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BlackBerry 10:Qt中使用OpenAL播放wav声音文件

2012-05-05 16:16 726 查看
BlackBerry 10/PlayBook OS 2.0里面都内置OpenAL的类库,所以在程序中使用OpenAL类库播放声音是很方便的。

BlackBerry 10开发者网站上提供的例子程序Cowbell就包括了如何相应例子代码。
Basic sound handling
A cow, a bell, and Cascades are the only things that you need to build a simple instrument app. 
In this sample, a rotation animation is used to animate a bell hanging around the neck of a cow.

You will learn how to:

Handle rotation animations
Trigger C++ functions from QML
Use an AbsoluteLayout
Play a basic sound with OpenAL

好,
 a rotat
好,我们下载例子程序Cowbell的代码 cowbell.zip

BlackBerry 10 开发工具中导入项目:
选择菜单File -> Import ...
选择Existing Projects into Workspace



选择select archive file,选择Browse按钮,在文件系统上找到cowbell.zip文件,选择Finish按钮,将导入项目cowbell。



Build Project
Run Configurations...
运行结果如下图,注意在BlackBerry 10模拟器上是横屏显示的,按牛(cow)身上的铃铛(bell),铃铛会左右晃动,并发出铛铛(cowbell.wav)的声音;按牛身上其他地方,牛会发出牟(moo.wav)的声音。



现在,我们把这个代码扣出来,看看Qt程序里面怎么用。

我们新建一个BlackBerry Cascades C++ Project。
从 cowbell项目中拷贝
程序文件:cowbellapp.cpp,  cowbellapp.h, soundmanager.cpp, soundmanager.h(其中红色的两个文件在cowbell.zip原始代码上稍作代码改动)
声音文件:cowbell.wav, moo.wav
最后的目录结构如下:



因为我们是Qt程序,所以要修改一下bar-descriptor.xml文件,加入
  <env var="QT_QPA_FONTDIR" value="/usr/lib/qt4/lib/fonts" />

编辑项目根目录下面的pro文件,在CONFIG一行后面加入LIBS一行。
CONFIG += qt warn_on debug_and_release cascades
LIBS   += -lOpenAL -lalut -lasound
注:如果没有这一行,项目编译出错,找不到OpenAL的类库。
我怀疑这个是开发工具的一个bug,按理说应该是在项目中,使用向导添加OpenAL的类库。具体做法如下:









好,现在我们来看看代码。
主程序main.cpp中,当你click按钮playButton后,将触发cowbell对象的playClicked方法发出bell声音。
#include <QApplication>
#include <QPushButton>
#include <QWidget>

#include <cowbellapp.h>

int main(int argc, char *argv[])
{
QApplication app(argc, argv);

QWidget window;
window.resize(768, 1280);

QPushButton playButton("Play sound(wav)", &window);
playButton.setGeometry(100, 200, 280, 40);

CowBellApp cowbell;

QObject::connect(&playButton, SIGNAL(clicked()), &cowbell, SLOT(playClicked()));

window.show();
return app.exec();
}


下面我们看看CowBellApp.h 头文件。里面声明了playClicked()方法供主程序main.cpp触发事件来调用。#ifndef COWBELLAPP_H
#define COWBELLAPP_H

#include "soundmanager.h"

class CowBellApp: public QObject
{
Q_OBJECT

public:
CowBellApp();
~CowBellApp();

public slots:
void playSound(const QString &msg);
void playClicked();

private:
// The sound manager.
SoundManager *mSoundManager;

};

#endif // ifndef COWBELLAPP_H


cowbellapp.cpp程序中
1)playClicked()方法中播放牛铃声音文件cowbell.wav 。
2)对sound manager做对象生命周期管理,退出时delete sound manager。
#include "cowbellapp.h"

CowBellApp::CowBellApp()
{
//Sound manager, we initialize the sound manager with a directory that resides in the
//assets directory and that directory only contains playable files.
mSoundManager = new SoundManager("sounds/");
}

CowBellApp::~CowBellApp()
{
// Destroy the sound manager.
delete mSoundManager;
}

void CowBellApp::playSound(const QString &msg)
{
mSoundManager->play(msg);
}

void CowBellApp:: playClicked() {
mSoundManager->play("cowbell.wav");
//mSoundManager->play("moo.wav");
}


最后,核心的sound manager程序,我们简单看一下soundmanager.h头文件吧,cpp程序就不看了。我们看到头文件中首先引入了OpenAL的三个头文件,然后引入Qt的头文件。这造成虽然OpenAL和Qt无关,但是这段Sound Manager这个例子代码只能运行在Qt/Cascades程序中,不能运行在非Qt程序中。
#ifndef _SOUNDMANAGER_H
#define _SOUNDMANAGER_H

#include <AL/al.h>
#include <AL/alc.h>
#include <AL/alut.h>

#include <QtCore/qstring.h>
#include <qhash.h>

// The number of max number of sound sources.
#define SOUNDMANAGER_MAX_NBR_OF_SOURCES 32

/**
* SoundManager
*
* A very basic sound manager class for playing sounds using OpenAL.
*/
class SoundManager
{
public:

/**
* Constructor, initializes the sound manager. This function sets up OpenAL
* and loads all sounds from the specified directory. This directory should
* be a folder only containing valid sounds.
*
* @param soundDirectory directory where all sounds are kept (have to be located in the assets/ folder)
*/
SoundManager(QString soundDirectory);

/**
* Destructor destroys all buffers and sources.
*/
~SoundManager();

/**
* Called by the constructor, loads all sounds from the specified directory.
*
* @param soundDirectory directory where all sounds are kept (have to be located in the assets/ folder)
*/
bool init(QString soundDirectory);

/**
* Plays a sound.
*
* @param fileName the name of the file in the soundDirectory.
*/
bool play(QString fileName);

/**
* Plays a sound, with modified pitch and gain.
*
* @param fileName the name of the file in the soundDirectory
* @param pitch specifies the pitch to be applied to a sound Range: [0.5-2.0]
* @param gain sound gain (volume amplification) Range: ]0.0- ]
*/
bool play(QString fileName, float pitch, float gain);

private:

// Sound buffers.
QHash<QString, ALuint> mSoundBuffers;

// Sound sources.
ALuint mSoundSources[SOUNDMANAGER_MAX_NBR_OF_SOURCES];
};

#endif //_SOUNDMANAGER_H
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