房卡麻将分析系列之"千里传音"

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 ”房卡“麻将研发技巧,尽在”红孩儿的游戏开发之路“,欢迎关注公众号!



               房卡麻将分析系列之"千里传音"


                   在房卡棋牌游戏中,因为要频繁的看牌,出牌。为了实时沟通打字聊天往往比较麻烦,通过语音交流,催牌可以很好的帮助玩家及时的表达情绪,增强游戏的气氛。

                                       



           那么这是怎么做到的呢?

           

           首先这个过程分为三步: 

           

           一。录制声音并压缩成数据包:这个过程一般是当玩家点击按钮,开始录音,松开按钮,停止录音并生成WAV文件,之后通过编码转换压缩为

在这里要根据安卓和苹果两个平台来做区分。


        void startSoundRecord(){std::string kFileName = utility::toString(time(NULL),".wav");s_kRecordFileName = cocos2d::FileUtils::getInstance()->getWritablePath()+kFileName;#if CC_TARGET_PLATFORM == CC_PLATFORM_ANDROIDJniMethodInfo minfo;  bool isHave = JniHelper::getStaticMethodInfo(minfo,JAVA_CLASSNAME, "startSoundRecord", "(Ljava/lang/String;)V");if (isHave)  {  jstring jurl = minfo.env->NewStringUTF(kFileName.c_str());minfo.env->CallStaticVoidMethod(minfo.classID, minfo.methodID,jurl); cocos2d::log("JniFun call startSoundRecord over!");minfo.env->DeleteLocalRef(minfo.classID);  }  else{cocos2d::log("JniFun call startSoundRecord error!");}#endif#if CC_TARGET_PLATFORM == CC_PLATFORM_IOSIosHelper::beginRecord(s_kRecordFileName.c_str());#endif}const char* stopSoundRecord(){#if CC_TARGET_PLATFORM == CC_PLATFORM_ANDROIDstd::string str;JniMethodInfo minfo;  bool isHave = JniHelper::getStaticMethodInfo(minfo,JAVA_CLASSNAME, "stopSoundRecord", "()Ljava/lang/String;");if (isHave)  {  jstring jFileName = (jstring)minfo.env->CallStaticObjectMethod(minfo.classID, minfo.methodID); const char *newStr = minfo.env->GetStringUTFChars(jFileName, 0);str = newStr;cocos2d::log("JniFun call stopSoundRecord over :");cocos2d::log("%s",str.c_str());minfo.env->ReleaseStringUTFChars(jFileName, newStr);minfo.env->DeleteLocalRef(minfo.classID); }  else{cocos2d::log("JniFun call stopSoundRecord error!");}return str.c_str();#endif#if CC_TARGET_PLATFORM == CC_PLATFORM_IOSIosHelper::endRecord();return s_kRecordFileName.c_str();#endifreturn "";}




在Native.java中实现录音和结束:


     

    //开始录音         public static void startSoundRecord( String SoundFileName) { String SoundFilePath= Environment.getExternalStorageDirectory().getAbsolutePath();  if (filePath != null){File file = new File(filePath);if (file!= null && file.exists()){file.delete();} }filePath = SoundFilePath+"/"+SoundFileName;recorder = new MediaRecorder();                //从麦克风中录音recorder.setAudioSource(MediaRecorder.AudioSource.MIC);                  //设置编码格式为AMRrecorder.setOutputFormat(MediaRecorder.OutputFormat.RAW_AMR);  recorder.setAudioEncoder(MediaRecorder.AudioEncoder.AMR_NB);  recorder.setOutputFile(SoundFilePath+"/"+SoundFileName);  try {  recorder.prepare();//recorder.start();//} catch (IllegalStateException e) {  e.printStackTrace();  } catch (IOException e) {  e.printStackTrace();  }   }         //结束录音 public static String stopSoundRecord() {recorder.stop();//                 recorder.release(); //                 recorder = null;  return filePath; }


另外,要在AndroidMainfest.xml中注意开启录音权限:


 

<uses-permission android:name="android.permission.RECORD_AUDIO" />  


IOS版本处理:需要在mm文件中完成相应函数


 AVAudioRecorder *recorder = NULL;void IosHelper::beginRecord(const char *_fileName){      if (recorder == nil)      {        //设置文件名和录音路径        NSString *recordFilePath = [NSString stringWithCString:_fileName encoding:NSUTF8StringEncoding];                NSDictionary *recordSetting = [[NSDictionary alloc] initWithObjectsAndKeys:                                       [NSNumber numberWithFloat: 8000.0],AVSampleRateKey, //采样率                                       [NSNumber numberWithInt: kAudioFormatLinearPCM],AVFormatIDKey,                                       [NSNumber numberWithInt:16],AVLinearPCMBitDepthKey,//采样位数 默认 16                                       [NSNumber numberWithInt: 1], AVNumberOfChannelsKey,//通道的数目                                       nil];        //初始化录音        NSError *error = nil;        recorder = [[ AVAudioRecorder alloc] initWithURL:[NSURL URLWithString:recordFilePath] settings:recordSetting error:&error];      }      recorder.meteringEnabled = YES;      [recorder prepareToRecord];      //开始录音      UInt32 sessionCategory = kAudioSessionCategory_PlayAndRecord;      AudioSessionSetProperty(kAudioSessionProperty_AudioCategory, sizeof(sessionCategory), &sessionCategory);          // 扬声器播放      UInt32 audioRouteOverride = kAudioSessionOverrideAudioRoute_Speaker;      AudioSessionSetProperty (kAudioSessionProperty_OverrideAudioRoute, sizeof(audioRouteOverride), &audioRouteOverride);      [[AVAudioSession sharedInstance] setCategory: AVAudioSessionCategoryPlayAndRecord error:nil];      [[AVAudioSession sharedInstance] setActive:YES error:nil];      [recorder record];}const char * IosHelper::endRecord(){        if (recorder == nil)        return "";        if (recorder.isRecording)        [recorder stop];return "";}


                                           
            


          二。发送声音数据到服务器:在结束录制声音并生成文件后,将文件发送出去。


std::string kFileName = JniFun::stopSoundRecord();sendTalkFile(m_pLocal->GetChairID(),kFileName);



        这里就是将文件以数据包形式发送出去,不做详细表述。

        

        三。接收数据并解压,播放: 在接收到消息后,将数据写入文件并播放即可。

          

bool GameBase::RevTalk_File(CMD_GR_C_TableTalk* pNetInfo){if (pNetInfo->strTalkSize == 0){return true;}static int iIdex = 0;iIdex ++;std::string kFile = utility::toString(cocos2d::CCFileUtils::sharedFileUtils()->getWritablePath(),"TableTalk",iIdex,".arm");FILE *fp = fopen(kFile.c_str(), "wb");fseek(fp,0,SEEK_END);fseek(fp,0,SEEK_SET);fwrite(&pNetInfo->strTalkData,sizeof(unsigned char), pNetInfo->strTalkSize,fp);fclose(fp);int iAddTime = pNetInfo->strTalkSize/1200+2.0f;if (iAddTime > 10){iAddTime = 10;}std::string kDestFile = kFile;utility::StringReplace(kDestFile,"arm","wav");        //这里需要做一个解压转换,将ARM转换成WAVArmFun::ArmToWav(kFile.c_str(),kDestFile.c_str());        //为了防止游戏音乐干扰,先静音游戏音乐SoundFun::Instance().PaseBackMusic();SoundFun::Instance().ResumeBackMusic(iAddTime);SoundFun::Instance().PaseEffectMusic();SoundFun::Instance().ResumeEffectMusic(iAddTime);        //播放接收到的声音文件SoundFun::Instance().playEffectDirect(kDestFile);        //指定玩家显示播放语音的动画图标GamePlayer* pPlayer = getBasePlayerByChairID(pNetInfo->cbChairID);if (pPlayer){pPlayer->showTalkState(pNetInfo);}        return true;}


          

        最终,房卡棋牌中的语音聊天就完整的实现出来了,当然,这种方式并不完美,如果能开启P2P的实时语音对话就更好了。另外,这套代码中会不断的产生声音文件,这是个问题,小伙伴们可以在发送完声音和播放完声音后删除生成的声音文件,以免造成空间增长的BUG~


 ”房卡“麻将研发技巧,尽在”红孩儿的游戏开发之路“,欢迎关注公众号!

                             


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