修复 H5 音效完全不出声 + 子游戏音效路径错(srcIsloop)

真机诊断([SFX-DIAG])锁定两因:
1. AVPlayer.url 不接受 file:// 本地路径,报 `401 ... not fd:// or network
   address`——所有本地音效播放失败,故"完全没声"。改用 fdSrc(openSync 取 fd),
   远程语音(mediaTypeAudio)仍走 url(网络地址可直接用)。
2. 子游戏音效路径写死 local.gamestart(=gamehall),而 sangelaok 等子游戏音效在
   各自目录(.../sangelaok/assets/wav/),找不到文件 → 子游戏更是无声。对齐 Android
   webviewActivity(gamestart)/NewwebviewActivity(gamedirectory):按"本槽内容目录"
   定位,经 CapabilityContext.gameContentDir 注入(大厅=gamestart、子游戏=其目录)。

并发模型重写(复刻 Android SoundPool 并发一次性 + MediaPlayer-per-src 循环):
- 原单 AVPlayer 每次 release 再建,互相打断、还杀正在循环的 BGM。
- 改为:循环 BGM 每 src 一个播放器(loopPlayers map);一次性音效各自独立瞬时
  播放器(oneShots,播完自释),互不打断。isloop<0 停止该 src 循环。
- fd 生命周期:随播放器释放(release 后)关闭,防泄漏;mute(voicePlaying)作用于全部播放器。

链路改动:CapabilityContext 增 gameContentDir;WebSlot.setup 透传;
BridgeGameContainer setupLobby 传 gamestart、switchGame 记录子游戏目录供 setupSubgame 传入。

真机验证:大厅(dir=gamehall)与子游戏(dir=sangelaok)音效均 exists=true、无 401,
循环 BGM 与一次性音效正常播放。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
lanterngamescn
2026-06-27 09:55:43 +08:00
co-authored by Claude Opus 4.8
parent d335a589b6
commit a104394076
4 changed files with 144 additions and 33 deletions
@@ -36,6 +36,8 @@ export struct BridgeGameContainer {
private cancels: Array<() => void> = []; private cancels: Array<() => void> = [];
/** 非空 → 子游戏 Web 显示(路径 A 切换)。 */ /** 非空 → 子游戏 Web 显示(路径 A 切换)。 */
@State private subgameUrl: string = ''; @State private subgameUrl: string = '';
/** 当前子游戏目录名(switchGame 记录,供 setupSubgame 给能力上下文定位资源,如音效)。 */
private currentSubgameDir: string = '';
/** 子游戏资源下载中(按需下载期间显示启动页同款进度条)。 */ /** 子游戏资源下载中(按需下载期间显示启动页同款进度条)。 */
@State private subgameDownloading: boolean = false; @State private subgameDownloading: boolean = false;
/** 子游戏下载进度(0~100)。 */ /** 子游戏下载进度(0~100)。 */
@@ -97,12 +99,14 @@ export struct BridgeGameContainer {
if (this.slotL === undefined) { if (this.slotL === undefined) {
this.slotL = new WebSlot('lobby', this.controllerL, true, this.uploadServer); this.slotL = new WebSlot('lobby', this.controllerL, true, this.uploadServer);
} }
this.slotL.setup(this.hostCtx!, this.config!, this.kv!, this.resourceRoot()); // 大厅内容目录 = gamestartgamehall):音效等按此定位 <urlpath>/gamehall/assets/wav/*
this.slotL.setup(this.hostCtx!, this.config!, this.kv!, this.resourceRoot(), this.config!.getLocal().gamestart);
} }
private setupSubgame(): void { private setupSubgame(): void {
this.ensureDeps(); this.ensureDeps();
this.slotS?.setup(this.hostCtx!, this.config!, this.kv!, this.resourceRoot()); // 子游戏内容目录 = 当前进入的子游戏目录(switchGame 时记录),音效定位 <urlpath>/<dir>/assets/wav/*
this.slotS?.setup(this.hostCtx!, this.config!, this.kv!, this.resourceRoot(), this.currentSubgameDir);
} }
private activeSlot(): WebSlot | undefined { private activeSlot(): WebSlot | undefined {
@@ -186,6 +190,7 @@ export struct BridgeGameContainer {
const values: AppDataValues = AppDataInjector.buildValues(cfg.getLocal(), '1'); const values: AppDataValues = AppDataInjector.buildValues(cfg.getLocal(), '1');
AppDataInjector.inject(subDir, values); AppDataInjector.inject(subDir, values);
this.slotL?.deactivate(); this.slotL?.deactivate();
this.currentSubgameDir = d.dir; // 供 setupSubgame 注入能力上下文(音效资源定位)
this.slotS = new WebSlot('subgame', new webview.WebviewController(), true, this.uploadServer); this.slotS = new WebSlot('subgame', new webview.WebviewController(), true, this.uploadServer);
this.applyOrientation(d.webtype !== '2'); // "3" 横 / "2" 竖 this.applyOrientation(d.webtype !== '2'); // "3" 横 / "2" 竖
this.subgamePainted = false; // 子游戏首帧前用启动图盖住,避免 下载完→子游戏上屏 间白屏 this.subgamePainted = false; // 子游戏首帧前用启动图盖住,避免 下载完→子游戏上屏 间白屏
+5 -2
View File
@@ -46,8 +46,10 @@ export class WebSlot {
return this.active; return this.active;
} }
/** onControllerAttached:建桥 + 经组装根注册能力(每槽独立一套)。 */ /** onControllerAttached:建桥 + 经组装根注册能力(每槽独立一套)。
setup(hostCtx: common.UIAbilityContext, config: ConfigManager, kv: KvStore, resourceRoot: string): void { * gameContentDir:本槽加载内容目录名(大厅 gamestart / 子游戏目录),供音效等按槽定位资源。 */
setup(hostCtx: common.UIAbilityContext, config: ConfigManager, kv: KvStore, resourceRoot: string,
gameContentDir: string): void {
try { try {
this.controller.setPathAllowingUniversalAccess([resourceRoot]); this.controller.setPathAllowingUniversalAccess([resourceRoot]);
} catch (e) { } catch (e) {
@@ -65,6 +67,7 @@ export class WebSlot {
config, config,
kv, kv,
uploadServer: this.uploadServer, uploadServer: this.uploadServer,
gameContentDir,
log: Logger.tag(`Cap-${this.role}`), log: Logger.tag(`Cap-${this.role}`),
captureCanvas: (canvasId: string): Promise<string> => this.captureCanvas(canvasId), captureCanvas: (canvasId: string): Promise<string> => this.captureCanvas(canvasId),
}; };
@@ -21,6 +21,12 @@ export interface CapabilityContext {
kv: KvStore; kv: KvStore;
/** 本机上传端点(截图分享用,M3)。 */ /** 本机上传端点(截图分享用,M3)。 */
uploadServer: LocalUploadServer; uploadServer: LocalUploadServer;
/**
* 本槽当前加载内容的目录名(urlpath 下的子目录):大厅槽 = gamestartgamehall)、
* 子游戏槽 = 子游戏目录名。音效路径 `<urlpath>/<gameContentDir>/assets/wav/<src>` 依赖它
* (对齐 AndroidwebviewActivity 用 gamestart、NewwebviewActivity 用 gamedirectory)。
*/
gameContentDir: string;
/** 通用日志。 */ /** 通用日志。 */
log: Logger; log: Logger;
/** /**
@@ -1,20 +1,30 @@
/** /**
* 音频能力(契约 §8.7/§9/§10.6T-M3-10)。@kit.MediaKit AVPlayer。 * 音频能力(契约 §8.7/§9/§10.6T-M3-10)。@kit.MediaKit AVPlayer。
* - mediaTypeAudiodata={audiourl,type,user},播放语音消息 → gameui_play_voice/gameui_stop_voice(user 透传)。 * - mediaTypeAudiodata={audiourl,type,user},播放语音消息(远程URL) → gameui_play_voice/gameui_stop_voice(user 透传)。
* - srcIsloopdata={src,isloop},播放本地 wav 音效/背景乐(isloop 0一次/>0循环/<0停止)。 * - srcIsloopdata={src,isloop},播放本地音效/背景乐(isloop 0一次/>0循环/<0停止该 src)。
* - voicePlayingdata="1" 开 / 其他 静音(总开关)。 * - voicePlayingdata="1" 开 / 其他 静音(总开关)。
* - prepareaudio:按住说话录音 →(上传七牛)→ getaudiourl。 * - prepareaudio:按住说话录音 →(上传七牛)→ getaudiourl。
* *
* ⚠ prepareaudio 录音为分档实现:录音上传链路用 platform QiniuUploadertoken 走服务端,见其注释), * 🔴 本地音效播放要点(对齐 Android webviewActivity/NewwebviewActivity.playwav 行为,内部实现自由):
* 但"按住说话"的原生触摸起止手势与麦克风权限需与容器触摸集成(原 Android 在 WebView 上做手势), * - **路径按"本槽内容目录"**`<urlpath>/<gameContentDir>/assets/wav/<src>`(大厅 gamehall / 子游戏其目录)。
* 且需七牛服务端 token 端点——此三者就绪前 prepareaudio 为安全空实现(不录、不卡死)。见 TODO * 源由 CapabilityContext.gameContentDir 注入(Android webviewActivity 用 gamestart、Newwebview 用 gamedirectory
* - **AVPlayer 不接受 `file://` 本地路径**(报 401 "not fd:// or network address"):本地音效必须用 `fdSrc`(打开 fd)
* 远程语音(mediaTypeAudio)是网络地址才可直接用 `url`。这是早期"H5 完全没声"的根因。
* - **并发不互斥**:循环 BGM 每个 src 一个播放器(loopPlayers map,复刻 Android map<src,MediaPlayer>);一次性音效
* 各自独立瞬时播放器(oneShots,播完自释)。互不打断、不杀 BGM(复刻 Android SoundPool 并发一次性 + MediaPlayer 循环)。
* - isloop<0:停止该 src 的循环(Android 语义"停止背景音乐")。
*
* ⚠ prepareaudio 录音为分档实现:录音上传链路用 platform QiniuUploadertoken 走服务端),但"按住说话"的原生触摸
* 起止手势与麦克风权限需与容器触摸集成,且需七牛服务端 token 端点——三者就绪前为安全空实现(不录、不卡死)。
*/ */
import { media } from '@kit.MediaKit'; import { media } from '@kit.MediaKit';
import { BusinessError } from '@kit.BasicServicesKit'; import { BusinessError } from '@kit.BasicServicesKit';
import { common } from '@kit.AbilityKit'; import { common } from '@kit.AbilityKit';
import { fileIo } from '@kit.CoreFileKit';
import { BridgeController } from 'feature_bridge'; import { BridgeController } from 'feature_bridge';
import { InboundHandlers, OutboundHandlers, MediaTypeAudioReq, SrcIsLoopReq } from 'contracts'; import { InboundHandlers, OutboundHandlers, MediaTypeAudioReq, SrcIsLoopReq } from 'contracts';
import { ConfigManager, ResourceManager } from 'domain_resource'; import { ConfigManager, ResourceManager } from 'domain_resource';
import { FileSystem } from 'platform';
import { Logger } from 'common'; import { Logger } from 'common';
import { CapabilityContext, CapabilityProvider } from '../core/CapabilityProvider'; import { CapabilityContext, CapabilityProvider } from '../core/CapabilityProvider';
@@ -24,8 +34,15 @@ export class AudioProvider implements CapabilityProvider {
private bridge: BridgeController | undefined = undefined; private bridge: BridgeController | undefined = undefined;
private context: common.UIAbilityContext | undefined = undefined; private context: common.UIAbilityContext | undefined = undefined;
private config: ConfigManager | undefined = undefined; private config: ConfigManager | undefined = undefined;
/** 本槽内容目录(大厅 gamehall / 子游戏目录),音效路径用。 */
private gameContentDir: string = '';
private voicePlayer: media.AVPlayer | undefined = undefined; private voicePlayer: media.AVPlayer | undefined = undefined;
private sfxPlayer: media.AVPlayer | undefined = undefined; /** 循环 BGM:src → 播放器(每 src 一个,复刻 Android map<src,MediaPlayer>)。 */
private loopPlayers: Map<string, media.AVPlayer> = new Map();
/** 一次性音效:各自独立瞬时播放器,播完自释(并发不互斥)。 */
private oneShots: Set<media.AVPlayer> = new Set();
/** 播放器 → 其打开的本地 fd(释放时关闭,防泄漏)。 */
private fds: Map<media.AVPlayer, number> = new Map();
private muted: boolean = false; private muted: boolean = false;
private disposed: boolean = false; private disposed: boolean = false;
@@ -33,6 +50,7 @@ export class AudioProvider implements CapabilityProvider {
this.bridge = bridge; this.bridge = bridge;
this.context = ctx.uiAbilityContext; this.context = ctx.uiAbilityContext;
this.config = ctx.config; this.config = ctx.config;
this.gameContentDir = ctx.gameContentDir;
bridge.registerHandler(InboundHandlers.MediaTypeAudio, (data: string, _cb: (resp: string) => void) => { bridge.registerHandler(InboundHandlers.MediaTypeAudio, (data: string, _cb: (resp: string) => void) => {
this.playVoiceMessage(data); this.playVoiceMessage(data);
}); });
@@ -49,19 +67,19 @@ export class AudioProvider implements CapabilityProvider {
}); });
} }
/** 槽去激活:停语音/音效播放(非激活端不出声,M5 §7.5)。H5 再激活后按需重触发。 */ /** 槽去激活:停语音 + 全部音效/背景乐(非激活端不出声,M5 §7.5)。H5 再激活后按需重触发。 */
onBackground(): void { onBackground(): void {
this.releaseVoice(); this.releaseVoice();
this.releaseSfx(); this.releaseAllSfx();
} }
onDestroy(): void { onDestroy(): void {
this.disposed = true; this.disposed = true;
this.releaseVoice(); this.releaseVoice();
this.releaseSfx(); this.releaseAllSfx();
} }
/** 播放语音消息(远程 url),上报 gameui_play_voice/gameui_stop_voice。 */ /** 播放语音消息(远程 urlAVPlayer.url 接受网络地址),上报 gameui_play_voice/gameui_stop_voice。 */
private playVoiceMessage(data: string): void { private playVoiceMessage(data: string): void {
let req: MediaTypeAudioReq; let req: MediaTypeAudioReq;
try { try {
@@ -103,7 +121,7 @@ export class AudioProvider implements CapabilityProvider {
}).catch((e: BusinessError) => this.log.w(`createAVPlayer(voice) failed: ${e.message}`)); }).catch((e: BusinessError) => this.log.w(`createAVPlayer(voice) failed: ${e.message}`));
} }
/** 播放本地 wav 音效/背景乐:<gameDir>/assets/wav/<src>。isloop<0 停止。 */ /** 播放本地音效/背景乐:<urlpath>/<gameContentDir>/assets/wav/<src>。isloop<0 停止该 src。 */
private playSfx(data: string): void { private playSfx(data: string): void {
let req: SrcIsLoopReq; let req: SrcIsLoopReq;
try { try {
@@ -112,8 +130,14 @@ export class AudioProvider implements CapabilityProvider {
this.log.w(`srcIsloop bad json: ${(e as Error).message}`); this.log.w(`srcIsloop bad json: ${(e as Error).message}`);
return; return;
} }
if (req.isloop < 0) { const src: string = req.src;
this.releaseSfx(); if (src === undefined || src === '') {
return;
}
// isloop 归一(H5 可能传字符串/数字):<0 停止 / >0 循环 / 0 一次。
const isloop: number = Number(req.isloop);
if (isloop < 0) {
this.stopLoop(src);
return; return;
} }
const ctx = this.context; const ctx = this.context;
@@ -122,16 +146,38 @@ export class AudioProvider implements CapabilityProvider {
return; return;
} }
const local = cfg.getLocal(); const local = cfg.getLocal();
const wavPath: string = const dir: string = this.gameContentDir !== '' ? this.gameContentDir : local.gamestart;
`${ResourceManager.resourceRoot(ctx)}/${local.gamedir}/${local.gamestart}/assets/wav/${req.src}`; const wavPath: string = `${ResourceManager.resourceRoot(ctx)}/${local.gamedir}/${dir}/assets/wav/${src}`;
const loop: boolean = req.isloop > 0; if (!FileSystem.exists(wavPath)) {
this.releaseSfx(); this.log.w(`sfx file missing: ${wavPath}`);
return;
}
if (isloop > 0) {
this.stopLoop(src); // 同 src 重复触发:先停旧的再起新循环(复刻 Android reset+restart
this.spawn(wavPath, true, (p: media.AVPlayer) => this.loopPlayers.set(src, p));
} else {
this.spawn(wavPath, false, (p: media.AVPlayer) => this.oneShots.add(p));
}
}
/** 用 fdSrc 起一个播放器(loop 决定循环),onCreated 把它登记到对应集合。 */
private spawn(wavPath: string, loop: boolean, onCreated: (p: media.AVPlayer) => void): void {
let file: fileIo.File;
try {
file = fileIo.openSync(wavPath, fileIo.OpenMode.READ_ONLY);
} catch (e) {
this.log.w(`open sfx failed: ${(e as Error).message}`);
return;
}
const fd: number = file.fd;
media.createAVPlayer().then((player: media.AVPlayer) => { media.createAVPlayer().then((player: media.AVPlayer) => {
if (this.disposed) { if (this.disposed) {
player.release(); player.release();
this.safeCloseFd(fd);
return; return;
} }
this.sfxPlayer = player; this.fds.set(player, fd);
onCreated(player);
player.on('stateChange', (state: string) => { player.on('stateChange', (state: string) => {
if (state === 'initialized') { if (state === 'initialized') {
player.prepare(); player.prepare();
@@ -141,25 +187,38 @@ export class AudioProvider implements CapabilityProvider {
player.play(); player.play();
} else if (state === 'completed') { } else if (state === 'completed') {
if (!loop) { if (!loop) {
this.releaseSfx(); this.disposePlayer(player); // 一次性音效播完即释(含关 fd、移出集合)
} }
} }
}); });
player.on('error', (e: BusinessError) => { player.on('error', (e: BusinessError) => {
this.log.w(`sfx play error: ${e.code} ${e.message}`); this.log.w(`sfx play error: ${e.code} ${e.message}`);
this.releaseSfx(); this.disposePlayer(player);
}); });
player.url = `file://${wavPath}`; player.fdSrc = { fd } as media.AVFileDescriptor;
}).catch((e: BusinessError) => this.log.w(`createAVPlayer(sfx) failed: ${e.message}`)); }).catch((e: BusinessError) => {
this.log.w(`createAVPlayer(sfx) failed: ${e.message}`);
this.safeCloseFd(fd);
});
} }
/** 语音总开关:静音/取消静音,作用于当前两个播放器。 */ /** 停止并释放某 src 的循环 BGM。 */
private stopLoop(src: string): void {
const p = this.loopPlayers.get(src);
if (p !== undefined) {
this.loopPlayers.delete(src);
this.releasePlayer(p);
}
}
/** 语音总开关:静音/取消静音,作用于当前全部播放器。 */
private setMuted(muted: boolean): void { private setMuted(muted: boolean): void {
this.muted = muted; this.muted = muted;
const vol: number = muted ? 0 : 1; const vol: number = muted ? 0 : 1;
try { try {
this.voicePlayer?.setVolume(vol); this.voicePlayer?.setVolume(vol);
this.sfxPlayer?.setVolume(vol); this.loopPlayers.forEach((p: media.AVPlayer) => p.setVolume(vol));
this.oneShots.forEach((p: media.AVPlayer) => p.setVolume(vol));
} catch (e) { } catch (e) {
this.log.w(`setVolume failed: ${(e as Error).message}`); this.log.w(`setVolume failed: ${(e as Error).message}`);
} }
@@ -173,11 +232,49 @@ export class AudioProvider implements CapabilityProvider {
} }
} }
private releaseSfx(): void { /** 释放全部音效(循环 + 一次性)。 */
const p = this.sfxPlayer; private releaseAllSfx(): void {
this.sfxPlayer = undefined; this.loopPlayers.forEach((p: media.AVPlayer) => this.releasePlayer(p));
if (p !== undefined) { this.loopPlayers.clear();
p.release().catch((e: BusinessError) => this.log.w(`release sfx failed: ${e.message}`)); this.oneShots.forEach((p: media.AVPlayer) => this.releasePlayer(p));
this.oneShots.clear();
}
/** 从集合移除并释放一个播放器(一次性播完/出错时用)。 */
private disposePlayer(player: media.AVPlayer): void {
let loopKey: string | undefined = undefined;
this.loopPlayers.forEach((p: media.AVPlayer, k: string) => {
if (p === player) {
loopKey = k;
}
});
if (loopKey !== undefined) {
this.loopPlayers.delete(loopKey);
}
this.oneShots.delete(player);
this.releasePlayer(player);
}
/** 释放播放器并关闭其 fd(不动集合,调用方负责移除登记)。 */
private releasePlayer(player: media.AVPlayer): void {
const fd = this.fds.get(player);
this.fds.delete(player);
player.release()
.then(() => this.safeCloseFd(fd))
.catch((e: BusinessError) => {
this.log.w(`release sfx failed: ${e.message}`);
this.safeCloseFd(fd);
});
}
private safeCloseFd(fd: number | undefined): void {
if (fd === undefined) {
return;
}
try {
fileIo.closeSync(fd);
} catch (e) {
this.log.w(`close fd failed: ${(e as Error).message}`);
} }
} }
} }