如何在C++中正确组织和实现 SFML 音频

How do I properly organize and implement SFML audio in C++?

本文关键字:实现 SFML 音频 C++      更新时间:2023-10-16

对于我的一个高中独立学习项目,我必须使用Visual C++中的SFML制作一个简单的游戏(特别是游戏"Snake"((是的,我是C++和SFML的新手(。我已经编写了游戏的核心和图形,现在我正在研究音频和声音效果。我已经在SFML书中阅读了一些关于音频的内容,但仍然对如何正确地将其实现到我的代码中感到困惑。我知道我必须创建一个sf:Sound和一个sf::SoundBuffer对象,分别使用loadFromFile和openFromFile加载声音和音乐,并使用sound.play((和sound.stop((分别播放和停止。然而,这就是问题所在。我是否在main方法中加载这些对象,是否将它们设置为全局对象以便可以在整个代码中使用,是否加载到发生sfx的函数中,是否创建一个包含所有声音的对象?...通常,如何在代码中正确组织和实现这些音频文件。这是我到目前为止所拥有的:

主要方法

/*Main method*///
int main(){
    /*Initialize the objects*/
    Snake snake = Snake();
    sf::Text textCount;
    Apple apple(0, 0);
    apple.locateApple();
    sf::RenderWindow window(sf::VideoMode(windowWidth, windowHeight), "SFML Application" );
    /*Load the audio*/
    sf::Music backgroundMusic;
    sf::Sound eating;
    sf::SoundBuffer sb_eating;
    sf::Sound moving;
    sf::SoundBuffer sb_moving;
    sf::Sound losing;
    sf::SoundBuffer sb_losing;
    sf::Sound begin;
    sf::SoundBuffer sb_begin;
    if (!backgroundMusic.openFromFile("backgroundmusic.wav"))
        std::cerr << "Error opening "backgroundmusic.wav"" << std::endl;
    if (!sb_eating.loadFromFile("eatingsfx.wav"))
        std::cerr << "Error opening "eatingsfx.wav"" << std::endl;
    if (!sb_moving.loadFromFile("movingsfx.wav"))
        std::cerr << "Error opening "movingsfx.wav"" << std::endl;
    if (!sb_losing.loadFromFile("losingsfx.wav"))
        std::cerr << "Error opening "losingsfx.wav"" << std::endl;
    if (!sb_begin.loadFromFile("beginsfx.wav"))
        std::cerr << "Error opening "beginsfx.wav"" << std::endl;
    eating.setBuffer(sb_eating);
    moving.setBuffer(sb_moving);
    losing.setBuffer(sb_losing);
    begin.setBuffer(sb_begin);
    moving.setVolume(50);
    backgroundMusic.setLoop(true);
    backgroundMusic.play();
    /*Load the font*/
    sf::Font font;
    if (!(font.loadFromFile("arial.ttf")))
        std::cout << "Error loading fonts" << std::endl;
    /*Create the text*/
    textCount.setFont(font);
    textCount.setString(std::string("points: ") + std::to_string(points));
    textCount.setColor(sf::Color::Red);
    textCount.setCharacterSize(20);
    textCount.setPosition(windowWidth / 2 - (textCount.getString().getSize()*(textCount.getCharacterSize() / 5)), textCount.getCharacterSize() - 5);
    textCount.setStyle(sf::Text::Bold);
    window.draw(textCount);
    /*Set Framerate fps*/
    window.setFramerateLimit(15);
    /*MAIN GAME LOOP*/
    counterTick = 1;

    while (inGame)
    {
        std::string counter = std::to_string(counterTick);
        std::cout << "Tick: " + counter << std::endl;
        window.clear(sf::Color::Black);
        sf::Event event;
        while (window.pollEvent(event)){
            if (event.type == sf::Event::Closed)
                window.close();
        }
        if (sf::Keyboard::isKeyPressed(sf::Keyboard::Key::Escape)) break;
        /*Call Updates*/
        snake.input();
        snake.checkReals();
        snake.moveUpdate();
        moving.play();
        /*Call Collisions*/
        std::cout << "     Outside Collision Loop " << std::endl;
        checkApple(snake, apple);
        checkBoundary(snake);
        /*Call Draw*/
        std::vector<sf::RectangleShape> shapearray = snake.draw();
        for (int i = shapearray.size() - 1; i >= 0; i--){
            window.draw(shapearray[i]);
        }
        window.draw(textCount);
        window.draw(apple.draw());
        window.display();
        counterTick++;
    }
    losing.play();
    backgroundMusic.stop();
    std::system("PAUSE");//bad practice, debuggin purposes
    return 0;
}

例如,当蛇与苹果碰撞时,我如何能够玩"吃"sfx?这是我的 checkApple(( 方法:

检查苹果方法

void checkApple(Snake mA, Apple& mB){
    if ((mA.x[0] == mB.x()) && (mA.y[0] == mB.y())){
        dots += dotInterval;
        std::cout << "In Collision Method" << std::endl;
        points++;
        textCount.setString(std::string("points: ") + std::to_string(dots - 3));
        mB.locateApple();
    }
}

我也是这些论坛的新手,所以如果有任何问题,请问。

首先,我对C++和SFML相当陌生。我相信有比我得到的更好的解决方案来解决你的问题,但在这里。

我有一个名为loadAudio(std::string source(的方法和一个存储音频的向量。

class Audio {
private:
    sf::SoundBuffer buffer;
    sf::Sound sound;
    std::string _src;
public:
    void init(std::string src) {        //Initialize audio
        _src = src;
        buffer.loadFromFile(src);
        sound.setBuffer(buffer);
    }
    void play(){
        sound.play();       // Play queued audio
    }
    void stop(){
        sound.stop();
    }
    //void setVolume(), void setPitch() ....

};
std::vector<Audio*> audio;
void loadAudio(std::vector<std::string> src) {
    audio.push_back(new Audio());
    audio.back()->init(src[i]);
}

所以基本上在游戏开始时,我宣布的声音是这样的:

loadAudio("sound/foo.wav");
loadAudio("sound/bar.wav");

然后,我可以使用audio[0]->play()访问存储在矢量中的声音