cocos2d-js 采用官方的CocosDesion播放声音
声音资源一部分是mp3,一部分ogg
PC端,谷歌浏览器,播放声音一切正常,但到手机浏览器上声音就不能正常播放了
根据官方文档的音乐支持格式
@H_301_12@ 平台 支持的常见文件格式 备注 Android mp3,mid,oggg,wav 可以播放android.media.MediaPlayer所支持的所有格式 iOS aac,caf,mp3,m4a,70); word-break:normal"> 可以播放AVAudioPlayer所支持的所有格式 Windows mid,70); word-break:normal"> 无
CocosDesion支持的音效格式如下:
oggg,70); word-break:normal"> 对wav的支持不完美 caf,m4a 无可以播放Cocos2d-iPhone CocosDesion所支持的所有格式 |
对比了一下音乐格式,主要采用ogg作为主要格式,其他格式作为扩展
mp3 :体积小,音质好
ogg :体积小,免费,音质好
wav:无压缩、体积大
写了个测试程序
结果是,除了ios端有一个ogg播放不了,这个音乐播放小程序在各个平台ogg都能正常播放。
- var HelloWorldLayer = cc.Layer.extend({
- sprite:null,_userCursor:null,ctor:function () {
- this._super();
- var size = cc.winSize;
- this.musicDirectory = new Array();
- for(var i in music_res)
- {
- this.musicDirectory.push(music_res[i])
- }
- this.curMusicIndex = 0;
- this.soundDirectory = new Array();
- for(var i in sound_res)
- {
- this.soundDirectory.push(sound_res[i]);
- }
- this.curSoundIndex = 0;
- var curMusic = new cc.LabelTTF("当前播放音乐:"+this.musicDirectory[this.curMusicIndex].substr(16),"微软雅黑",20);
- curMusic.x = cc.winSize.width / 2;
- curMusic.y = cc.winSize.height / 2 + 150;
- this.addChild(curMusic);
- this.m_curMusicLabel = curMusic;
- var playMusic = new cc.LabelTTF("播放",18);
- var playMusicItem = new cc.MenuItemLabel(playMusic,this.playMusicCallback,this);
- playMusicItem.x = cc.winSize.width / 2 - 90;
- playMusicItem.y = cc.winSize.height / 2 + 50;
- var stopMusic = new cc.LabelTTF("停止",18);
- var stopMusicItem = new cc.MenuItemLabel(stopMusic,this.stopMusicCallback,this);
- stopMusicItem.x = cc.winSize.width / 2 - 30;
- stopMusicItem.y = cc.winSize.height / 2 + 50;
- var prevMusic = new cc.LabelTTF("上一首",18);
- var prevMusicItem = new cc.MenuItemLabel(prevMusic,this.prevMusicCallback,this);
- prevMusicItem.x = cc.winSize.width / 2 + 30;
- prevMusicItem.y = cc.winSize.height / 2 + 50;
- var nextMusic = new cc.LabelTTF("下一首",18);
- var nextMusicItem = new cc.MenuItemLabel(nextMusic,this.nextMusicCallback,this);
- nextMusicItem.x = cc.winSize.width / 2 + 90;
- nextMusicItem.y = cc.winSize.height / 2 + 50;
- var curSound = new cc.LabelTTF("当前播放音效:"+this.soundDirectory[this.curSoundIndex].substr(22),20);
- curSound.x = cc.winSize.width / 2;
- curSound.y = cc.winSize.height / 2 - 50;
- this.addChild(curSound);
- this.m_curSoundLabel = curSound;
- var playSound = new cc.LabelTTF("播放",18);
- var playSoundItem = new cc.MenuItemLabel(playSound,this.playSoundCallback,this);
- playSoundItem.x = cc.winSize.width / 2 - 90;
- playSoundItem.y = cc.winSize.height / 2 - 150;
- var stopSound = new cc.LabelTTF("停止",18);
- var stopSoundItem = new cc.MenuItemLabel(stopSound,this.stopSoundCallback,this);
- stopSoundItem.x = cc.winSize.width / 2 - 30;
- stopSoundItem.y = cc.winSize.height / 2 - 150;
- var prevSound = new cc.LabelTTF("上一首",18);
- var prevSoundItem = new cc.MenuItemLabel(prevSound,this.prevSoundCallback,this);
- prevSoundItem.x = cc.winSize.width / 2 + 30;
- prevSoundItem.y = cc.winSize.height / 2 - 150;
- var nextSound = new cc.LabelTTF("下一首",18);
- var nextSoundItem = new cc.MenuItemLabel(nextSound,this.nextSoundCallback,this);
- nextSoundItem.x = cc.winSize.width / 2 + 90;
- nextSoundItem.y = cc.winSize.height / 2 - 150;
- var menu = new cc.Menu(prevMusicItem,nextMusicItem,playMusicItem,stopMusicItem,prevSoundItem,nextSoundItem,playSoundItem,stopSoundItem);
- menu.x = 0;
- menu.y = 0;
- this.addChild(menu);
- return true;
- },prevMusicCallback:function(sender){
- if(this.curMusicIndex == 0)
- {
- this.curMusicIndex = this.musicDirectory.length-1;
- }
- else
- {
- this.curMusicIndex--;
- }
- cc.audioEngine.playMusic(this.musicDirectory[this.curMusicIndex],false);
- this.m_curMusicLabel.setString("当前播放音乐:"+this.musicDirectory[this.curMusicIndex].substr(16));
- },nextMusicCallback:function(sender){
- this.curMusicIndex++;
- if(this.curMusicIndex == this.musicDirectory.length)
- {
- this.curMusicIndex = 0;
- }
- cc.audioEngine.playMusic(this.musicDirectory[this.curMusicIndex],playMusicCallback:function(sender){
- cc.audioEngine.playMusic(this.musicDirectory[this.curMusicIndex],stopMusicCallback:function(sender){
- cc.audioEngine.stopMusic();
- this.m_curMusicLabel.setString("音乐播放停止");
- },prevSoundCallback:function(sender){
- if(this.curSoundIndex == 0)
- {
- this.curSoundIndex = this.soundDirectory.length-1;
- }
- else
- {
- this.curSoundIndex--;
- }
- cc.audioEngine.playEffect(this.soundDirectory[this.curSoundIndex],false);
- this.m_curSoundLabel.setString("当前播放音效:"+this.soundDirectory[this.curSoundIndex].substr(22));
- },nextSoundCallback:function(sender){
- this.curSoundIndex++;
- if(this.curSoundIndex == this.soundDirectory.length)
- {
- this.curSoundIndex = 0;
- }
- cc.audioEngine.playEffect(this.soundDirectory[this.curSoundIndex],playSoundCallback:function(sender){
- cc.audioEngine.playEffect(this.soundDirectory[this.curSoundIndex],stopSoundCallback:function(sender){
- cc.audioEngine.stopEffect();
- this.m_curSoundLabel.setString("播放音效停止");
- }
- });
但放到我的游戏项目中结果又不一样了
----PC浏览器,音乐音效采用ogg可以正常播放
----安卓端浏览器,音乐音效采用ogg可以正常播放
----IOS端浏览器,音乐无法播放ogg,可以播放mp3, 音效无法播放ogg和mp3,可以播放wav
不过cocosdension如果一种格式不能播放会自动搜寻其他格式,所以背景音乐同目录下放了ogg和mp3两种格式,音效则放了ogg和wav格式,
不能播放问题就解决了,
播放延迟卡顿问题:
如果你的音乐音效没有预加载,第一次播放音乐音效会有延迟,如果文件较大延迟会比较厉害,可以将资源路径添加到预加载目录,预加载避免延迟
不过预加载会明显影响游戏加载速度,可能会导致画面卡住,如何取舍看个人了。
ios端浏览器第一次进场景加载音乐不能播放问题:
原因是因为苹果的移动端浏览器不能自动播放音频,只能由用户的触摸(点击)事件触发加载,进游戏时音乐没有播放,苹果定的规则只能遵守了
我的办法是在第一个场景做下判断,如果是手机端的ios浏览器,创建一个顶层的Layer,并添加事件,在触发onTouchBegan时playMusic就行了。
- if(cc.sys.isMobile && cc.sys.os === cc.sys.OS_IOS)
- {
- var musicStartLayer = new cc.Layer();
- musicStartLayer.x = 0;
- musicStartLayer.y = 0;
- this.addChild(musicStartLayer);
- var listener = cc.EventListener.create({
- event: cc.EventListener.TOUCH_ONE_BY_ONE,swallowTouches: false,onTouchBegan: function(touch,event){
- if(!self.isFirstTouch)
- {
- self.isFirstTouch = true;
- cc.audioEngine.playMusic("res/music.ogg");
- }
- return true;
- }
- });
- cc.eventManager.addListener(listener,musicStartLayer);
- }