Libgdx AssetsManager - 听起来加载,但"未加载错误"? [英] Libgdx AssetsManager - Sounds Loaded but "Not Loaded Error"?
问题描述
在使用LibGDX的AssetsManager,我已经实现了管理的声音AssetsManager,并使其全球。这些文件都位于内
../数据/声音/.*
(例如:../data/sounds/buttons/buttonl.mp3)
然后我打开声音文件转换为管理器,然后包括一些code播放这些声音。低于code:
公共final类声音{
私有静态HashMap的<弦乐,HashMap的<字符串,字符串>>项=新的HashMap<弦乐,HashMap的<字符串,字符串>>();
私有静态HashMap的<字符串,字符串> currentPackage =新的HashMap<字符串,字符串>();
公共静态声音的声音; 市民声音(){
让addpath(
主要,
BGM,数据/声音/主/ title.mp3
buttonl,数据/声音/按键/ buttonl.mp3
buttonh,数据/声音/键/ buttonh.mp3); // ...更完善的资产更多路径
} 公共静态布尔让addpath(字符串的packageName,字符串参数... args){
如果(!entries.containsKey(的packageName)){
entries.put(的packageName,新的HashMap<字符串,字符串>());
的for(int i = 0; I< args.length;我++)
entries.get(的packageName)。把(参数[I],ARGS [++ i]);
返回true;
}
返回false;
} 公共静态无效loadSoundAssets(字符串的packageName){
对于(字符串str:entries.get(的packageName).values())
s_manager.load(STR,Sound.class);
s_manager.finishLoading();
} 公共静态布尔播放(字符串文件){
如果(currentPackage.containsKey(文件)){
听起来= s_manager.get(文件,Sound.class);
sound.play();
返回true;
}
返回false;
}
}
在一个更高的类与创建Sound类后
公共类游戏实现了ApplicationListener {
公共听起来gameSounds =新声音(); 公共屏幕currentScreen =新MainMenuScreen();
// ...更多类变量和方法 公共无效渲染(){
currentScreen.update();
}
}
问题是当我打电话
公共类MainScreen()扩展屏幕{
公共MainScreen(){
Sounds.loadSoundAssets(主);
// ...更多构造函数的变量和方法
}
// ...类的变量和方法 公共无效更新(){
如果(s_manager.update()){
如果(play.getBoundingRectangle()。含有(X,Y))
Sounds.play(buttonl);
}
}
}
s_manager.update()返回true,但随后尝试播放声音文件buttonl,并抛出这个错误:
螺纹LWJGL应用com.badlogic.gdx.utils.GdxRuntimeException异常:资产未加载:buttonh
在com.badlogic.gdx.assets.AssetManager.get(AssetManager.java:121)
在device.sounds.Sounds.play(Sounds.java:146)
在game.screens.MainMenuScreen.update(MainMenuScreen.java:63)
在menu.StateManager.render(StateManager.java:89)
在com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:190)
在com.badlogic.gdx.backends.lwjgl.LwjglApplication $ 1.run(LwjglApplication.java:110)
我应该如何使用的AssetsManager来解决这个加载/播放的问题?我想用AssetsManager,但目前,我的解决方法是使用
声音= Gdx.audio.newSound(Gdx.files.internal(currentPackage.get(文件)));
我相信,在您的播放方法,你的关键,而不是它的价值currentPackage调用AssetManager.get。我认为,正确的打法方法是:
公共静态布尔播放(字符串文件){
如果(currentPackage.containsKey(文件)){
听起来= s_manager.get(currentPackage.get(文件),Sound.class);
sound.play();
返回true;
}
返回false;
}
When using LibGDX's AssetsManager, I've implement an AssetsManager for managing Sounds, and made it global. The files are all located within
../data/sounds/.*
(example: ../data/sounds/buttons/buttonl.mp3)
Then I load sound files into the manager, and then include some code to play those sounds. Code below:
public final class Sounds {
private static HashMap<String, HashMap<String, String>> entries = new HashMap<String, HashMap<String, String>>();
private static HashMap<String, String> currentPackage = new HashMap<String, String>();
public static Sound sound;
public Sounds() {
addPath(
"Main",
"bgm", "data/sounds/main/title.mp3",
"buttonl", "data/sounds/buttons/buttonl.mp3",
"buttonh", "data/sounds/buttons/buttonh.mp3");
//... More paths with more sound assets
}
public static boolean addPath(String packageName, String... args) {
if(!entries.containsKey(packageName)) {
entries.put(packageName, new HashMap<String, String>());
for(int i = 0; i < args.length; i ++)
entries.get(packageName).put(args[i], args[++i]);
return true;
}
return false;
}
public static void loadSoundAssets(String packageName) {
for(String str : entries.get(packageName).values())
s_manager.load(str, Sound.class);
s_manager.finishLoading();
}
public static boolean play(String file) {
if(currentPackage.containsKey(file)) {
sound = s_manager.get(file, Sound.class);
sound.play();
return true;
}
return false;
}
}
After creating the Sound class in a higher class with
public class Game implements ApplicationListener{
public Sounds gameSounds = new Sounds();
public Screen currentScreen = new MainMenuScreen();
//... More class variables and methods
public void render() {
currentScreen.update();
}
}
The problem comes when I call
public class MainScreen() extends Screen {
public MainScreen() {
Sounds.loadSoundAssets("Main");
//... More constructor variables and methods
}
//... Class variables and methods
public void update() {
if(s_manager.update()) {
if(play.getBoundingRectangle().contains(x, y))
Sounds.play("buttonl");
}
}
}
s_manager.update() returns true, but then it tries to play the sound file "buttonl" and throws this error:
Exception in thread "LWJGL Application" com.badlogic.gdx.utils.GdxRuntimeException: Asset not loaded: buttonh
at com.badlogic.gdx.assets.AssetManager.get(AssetManager.java:121)
at device.sounds.Sounds.play(Sounds.java:146)
at game.screens.MainMenuScreen.update(MainMenuScreen.java:63)
at menu.StateManager.render(StateManager.java:89)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication.mainLoop(LwjglApplication.java:190)
at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:110)
How should I be using the AssetsManager to fix this loading/playing problem? I want to use the AssetsManager, but currently, my solution is to use
sound = Gdx.audio.newSound(Gdx.files.internal(currentPackage.get(file)));
I believe that in your play method, you are calling AssetManager.get on the key rather than its value in currentPackage. I think a correct play method would be:
public static boolean play(String file) {
if(currentPackage.containsKey(file)) {
sound = s_manager.get(currentPackage.get(file), Sound.class);
sound.play();
return true;
}
return false;
}
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