Solved! By creating my own (kind of pseudo) Sound
class, and a loader for it to be used with an AssetManager
using assetManager.setLoader()
. In the custom Sound
class, I set every sound to keep track of their soundId
s in an Array<Long>
, then every time it plays I check the size of the array against a limit
variable, stopping the oldest sound in the array. 0 meaning only able to be played one at a time, up to as far as I decide is necessary. This might not be a perfect solution, but it seems to work fairly well.
Criticism is welcome.
My created "Sound
" class:
public class MySound {
private Sound sound;
private Array<Long> ids;
private int limit;
public MySound(Sound sound) {
this.sound = sound;
ids = new Array<Long>();
limit = 0;
}
public long play() {
limitSounds();
long id = sound.play();
ids.add(id);
return id;
}
public long play(float volume) {
limitSounds();
long id = sound.play(volume);
ids.add(id);
return id;
}
public long play(float volume, float pitch, float pan) {
limitSounds();
long id = sound.play(volume, pitch, pan);
ids.add(id);
return id;
}
public long loop() {
limitSounds();
long id = sound.loop();
ids.add(id);
return id;
}
public long loop(float volume) {
limitSounds();
long id = sound.loop(volume);
ids.add(id);
return id;
}
public long loop(float volume, float pitch, float pan) {
limitSounds();
long id = sound.loop(volume, pitch, pan);
ids.add(id);
return id;
}
public void stop() {
ids.clear();
sound.stop();
}
public void pause() {
sound.pause();
}
public void resume() {
sound.resume();
}
public void dispose() {
sound.dispose();
}
public void stop(long soundId) {
if (ids.contains(soundId, true)) {
ids.removeValue(soundId, true);
}
sound.stop(soundId);
}
public void pause(long soundId) {
sound.pause(soundId);
}
public void resume(long soundId) {
sound.resume(soundId);
}
public void setLooping(long soundId, boolean looping) {
sound.setLooping(soundId, looping);
}
public void setPitch(long soundId, float pitch) {
sound.setPitch(soundId, pitch);
}
public void setVolume(long soundId, float volume) {
sound.setVolume(soundId, volume);
}
public void setPan(long soundId, float pan, float volume) {
sound.setPan(soundId, pan, volume);
}
private void limitSounds () {
if (ids.size > limit) {
sound.stop(ids.get(0));
ids.removeIndex(0);
}
}
public void setLimit (int limit) {
this.limit = limit;
}
}
MySoundLoader
class, for AssetManager
:
public class MySoundLoader extends AsynchronousAssetLoader<MySound, MySoundLoader.SoundParameter> {
private MySound sound;
public MySoundLoader(FileHandleResolver resolver) {
super(resolver);
}
@Override
public Array<AssetDescriptor> getDependencies(String fileName, FileHandle file, SoundParameter parameter) {
return null;
}
@Override
public void loadAsync(AssetManager manager, String fileName, FileHandle file, SoundParameter parameter) {
sound = new MySound(Gdx.audio.newSound(file));
}
@Override
public MySound loadSync(AssetManager manager, String fileName, FileHandle file, SoundParameter parameter) {
MySound sound = this.sound;
this.sound = null;
return sound;
}
static public class SoundParameter extends AssetLoaderParameters<MySound> {
}
}