
void onFocusTestClicked(Ref* sender);
void updateDebugInfo(float dt);
Layer* _uiLayer;
Label* _debugLabel;
std::vector<int> _activeInstances;
};
NS_CC_END
#endif // __AUDIO_CHANNEL_DEMO_SCENE_H__
#include "AudioChannelDemoScene.h"
USING_NS_CC;
Scene* AudioChannelDemoScene::createScene() {
auto scene = AudioChannelDemoScene::create();
return scene;
}
bool AudioChannelDemoScene::init() {
if (!Scene::init()) {
return false;
}
auto visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
_uiLayer = Layer::create();
this->addChild(_uiLayer);
// 标题
auto title = Label::createWithTTF("Audio Channel Management Demo", "fonts/arial.ttf", 36);
title->setPosition(Vec2(origin.x + visibleSize.width / 2,
origin.y + visibleSize.height * 0.95));
title->setColor(Color3B::WHITE);
_uiLayer->addChild(title);
// 调试信息标签
_debugLabel = Label::createWithTTF("Initializing...", "fonts/arial.ttf", 20);
_debugLabel->setPosition(Vec2(origin.x + visibleSize.width / 2,
origin.y + visibleSize.height * 0.85));
_debugLabel->setColor(Color3B::YELLOW);
_uiLayer->addChild(_debugLabel);
createUI();
// 注册测试音频资源
auto audioManager = AudioManager::getInstance();
AudioResource bgmResource;
bgmResource.resourceId = "demo_bgm";
bgmResource.filePath = "audio/bgm/demo_background.mp3";
bgmResource.channelType = AudioChannelType::BGM;
bgmResource.priority = AudioPriority::BACKGROUND;
bgmResource.baseVolume = 0.7f;
bgmResource.streamable = true;
bgmResource.estimatedDurationMs = 60000; // 1分钟
audioManager->registerAudioResource(bgmResource);
AudioResource sfxResource;
sfxResource.resourceId = "demo_sfx";
sfxResource.filePath = "audio/sfx/demo_effect.wav";
sfxResource.channelType = AudioChannelType::SFX;
sfxResource.priority = AudioPriority::NORMAL;
sfxResource.baseVolume = 0.8f;
sfxResource.estimatedDurationMs = 500;
audioManager->registerAudioResource(sfxResource);
AudioResource ambientResource;
ambientResource.resourceId = "demo_ambient";
ambientResource.filePath = "audio/ambient/demo_wind.ogg";
ambientResource.channelType = AudioChannelType::AMBIENT;
ambientResource.priority = AudioPriority::LOW;
ambientResource.baseVolume = 0.5f;
ambientResource.loop = true;
ambientResource.estimatedDurationMs = 30000;
audioManager->registerAudioResource(ambientResource);
// 启动调试信息更新
this->schedule(CC_SCHEDULE_SELECTOR(AudioChannelDemoScene::updateDebugInfo), 0.5f);
return true;
}
void AudioChannelDemoScene::createUI() {
auto visibleSize = Director::getInstance()->getVisibleSize();
Vec2 origin = Director::getInstance()->getVisibleOrigin();
Menu* menu = Menu::create();
menu->setPosition(Vec2::ZERO);
_uiLayer->addChild(menu);
// BGM控制按钮
auto bgmBtn = MenuItemLabel::create(
Label::createWithTTF("Play BGM", "fonts/arial.ttf", 24),
CC_CALLBACK_1(AudioChannelDemoScene::onPlayBGMClicked, this)
);
bgmBtn->setPosition(Vec2(origin.x + visibleSize.width / 2,
origin.y + visibleSize.height * 0.75));
menu->addChild(bgmBtn);
// SFX控制按钮
auto sfxBtn = MenuItemLabel::create(
Label::createWithTTF("Play SFX", "fonts/arial.ttf", 24),
CC_CALLBACK_1(AudioChannelDemoScene::onPlaySFXClicked, this)
);
sfxBtn->setPosition(Vec2(origin.x + visibleSize.width / 2,
origin.y + visibleSize.height * 0.65));
menu->addChild(sfxBtn);
// 环境音控制按钮
auto ambientBtn = MenuItemLabel::create(
Label::createWithTTF("Play Ambient", "fonts/arial.ttf", 24),
CC_CALLBACK_1(AudioChannelDemoScene::onPlayAmbientClicked, this)
);
ambientBtn->setPosition(Vec2(origin.x + visibleSize.width / 2,
origin.y + visibleSize.height * 0.55));
menu->addChild(ambientBtn);
// 控制按钮组
auto pauseBtn = MenuItemLabel::create(
Label::createWithTTF("Pause All", "fonts/arial.ttf", 24),
CC_CALLBACK_1(AudioChannelDemoScene::onPauseAllClicked, this)
);
pauseBtn->setPosition(Vec2(origin.x + visibleSize.width / 4,
origin.y + visibleSize.height * 0.4));
menu->addChild(pauseBtn);
auto resumeBtn = MenuItemLabel::create(
Label::createWithTTF("Resume All", "fonts/arial.ttf", 24),
CC_CALLBACK_1(AudioChannelDemoScene::onResumeAllClicked, this)
);
resumeBtn->setPosition(Vec2(origin.x + visibleSize.width / 2,
origin.y + visibleSize.height * 0.4));
menu->addChild(resumeBtn);
auto stopBtn = MenuItemLabel::create(
Label::createWithTTF("Stop All", "fonts/arial.ttf", 24),
CC_CALLBACK_1(AudioChannelDemoScene::onStopAllClicked, this)
);
stopBtn->setPosition(Vec2(origin.x + visibleSize.width * 3/4,
origin.y + visibleSize.height * 0.4));
menu->addChild(stopBtn);
// 焦点测试按钮
auto focusBtn = MenuItemLabel::create(
Label::createWithTTF("Test Audio Focus", "fonts/arial.ttf", 24),
CC_CALLBACK_1(AudioChannelDemoScene::onFocusTestClicked, this)
);
focusBtn->setPosition(Vec2(origin.x + visibleSize.width / 2,
origin.y + visibleSize.height * 0.25));
menu->addChild(focusBtn);
}
void AudioChannelDemoScene::onPlayBGMClicked(Ref* sender) {
auto audioManager = AudioManager::getInstance();
int instanceId = audioManager->playAudio("demo_bgm", AudioChannelType::BGM, 0.7f, true);
if (instanceId > 0) {
_activeInstances.push_back(instanceId);
_debugLabel->setString(StringUtils::format("Started BGM (Instance: %d)", instanceId));
CCLOG("Demo: Started BGM with instance %d", instanceId);
} else {
_debugLabel->setString("Failed to start BGM");
}
}
void AudioChannelDemoScene::onPlaySFXClicked(Ref* sender) {
auto audioManager = AudioManager::getInstance();
int instanceId = audioManager->playAudio("demo_sfx", AudioChannelType::SFX, 0.8f, false);
if (instanceId > 0) {
_activeInstances.push_back(instanceId);
_debugLabel->setString(StringUtils::format("Started SFX (Instance: %d)", instanceId));
CCLOG("Demo: Started SFX with instance %d", instanceId);
} else {
_debugLabel->setString("Failed to start SFX");
}
}
void AudioChannelDemoScene::onPlayAmbientClicked(Ref* sender) {
auto audioManager = AudioManager::getInstance();
int instanceId = audioManager->playAudio("demo_ambient", AudioChannelType::AMBIENT, 0.5f, true);
if (instanceId > 0) {
_activeInstances.push_back(instanceId);
_debugLabel->setString(StringUtils::format("Started Ambient (Instance: %d)", instanceId));
CCLOG("Demo: Started Ambient with instance %d", instanceId);
} else {
_debugLabel->setString("Failed to start Ambient");
}
}
void AudioChannelDemoScene::onPauseAllClicked(Ref* sender) {
auto audioManager = AudioManager::getInstance();
audioManager->pauseAllAudio();
_debugLabel->setString("All audio paused");
CCLOG("Demo: All audio paused");
}
void AudioChannelDemoScene::onResumeAllClicked(Ref* sender) {
auto audioManager = AudioManager::getInstance();
audioManager->resumeAllAudio();
_debugLabel->setString("All audio resumed");
CCLOG("Demo: All audio resumed");
}
void AudioChannelDemoScene::onStopAllClicked(Ref* sender) {
auto audioManager = AudioManager::getInstance();
audioManager->stopAllAudio();
_activeInstances.clear();
_debugLabel->setString("All audio stopped");
CCLOG("Demo: All audio stopped");
}
void AudioChannelDemoScene::onFocusTestClicked(Ref* sender) {
auto audioManager = AudioManager::getInstance();
auto focusState = audioManager->getFocusState();
std::string focusText;
switch (focusState) {
case AudioFocusState::FOCUS_GAINED:
focusText = "Focus: Gained";
break;
case AudioFocusState::FOCUS_LOST:
focusText = "Focus: Lost";
break;
case AudioFocusState::FOCUS_LOST_TRANSIENT:
focusText = "Focus: Lost Transient";
break;
case AudioFocusState::FOCUS_LOST_TRANSIENT_CAN_DUCK:
focusText = "Focus: Lost Transient (Can Duck)";
break;
default:
focusText = "Focus: Unknown";
break;
}
_debugLabel->setString("Audio Focus Test: " + focusText);
CCLOG("Demo: Audio focus state - %s", focusText.c_str());
}
void AudioChannelDemoScene::updateDebugInfo(float dt) {
auto audioManager = AudioManager::getInstance();
auto stats = audioManager->getStats();
auto focusState = audioManager->getFocusState();
std::string debugInfo = StringUtils::format(
"Focus: %d | Channels: %d | Active Instances: %d | Master Vol: %.2f",
(int)focusState,
stats.totalChannels,
stats.totalActiveInstances,
audioManager->getMasterVolume()
);
// 添加频道详细信息
for (const auto& channelStat : stats.channelStats) {
debugInfo += StringUtils::format("\n %d: %d/%d (%.2f)",
(int)channelStat.first,
channelStat.second.activeCount,
channelStat.second.totalCapacity,
channelStat.second.averageVolume);
}
_debugLabel->setString(debugInfo);
}
6.7 AppDelegate集成
#include "AppDelegate.h"
#include "scenes/AudioChannelDemoScene.h"
#include "audio/AudioManager.h"
#include "platforms/PlatformAudioFocus.h"
// ... 其他代码不变 ...
bool AppDelegate::applicationDidFinishLaunching() {
// ... 之前的初始化代码 ...
// 初始化音频管理器
auto audioManager = AudioManager::getInstance();
// 设置主音量
audioManager->setMasterVolume(0.8f);
// 创建设备特定频道配置
#if (CC_TARGET_PLATFORM == CC_PLATFORM_ANDROID)
// Android平台优化
audioManager->setChannelVolume(AudioChannelType::SFX, 0.7f); // 降低SFX音量避免破音
#elif (CC_TARGET_PLATFORM == CC_PLATFORM_IOS)
// iOS平台优化
audioManager->setChannelVolume(AudioChannelType::BGM, 0.9f); // 提升BGM质量
#endif
// 创建并显示演示场景
auto scene = AudioChannelDemoScene::createScene();
director->runWithScene(scene);
return true;
}
void AppDelegate::applicationDidEnterBackground() {
CCLOG("AppDelegate: Entering background");
// 暂停所有音频
auto audioManager = AudioManager::getInstance();
audioManager->pauseAllAudio();
// 放弃音频焦点
auto platformFocus = PlatformAudioFocus::getInstance();
if (platformFocus) {
platformFocus->abandonAudioFocus();
}
}
void AppDelegate::applicationWillEnterForeground() {
CCLOG("AppDelegate: Entering foreground");
// 请求音频焦点
auto platformFocus = PlatformAudioFocus::getInstance();
if (platformFocus) {
platformFocus->requestAudioFocus();
}
// 恢复音频(根据焦点状态决定)
auto audioManager = AudioManager::getInstance();
if (audioManager->getFocusState() == AudioFocusState::FOCUS_GAINED) {
audioManager->resumeAllAudio();
}
}
7. 运行结果
7.1 预期效果
-
应用启动后显示音频频道管理演示界面 -
点击不同按钮可以播放BGM、SFX、环境音,并在调试信息区显示实例ID -
暂停/恢复/停止按钮可以正确控制所有音频状态 -
音频焦点状态实时显示在调试信息区 -
各频道统计信息(活跃实例数、容量使用率)正确更新 -
应用切入后台时自动暂停音频,返回前台时恢复(根据焦点状态)
7.2 控制台输出示例
AudioManager: Initializing...
AudioManager: Created 5 default channels
AudioManager: Registered resource demo_bgm
AudioManager: Initialization complete
Demo: Started BGM with instance 1
Demo: Started SFX with instance 2
AudioFocusManager: Focus lost - 3
AudioFocusManager: Applied strategy for channel 1 (BGM): volume to 0.3
AudioFocusManager: Applied strategy for channel 2 (SFX): pause all
Focus: 3 | Channels: 5 | Active Instances: 2 | Master Vol: 0.80
BGM: 1/1 (0.21)
SFX: 0/16 (0.00)
AMBIENT: 0/4 (0.00)
VOICE: 0/2 (0.00)
UI: 0/8 (0.00)
8. 测试步骤
8.1 功能测试
-
频道独立性测试: // 测试用例 void testChannelIndependence() { auto audioManager = AudioManager::getInstance(); // 播放BGM int bgmId = audioManager->playAudio("demo_bgm", AudioChannelType::BGM); CC_ASSERT(bgmId > 0); // 播放SFX(不应影响BGM) int sfxId = audioManager->playAudio("demo_sfx", AudioChannelType::SFX); CC_ASSERT(sfxId > 0); // 暂停SFX频道不应影响BGM audioManager->pauseAudioByChannel(AudioChannelType::SFX); CC_ASSERT(audioManager->isPlaying(bgmId)); } -
焦点响应测试: -
模拟音频焦点丢失,验证各频道是否正确响应 -
测试焦点恢复后音频是否正确恢复
-
-
优先级管理测试: -
超过频道容量时,验证低优先级音频被正确替换 -
测试优先级动态调整功能
-
8.2 性能测试
-
内存占用测试: -
监控长时间播放多音频时的内存使用情况 -
测试频道容量限制是否有效防止内存溢出
-
-
CPU占用测试: -
测量音频更新循环的CPU使用率 -
测试大量并发音频播放时的性能表现
-
-
响应延迟测试: -
测量从调用播放到实际听到声音的时间 -
测试暂停/恢复操作的响应速度
-
8.3 自动化测试脚本
#!/bin/bash
# 音频频道管理自动化测试脚本
echo "开始音频频道管理测试..."
# 构建测试版本
./build_test.sh
# 安装并启动应用
adb install -r build/android/bin/AudioChannelDemo-debug.apk
adb shell am start -n com.yourcompany.audiochannel/.AppActivity
sleep 5
# 测试音频播放
echo "测试音频播放功能..."
adb shell input tap 512 576 # 点击Play BGM
sleep 2
adb shell input tap 512 480 # 点击Play SFX
sleep 1
# 测试暂停/恢复
echo "测试暂停恢复功能..."
adb shell input tap 256 288 # 点击Pause All
sleep 1
adb shell input tap 512 288 # 点击Resume All
sleep 1
# 测试焦点变化(模拟来电)
echo "测试音频焦点处理..."
# 发送广播模拟电话接入
adb shell am broadcast -a android.intent.action.PHONE_STATE --es state "ringing"
sleep 3
# 挂断电话
adb shell am broadcast -a android.intent.action.PHONE_STATE --es state "idle"
sleep 2
# 检查应用是否崩溃
if adb shell ps | grep -q "com.yourcompany.audiochannel"; then
echo "音频频道管理测试通过!"
else
echo "测试失败:应用崩溃!"
exit 1
fi
9. 部署场景
9.1 平台特定配置
-
AndroidManifest.xml 添加音频权限: <uses-permission android:name="android.permission.MODIFY_AUDIO_SETTINGS" /> <uses-permission android:name="android.permission.INTERNET" /> <!-- 如果需要网络音频 --> -
AppActivity.java 实现音频焦点回调: public class AppActivity extends Cocos2dxActivity { private static AudioManager audioManager; private static AppActivity instance; @Override protected void onCreate(Bundle savedInstanceState) { super.onCreate(savedInstanceState); instance = this; audioManager = (AudioManager) getSystemService(Context.AUDIO_SERVICE); } public static boolean hasAudioFocus() { if (audioManager != null) { return audioManager.isMusicActive(); } return false; } public static boolean requestAudioFocus() { if (audioManager != null) { AudioManager.OnAudioFocusChangeListener listener = new AudioManager.OnAudioFocusChangeListener() { @Override public void onAudioFocusChange(int focusChange) { // 通知C++层 nativeOnAudioFocusChange(focusChange); } }; int result = audioManager.requestAudioFocus(listener, AudioManager.STREAM_MUSIC, AudioManager.AUDIOFOCUS_GAIN); return result == AudioManager.AUDIOFOCUS_REQUEST_GRANTED; } return false; } public static void abandonAudioFocus() { if (audioManager != null) { audioManager.abandonAudioFocus(null); } } private static native void nativeOnAudioFocusChange(int focusChange); }
-
Info.plist 添加音频配置: <key>UIBackgroundModes</key> <array> <string>audio</string> </array> <key>NSMicrophoneUsageDescription</key> <string>This app needs microphone access for audio recording.</string> -
AppController.mm 配置音频会话: - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions { // 配置音频会话 AVAudioSession *audioSession = [AVAudioSession sharedInstance]; NSError *error = nil; [audioSession setCategory:AVAudioSessionCategoryPlayback withOptions:AVAudioSessionCategoryOptionMixWithOthers | AVAudioSessionCategoryOptionDuckOthers error:&error]; if (error) { NSLog(@"Audio session configuration error: %@", error); } [audioSession setActive:YES error:&error]; if (error) { NSLog(@"Audio session activation error: %@", error); } return YES; }
9.2 部署优化策略
-
资源分级加载: // 根据设备性能动态调整频道容量 void configureChannelsByDevice() { auto audioManager = AudioManager::getInstance(); // 检测设备性能 float memoryMB = getDeviceMemoryMB(); int cpuCores = getDeviceCPUCores(); if (memoryMB < 1000) { // 低端设备 audioManager->setChannelVolume(AudioChannelType::SFX, 0.6f); // 减少SFX频道容量 } else if (cpuCores >= 8) { // 高端设备 // 增加频道容量,提升音质 } } -
动态资源卸载: // 内存压力大时卸载不活跃资源 void handleMemoryPressure() { auto audioManager = AudioManager::getInstance(); auto stats = audioManager->getStats(); if (stats.memoryUsageMB > MEMORY_THRESHOLD_MB) { // 停止低优先级频道 audioManager->stopAudioByChannel(AudioChannelType::AMBIENT); audioManager->stopAudioByChannel(AudioChannelType::UI); } }
10. 疑难解答
10.1 常见问题及解决方案
-
原因:JNI回调未正确注册或Java层未实现回调方法 -
解决:检查JNI方法签名,确保Java层的 onAudioFocusChange正确调用native方法
-
原因:音频会话配置不正确或未启用后台模式 -
解决:在Info.plist中配置 UIBackgroundModes,设置正确的音频会话类别
-
原因:优先级管理逻辑错误或优先级设置不当 -
解决:检查优先级比较逻辑,确保关键音频(如游戏结束音效)设置为 CRITICAL优先级
-
原因:SimpleAudioEngine不支持精确的播放位置控制 -
解决:使用支持位置控制的音频库(如OpenSL ES、AVAudioPlayer),或接受当前限制
10.2 调试技巧
// 音频系统调试模式
#define AUDIO_DEBUG_MODE 1
#if AUDIO_DEBUG_MODE
#define AUDIO_DEBUG_LOG(format, ...) \
CCLOG("[AUDIO_DEBUG] " format, ##__VA_ARGS__)
class AudioSystemDebugger {
public:
static void dumpChannelStates() {
auto audioManager = AudioManager::getInstance();
auto stats = audioManager->getStats();
AUDIO_DEBUG_LOG("=== Audio System Status ===");
AUDIO_DEBUG_LOG("Master Volume: %.2f", audioManager->getMasterVolume());
AUDIO_DEBUG_LOG("Focus State: %d", (int)audioManager->getFocusState());
AUDIO_DEBUG_LOG("Total Channels: %d", stats.totalChannels);
AUDIO_DEBUG_LOG("Total Active Instances: %d", stats.totalActiveInstances);
for (const auto& channelStat : stats.channelStats) {
AUDIO_DEBUG_LOG("Channel %d: %d/%d active, avg vol: %.2f",
(int)channelStat.first,
channelStat.second.activeCount,
channelStat.second.totalCapacity,
channelStat.second.averageVolume);
}
}
static void monitorAudioEvents() {
// 在实际项目中,可以hook音频播放/停止事件进行监控
AUDIO_DEBUG_LOG("Monitoring audio events...");
}
};
#else
#define AUDIO_DEBUG_LOG(...)
#endif
11. 未来展望与技术趋势
11.1 技术发展趋势
-
AI驱动的音频管理:使用机器学习预测用户行为,提前加载/卸载音频资源 -
空间音频普及:基于头部追踪的3D音频定位成为标配 -
超低延迟音频:5G和边缘计算推动实时音频交互延迟降至毫秒级 -
自适应音频质量:根据网络状况和设备性能动态调整音频质量 -
跨设备音频同步:多设备间的无缝音频体验
11.2 新兴挑战
-
隐私保护:音频焦点管理涉及的权限和隐私问题日益严格 -
能耗优化:移动设备对音频播放的功耗要求越来越高 -
标准化缺失:跨平台音频管理缺乏统一标准 -
实时性要求:云游戏等新兴场景对音频延迟提出极致要求
12. 总结
-
多频道架构设计:实现BGM、SFX、环境音、语音等独立频道管理 -
精细化状态控制:支持实例级别的播放、暂停、恢复、停止操作 -
智能焦点管理:跨平台音频焦点协调与响应策略 -
优先级调度系统:基于重要性的音频资源分配和冲突解决 -
完整工具链:包含管理器、频道、焦点、平台适配器等全套组件
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