mirror of
https://gitee.com/jisol/jisol-game/
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提交
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@@ -0,0 +1,474 @@
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using UnityEngine;
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using UnityEngine.Audio;
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using YooAsset;
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namespace SHFrame
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{
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public class AudioData : MemoryObject
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{
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public AssetHandle AssetOperationHandle { private set; get; }
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public bool InPool { private set; get; } = false;
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public override void InitFromPool()
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{
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}
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public override void RecycleToPool()
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{
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if (!InPool)
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{
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AssetOperationHandle.Dispose();
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}
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InPool = false;
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AssetOperationHandle = null;
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}
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internal static AudioData Alloc(AssetHandle assetOperationHandle, bool inPool)
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{
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AudioData ret = ReferencePool.Acquire<AudioData>();
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ret.AssetOperationHandle = assetOperationHandle;
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ret.InPool = inPool;
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ret.InitFromPool();
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return ret;
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}
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internal static void DeAlloc(AudioData audioData)
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{
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if (audioData != null)
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{
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ReferencePool.Release(audioData);
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audioData.RecycleToPool();
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}
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}
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}
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/// <summary>
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/// 音频代理辅助器。
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/// </summary>
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public class AudioAgent
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{
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private int _instanceId;
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private AudioSource _source;
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private AudioData _audioData;
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private AudioModuleImp _audioModuleImp;
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private Transform _transform;
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float _volume = 1.0f;
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float _duration;
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private float _fadeoutTimer;
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private const float FadeoutDuration = 0.2f;
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private bool _inPool;
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private Transform _bindTransform;
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/// <summary>
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/// 音频代理辅助器运行时状态。
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/// </summary>
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AudioAgentRuntimeState _audioAgentRuntimeState = AudioAgentRuntimeState.None;
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/// <summary>
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/// 音频代理加载请求。
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/// </summary>
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class LoadRequest
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{
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public string Path;
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public bool BAsync;
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public bool BInPool;
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public Transform BindTransform;
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}
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/// <summary>
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/// 音频代理加载请求。
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/// </summary>
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LoadRequest _pendingLoad = null;
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/// <summary>
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/// AudioSource实例化Id
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/// </summary>
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public int InstanceId => _instanceId;
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/// <summary>
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/// 资源操作句柄。
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/// </summary>
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public AudioData AudioData => _audioData;
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/// <summary>
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/// 音频代理辅助器音频大小。
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/// </summary>
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public float Volume
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{
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set
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{
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if (_source != null)
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{
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_volume = value;
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_source.volume = _volume;
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}
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}
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get => _volume;
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}
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/// <summary>
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/// 音频代理辅助器当前是否空闲。
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/// </summary>
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public bool IsFree
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{
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get
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{
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if (_source != null)
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{
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return _audioAgentRuntimeState == AudioAgentRuntimeState.End;
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}
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else
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{
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return true;
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}
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}
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}
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/// <summary>
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/// 音频代理辅助器播放秒数。
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/// </summary>
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public float Duration => _duration;
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/// <summary>
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/// 音频代理辅助器当前音频长度。
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/// </summary>
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public float Length
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{
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get
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{
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if (_source != null && _source.clip != null)
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{
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return _source.clip.length;
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}
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return 0;
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}
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}
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/// <summary>
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/// 音频代理辅助器实例位置。
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/// </summary>
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public Vector3 Position
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{
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get => _transform.position;
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set => _transform.position = value;
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}
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/// <summary>
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/// 音频代理辅助器是否循环。
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/// </summary>
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public bool IsLoop
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{
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get
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{
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if (_source != null)
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{
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return _source.loop;
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}
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else
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{
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return false;
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}
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}
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set
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{
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if (_source != null)
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{
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_source.loop = value;
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}
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}
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}
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/// <summary>
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/// 音频代理辅助器是否正在播放。
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/// </summary>
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internal bool IsPlaying
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{
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get
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{
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if (_source != null && _source.isPlaying)
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{
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return true;
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}
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else
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{
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return false;
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}
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}
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}
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/// <summary>
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/// 音频代理辅助器获取当前声源。
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/// </summary>
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/// <returns></returns>
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public AudioSource AudioResource()
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{
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return _source;
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}
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/// <summary>
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/// 创建音频代理辅助器。
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/// </summary>
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/// <param name="path">生效路径。</param>
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/// <param name="bAsync">是否异步。</param>
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/// <param name="audioCategory">音频轨道(类别)。</param>
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/// <param name="bInPool">是否池化。</param>
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/// <param name="bindTransform"></param>
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/// <returns>音频代理辅助器。</returns>
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public static AudioAgent Create(string path, bool bAsync, AudioCategory audioCategory, bool bInPool = false, Transform bindTransform = null)
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{
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AudioAgent audioAgent = new AudioAgent();
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audioAgent.Init(audioCategory);
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audioAgent.Load(path, bAsync, bInPool, bindTransform);
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return audioAgent;
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}
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/// <summary>
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/// 初始化音频代理辅助器。
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/// </summary>
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/// <param name="audioCategory">音频轨道(类别)。</param>
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/// <param name="index">音频代理辅助器编号。</param>
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public void Init(AudioCategory audioCategory, int index = 0)
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{
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_audioModuleImp = ModuleImpSystem.GetModule<AudioModuleImp>();
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GameObject host = new GameObject(Utility.Text.Format("Audio Agent Helper - {0} - {1}", audioCategory.AudioMixerGroup.name, index));
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host.transform.SetParent(audioCategory.InstanceRoot);
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host.transform.localPosition = Vector3.zero;
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_transform = host.transform;
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_source = host.AddComponent<AudioSource>();
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_source.playOnAwake = false;
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AudioMixerGroup[] audioMixerGroups;
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if (audioCategory.AudioMixerGroup.name == "Sound")
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{
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audioMixerGroups = audioCategory.AudioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}/{1}", audioCategory.AudioMixerGroup.name,
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$"{audioCategory.AudioMixerGroup.name} - {index % 4}"));
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_source.spatialBlend = 1;
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_source.spread = 180f;
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}
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else
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{
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audioMixerGroups = audioCategory.AudioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}/{1}", audioCategory.AudioMixerGroup.name,
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$"{audioCategory.AudioMixerGroup.name} - {index}"));
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}
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_source.outputAudioMixerGroup = audioMixerGroups.Length > 0 ? audioMixerGroups[0] : audioCategory.AudioMixerGroup;
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_source.rolloffMode = audioCategory.AudioGroupConfig.audioRolloffMode;
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_source.minDistance = audioCategory.AudioGroupConfig.minDistance;
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_source.maxDistance = audioCategory.AudioGroupConfig.maxDistance;
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_instanceId = _source.GetInstanceID();
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_bindTransform = null;
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}
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/// <summary>
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/// 加载音频代理辅助器。
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/// </summary>
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/// <param name="path">资源路径。</param>
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/// <param name="bAsync">是否异步。</param>
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/// <param name="bInPool">是否池化。</param>
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/// <param name="bindTransform"></param>
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public void Load(string path, bool bAsync, bool bInPool = false, Transform bindTransform = null)
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{
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_inPool = bInPool;
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_bindTransform = bindTransform;
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if (_audioAgentRuntimeState == AudioAgentRuntimeState.None || _audioAgentRuntimeState == AudioAgentRuntimeState.End)
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{
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_duration = 0;
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if (!string.IsNullOrEmpty(path))
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{
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if (bInPool && _audioModuleImp.AudioClipPool.TryGetValue(path, out var operationHandle))
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{
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OnAssetLoadComplete(operationHandle);
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return;
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}
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if (bAsync)
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{
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_audioAgentRuntimeState = AudioAgentRuntimeState.Loading;
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AssetHandle handle = YooAssets.LoadAssetAsync<AudioClip>(path);
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handle.Completed += OnAssetLoadComplete;
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}
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else
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{
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AssetHandle handle = YooAssets.LoadAssetSync<AudioClip>(path);
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OnAssetLoadComplete(handle);
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}
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}
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}
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else
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{
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_pendingLoad = new LoadRequest { Path = path, BAsync = bAsync, BInPool = bInPool, BindTransform = bindTransform };
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if (_audioAgentRuntimeState == AudioAgentRuntimeState.Playing)
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{
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Stop(true);
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}
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}
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}
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/// <summary>
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/// 停止播放音频代理辅助器。
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/// </summary>
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/// <param name="fadeout">是否渐出。</param>
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public void Stop(bool fadeout = false)
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{
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if (_source != null)
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{
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if (fadeout)
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{
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_fadeoutTimer = FadeoutDuration;
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_audioAgentRuntimeState = AudioAgentRuntimeState.FadingOut;
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}
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else
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{
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_source.Stop();
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_audioAgentRuntimeState = AudioAgentRuntimeState.End;
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}
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}
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}
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/// <summary>
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/// 暂停音频代理辅助器。
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/// </summary>
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public void Pause()
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{
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if (_source != null)
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{
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_source.Pause();
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}
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}
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/// <summary>
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/// 取消暂停音频代理辅助器。
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/// </summary>
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public void UnPause()
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{
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if (_source != null)
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{
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_source.UnPause();
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}
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}
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/// <summary>
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/// 资源加载完成。
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/// </summary>
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/// <param name="handle">资源操作句柄。</param>
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void OnAssetLoadComplete(AssetHandle handle)
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{
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if (handle != null)
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{
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if (_inPool)
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{
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_audioModuleImp.AudioClipPool.TryAdd(handle.GetAssetInfo().Address, handle);
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}
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}
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if (_pendingLoad != null)
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{
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if (!_inPool && handle != null)
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{
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handle.Dispose();
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}
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_audioAgentRuntimeState = AudioAgentRuntimeState.End;
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string path = _pendingLoad.Path;
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bool bAsync = _pendingLoad.BAsync;
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bool bInPool = _pendingLoad.BInPool;
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Transform bindTransform = _pendingLoad.BindTransform;
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_pendingLoad = null;
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Load(path, bAsync, bInPool, bindTransform);
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}
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else if (handle != null)
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{
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if (_audioData != null)
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{
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AudioData.DeAlloc(_audioData);
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_audioData = null;
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}
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_audioData = AudioData.Alloc(handle, _inPool);
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_source.clip = handle.AssetObject as AudioClip;
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if (_source.clip != null)
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{
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_source.Play();
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_audioAgentRuntimeState = AudioAgentRuntimeState.Playing;
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}
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else
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{
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_audioAgentRuntimeState = AudioAgentRuntimeState.End;
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}
|
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}
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else
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{
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_audioAgentRuntimeState = AudioAgentRuntimeState.End;
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}
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}
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/// <summary>
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/// 轮询音频代理辅助器。
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/// </summary>
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/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
|
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public void Update(float elapseSeconds)
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{
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if (_audioAgentRuntimeState == AudioAgentRuntimeState.Playing)
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{
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if (_bindTransform != null)
|
||||
{
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_transform.position = _bindTransform.position;
|
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}
|
||||
|
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if (!_source.isPlaying)
|
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{
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_audioAgentRuntimeState = AudioAgentRuntimeState.End;
|
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}
|
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}
|
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else if (_audioAgentRuntimeState == AudioAgentRuntimeState.FadingOut)
|
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{
|
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if (_fadeoutTimer > 0f)
|
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{
|
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_fadeoutTimer -= elapseSeconds;
|
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_source.volume = _volume * _fadeoutTimer / FadeoutDuration;
|
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}
|
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else
|
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{
|
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Stop();
|
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if (_pendingLoad != null)
|
||||
{
|
||||
string path = _pendingLoad.Path;
|
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bool bAsync = _pendingLoad.BAsync;
|
||||
bool bInPool = _pendingLoad.BInPool;
|
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Transform bindTransform = _pendingLoad.BindTransform;
|
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_pendingLoad = null;
|
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Load(path, bAsync, bInPool, bindTransform);
|
||||
}
|
||||
|
||||
_source.volume = _volume;
|
||||
}
|
||||
}
|
||||
|
||||
_duration += elapseSeconds;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 销毁音频代理辅助器。
|
||||
/// </summary>
|
||||
public void Destroy()
|
||||
{
|
||||
if (_transform != null)
|
||||
{
|
||||
Object.Destroy(_transform.gameObject);
|
||||
}
|
||||
|
||||
if (_audioData != null)
|
||||
{
|
||||
AudioData.DeAlloc(_audioData);
|
||||
}
|
||||
|
||||
_bindTransform = null;
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6d4824a14181a0d4d921eb98fec100fe
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,33 @@
|
||||
namespace SHFrame
|
||||
{
|
||||
/// <summary>
|
||||
/// 音频代理辅助器运行时状态枚举。
|
||||
/// </summary>
|
||||
public enum AudioAgentRuntimeState
|
||||
{
|
||||
/// <summary>
|
||||
/// 无状态。
|
||||
/// </summary>
|
||||
None,
|
||||
|
||||
/// <summary>
|
||||
/// 加载中状态。
|
||||
/// </summary>
|
||||
Loading,
|
||||
|
||||
/// <summary>
|
||||
/// 播放中状态。
|
||||
/// </summary>
|
||||
Playing,
|
||||
|
||||
/// <summary>
|
||||
/// 渐渐消失状态。
|
||||
/// </summary>
|
||||
FadingOut,
|
||||
|
||||
/// <summary>
|
||||
/// 结束状态。
|
||||
/// </summary>
|
||||
End,
|
||||
};
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4ad4b8dc4cf4ecd813e58ec37406ba0
|
||||
timeCreated: 1694849619
|
@@ -0,0 +1,193 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
|
||||
namespace SHFrame
|
||||
{
|
||||
/// <summary>
|
||||
/// 音频轨道(类别)。
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public class AudioCategory
|
||||
{
|
||||
[SerializeField] private AudioMixer audioMixer = null;
|
||||
public List<AudioAgent> AudioAgents;
|
||||
private readonly AudioMixerGroup _audioMixerGroup;
|
||||
private AudioGroupConfig _audioGroupConfig;
|
||||
private int _maxChannel;
|
||||
private bool _bEnable = true;
|
||||
|
||||
/// <summary>
|
||||
/// 音频混响器。
|
||||
/// </summary>
|
||||
public AudioMixer AudioMixer => audioMixer;
|
||||
|
||||
/// <summary>
|
||||
/// 音频混响器组。
|
||||
/// </summary>
|
||||
public AudioMixerGroup AudioMixerGroup => _audioMixerGroup;
|
||||
|
||||
/// <summary>
|
||||
/// 音频组配置。
|
||||
/// </summary>
|
||||
public AudioGroupConfig AudioGroupConfig => _audioGroupConfig;
|
||||
|
||||
/// <summary>
|
||||
/// 实例化根节点。
|
||||
/// </summary>
|
||||
public Transform InstanceRoot { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// 音频轨道是否启用。
|
||||
/// </summary>
|
||||
public bool Enable
|
||||
{
|
||||
get => _bEnable;
|
||||
set
|
||||
{
|
||||
if (_bEnable != value)
|
||||
{
|
||||
_bEnable = value;
|
||||
if (!_bEnable)
|
||||
{
|
||||
foreach (var audioAgent in AudioAgents)
|
||||
{
|
||||
if (audioAgent != null)
|
||||
{
|
||||
audioAgent.Stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 音频轨道构造函数。
|
||||
/// </summary>
|
||||
/// <param name="maxChannel">最大Channel。</param>
|
||||
/// <param name="audioMixer">音频混响器。</param>
|
||||
/// <param name="audioGroupConfig">音频轨道组配置。</param>
|
||||
public AudioCategory(int maxChannel, AudioMixer audioMixer, AudioGroupConfig audioGroupConfig)
|
||||
{
|
||||
this.audioMixer = audioMixer;
|
||||
_maxChannel = maxChannel;
|
||||
_audioGroupConfig = audioGroupConfig;
|
||||
AudioMixerGroup[] audioMixerGroups = audioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}", audioGroupConfig.AudioType.ToString()));
|
||||
if (audioMixerGroups.Length > 0)
|
||||
{
|
||||
_audioMixerGroup = audioMixerGroups[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
_audioMixerGroup = audioMixer.FindMatchingGroups("Master")[0];
|
||||
}
|
||||
|
||||
AudioAgents = new List<AudioAgent>(32);
|
||||
InstanceRoot = new GameObject(Utility.Text.Format("Audio Category - {0}", _audioMixerGroup.name)).transform;
|
||||
InstanceRoot.SetParent(GameModule.Audio.InstanceRoot);
|
||||
for (int index = 0; index < _maxChannel; index++)
|
||||
{
|
||||
AudioAgent audioAgent = new AudioAgent();
|
||||
audioAgent.Init(this, index);
|
||||
AudioAgents.Add(audioAgent);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 增加音频。
|
||||
/// </summary>
|
||||
/// <param name="num"></param>
|
||||
public void AddAudio(int num)
|
||||
{
|
||||
_maxChannel += num;
|
||||
for (int i = 0; i < num; i++)
|
||||
{
|
||||
AudioAgents.Add(null);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 播放音频。
|
||||
/// </summary>
|
||||
/// <param name="path"></param>
|
||||
/// <param name="bAsync"></param>
|
||||
/// <param name="bInPool"></param>
|
||||
/// <param name="bindTransform"></param>
|
||||
/// <returns></returns>
|
||||
public AudioAgent Play(string path, bool bAsync, bool bInPool = false, Transform bindTransform = null)
|
||||
{
|
||||
if (!_bEnable)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
int freeChannel = -1;
|
||||
float duration = -1;
|
||||
|
||||
for (int i = 0; i < AudioAgents.Count; i++)
|
||||
{
|
||||
if (AudioAgents[i].AudioData?.AssetOperationHandle == null || AudioAgents[i].IsFree)
|
||||
{
|
||||
freeChannel = i;
|
||||
break;
|
||||
}
|
||||
else if (AudioAgents[i].Duration > duration)
|
||||
{
|
||||
duration = AudioAgents[i].Duration;
|
||||
freeChannel = i;
|
||||
}
|
||||
}
|
||||
|
||||
if (freeChannel >= 0)
|
||||
{
|
||||
if (AudioAgents[freeChannel] == null)
|
||||
{
|
||||
AudioAgents[freeChannel] = AudioAgent.Create(path, bAsync, this, bInPool, bindTransform);
|
||||
}
|
||||
else
|
||||
{
|
||||
AudioAgents[freeChannel].Load(path, bAsync, bInPool, bindTransform);
|
||||
}
|
||||
|
||||
return AudioAgents[freeChannel];
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Error($"Here is no channel to play audio {path}");
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 暂停音频。
|
||||
/// </summary>
|
||||
/// <param name="fadeout">是否渐出</param>
|
||||
public void Stop(bool fadeout)
|
||||
{
|
||||
for (int i = 0; i < AudioAgents.Count; ++i)
|
||||
{
|
||||
if (AudioAgents[i] != null)
|
||||
{
|
||||
AudioAgents[i].Stop(fadeout);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 音频轨道轮询。
|
||||
/// </summary>
|
||||
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
|
||||
public void Update(float elapseSeconds)
|
||||
{
|
||||
for (int i = 0; i < AudioAgents.Count; ++i)
|
||||
{
|
||||
if (AudioAgents[i] != null)
|
||||
{
|
||||
AudioAgents[i].Update(elapseSeconds);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6aefbd5a06fe1784590d373a93d1cf8a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,48 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
namespace SHFrame
|
||||
{
|
||||
/// <summary>
|
||||
/// 音频轨道组配置。
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
public sealed class AudioGroupConfig
|
||||
{
|
||||
[SerializeField] private string m_Name = null;
|
||||
|
||||
[SerializeField] private bool m_Mute = false;
|
||||
|
||||
[SerializeField, Range(0f, 1f)] private float m_Volume = 1f;
|
||||
|
||||
[SerializeField] private int m_AgentHelperCount = 1;
|
||||
|
||||
public AudioType AudioType;
|
||||
|
||||
public AudioRolloffMode audioRolloffMode = AudioRolloffMode.Logarithmic;
|
||||
|
||||
public float minDistance = 1f;
|
||||
|
||||
public float maxDistance = 500f;
|
||||
|
||||
public string Name
|
||||
{
|
||||
get { return m_Name; }
|
||||
}
|
||||
|
||||
public bool Mute
|
||||
{
|
||||
get { return m_Mute; }
|
||||
}
|
||||
|
||||
public float Volume
|
||||
{
|
||||
get { return m_Volume; }
|
||||
}
|
||||
|
||||
public int AgentHelperCount
|
||||
{
|
||||
get { return m_AgentHelperCount; }
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 067935df275fd1340a935f81e7f3a768
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,217 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
|
||||
namespace SHFrame
|
||||
{
|
||||
/// <summary>
|
||||
/// 音效管理,为游戏提供统一的音效播放接口。
|
||||
/// </summary>
|
||||
/// <remarks>场景3D音效挂到场景物件、技能3D音效挂到技能特效上,并在AudioSource的Output上设置对应分类的AudioMixerGroup</remarks>
|
||||
public class AudioModule : Module
|
||||
{
|
||||
[SerializeField] private AudioMixer m_AudioMixer;
|
||||
|
||||
[SerializeField] private Transform m_InstanceRoot = null;
|
||||
|
||||
[SerializeField] private AudioGroupConfig[] m_AudioGroupConfigs = null;
|
||||
|
||||
public IAudioModule AudioModuleImp;
|
||||
|
||||
#region Public Propreties
|
||||
|
||||
/// <summary>
|
||||
/// 音频混响器。
|
||||
/// </summary>
|
||||
public AudioMixer MAudioMixer => m_AudioMixer;
|
||||
|
||||
/// <summary>
|
||||
/// 实例化根节点。
|
||||
/// </summary>
|
||||
public Transform InstanceRoot
|
||||
{
|
||||
get => m_InstanceRoot;
|
||||
set => m_InstanceRoot = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 总音量控制。
|
||||
/// </summary>
|
||||
public float Volume
|
||||
{
|
||||
get => AudioModuleImp.Volume;
|
||||
set => AudioModuleImp.Volume = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 总开关。
|
||||
/// </summary>
|
||||
public bool Enable
|
||||
{
|
||||
get => AudioModuleImp.Enable;
|
||||
set => AudioModuleImp.Enable = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 音乐音量。
|
||||
/// </summary>
|
||||
public float MusicVolume
|
||||
{
|
||||
get => AudioModuleImp.MusicVolume;
|
||||
set => AudioModuleImp.MusicVolume = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 音效音量。
|
||||
/// </summary>
|
||||
public float SoundVolume
|
||||
{
|
||||
get => AudioModuleImp.SoundVolume;
|
||||
set => AudioModuleImp.SoundVolume = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// UI音效音量。
|
||||
/// </summary>
|
||||
public float UISoundVolume
|
||||
{
|
||||
get => AudioModuleImp.UISoundVolume;
|
||||
set => AudioModuleImp.UISoundVolume = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 语音音量。
|
||||
/// </summary>
|
||||
public float VoiceVolume
|
||||
{
|
||||
get => AudioModuleImp.VoiceVolume;
|
||||
set => AudioModuleImp.VoiceVolume = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 音乐开关
|
||||
/// </summary>
|
||||
public bool MusicEnable
|
||||
{
|
||||
get => AudioModuleImp.MusicEnable;
|
||||
set => AudioModuleImp.MusicEnable = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 音效开关。
|
||||
/// </summary>
|
||||
public bool SoundEnable
|
||||
{
|
||||
get => AudioModuleImp.SoundEnable;
|
||||
set => AudioModuleImp.SoundEnable = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// UI音效开关。
|
||||
/// </summary>
|
||||
public bool UISoundEnable
|
||||
{
|
||||
get => AudioModuleImp.UISoundEnable;
|
||||
set => AudioModuleImp.UISoundEnable = value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 语音开关。
|
||||
/// </summary>
|
||||
public bool VoiceEnable
|
||||
{
|
||||
get => AudioModuleImp.VoiceEnable;
|
||||
set => AudioModuleImp.VoiceEnable = value;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// 初始化音频模块。
|
||||
/// </summary>
|
||||
void Start()
|
||||
{
|
||||
if (AudioModuleImp == null)
|
||||
{
|
||||
AudioModuleImp = ModuleImpSystem.GetModule<AudioModuleImp>();
|
||||
}
|
||||
|
||||
if (m_InstanceRoot == null)
|
||||
{
|
||||
m_InstanceRoot = new GameObject("AudioModule Instances").transform;
|
||||
m_InstanceRoot.SetParent(gameObject.transform);
|
||||
m_InstanceRoot.localScale = Vector3.one;
|
||||
}
|
||||
|
||||
AudioModuleImp.Initialize(m_AudioGroupConfigs, m_InstanceRoot, m_AudioMixer);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重启音频模块。
|
||||
/// </summary>
|
||||
public void Restart()
|
||||
{
|
||||
AudioModuleImp.Restart();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 播放,如果超过最大发声数采用fadeout的方式复用最久播放的AudioSource。
|
||||
/// </summary>
|
||||
/// <param name="type">声音类型</param>
|
||||
/// <param name="path">声音文件路径</param>
|
||||
/// <param name="bLoop">是否循环播放</param>>
|
||||
/// <param name="volume">音量(0-1.0)</param>
|
||||
/// <param name="bAsync">是否异步加载</param>
|
||||
/// <param name="bInPool">是否支持资源池</param>
|
||||
/// <param name="bindTransform"></param>
|
||||
public AudioAgent Play(AudioType type, string path, bool bLoop = false, float volume = 1.0f, bool bAsync = false, bool bInPool = false, Transform bindTransform = null)
|
||||
{
|
||||
return AudioModuleImp.Play(type, path, bLoop, volume, bAsync, bInPool, bindTransform);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 停止某类声音播放。
|
||||
/// </summary>
|
||||
/// <param name="type">声音类型。</param>
|
||||
/// <param name="fadeout">是否渐消。</param>
|
||||
public void Stop(AudioType type, bool fadeout)
|
||||
{
|
||||
AudioModuleImp.Stop(type, fadeout);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 停止所有声音。
|
||||
/// </summary>
|
||||
/// <param name="fadeout">是否渐消。</param>
|
||||
public void StopAll(bool fadeout)
|
||||
{
|
||||
AudioModuleImp.StopAll(fadeout);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 预先加载AudioClip,并放入对象池。
|
||||
/// </summary>
|
||||
/// <param name="list">AudioClip的AssetPath集合。</param>
|
||||
public void PutInAudioPool(List<string> list)
|
||||
{
|
||||
AudioModuleImp.PutInAudioPool(list);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 将部分AudioClip从对象池移出。
|
||||
/// </summary>
|
||||
/// <param name="list">AudioClip的AssetPath集合。</param>
|
||||
public void RemoveClipFromPool(List<string> list)
|
||||
{
|
||||
AudioModuleImp.RemoveClipFromPool(list);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清空AudioClip的对象池。
|
||||
/// </summary>
|
||||
public void CleanSoundPool()
|
||||
{
|
||||
AudioModuleImp.CleanSoundPool();
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7d0b3cff83fd3874394b1b456bb54dab
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,561 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Reflection;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
using YooAsset;
|
||||
|
||||
namespace SHFrame
|
||||
{
|
||||
[UpdateModule]
|
||||
internal class AudioModuleImp : ModuleImp, IAudioModule
|
||||
{
|
||||
private AudioMixer _audioMixer;
|
||||
private Transform _instanceRoot = null;
|
||||
private AudioGroupConfig[] _audioGroupConfigs = null;
|
||||
|
||||
private float _volume = 1f;
|
||||
private bool _enable = true;
|
||||
private readonly AudioCategory[] _audioCategories = new AudioCategory[(int)AudioType.Max];
|
||||
private readonly float[] _categoriesVolume = new float[(int)AudioType.Max];
|
||||
public readonly Dictionary<string, AssetHandle> AudioClipPool = new Dictionary<string, AssetHandle>();
|
||||
private bool _bUnityAudioDisabled = false;
|
||||
|
||||
#region Public Propreties
|
||||
|
||||
/// <summary>
|
||||
/// 音频混响器。
|
||||
/// </summary>
|
||||
public AudioMixer AudioMixer => _audioMixer;
|
||||
|
||||
/// <summary>
|
||||
/// 实例化根节点。
|
||||
/// </summary>
|
||||
public Transform InstanceRoot => _instanceRoot;
|
||||
|
||||
/// <summary>
|
||||
/// 总音量控制。
|
||||
/// </summary>
|
||||
public float Volume
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return _volume;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_volume = value;
|
||||
AudioListener.volume = _volume;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 总开关。
|
||||
/// </summary>
|
||||
public bool Enable
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return _enable;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_enable = value;
|
||||
AudioListener.volume = _enable ? _volume : 0f;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 音乐音量。
|
||||
/// </summary>
|
||||
public float MusicVolume
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return _categoriesVolume[(int)AudioType.Music];
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
|
||||
_categoriesVolume[(int)AudioType.Music] = volume;
|
||||
_audioMixer.SetFloat("MusicVolume", Mathf.Log10(volume) * 20f);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 音效音量。
|
||||
/// </summary>
|
||||
public float SoundVolume
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return _categoriesVolume[(int)AudioType.Sound];
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
|
||||
_categoriesVolume[(int)AudioType.Sound] = volume;
|
||||
_audioMixer.SetFloat("SoundVolume", Mathf.Log10(volume) * 20f);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// UI音效音量。
|
||||
/// </summary>
|
||||
public float UISoundVolume
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return _categoriesVolume[(int)AudioType.UISound];
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
|
||||
_categoriesVolume[(int)AudioType.UISound] = volume;
|
||||
_audioMixer.SetFloat("UISoundVolume", Mathf.Log10(volume) * 20f);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 语音音量。
|
||||
/// </summary>
|
||||
public float VoiceVolume
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
return _categoriesVolume[(int)AudioType.Voice];
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
|
||||
_categoriesVolume[(int)AudioType.Voice] = volume;
|
||||
_audioMixer.SetFloat("VoiceVolume", Mathf.Log10(volume) * 20f);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 音乐开关
|
||||
/// </summary>
|
||||
public bool MusicEnable
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_audioMixer.GetFloat("MusicVolume", out var db))
|
||||
{
|
||||
return db > -80f;
|
||||
}
|
||||
else
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_audioCategories[(int)AudioType.Music].Enable = value;
|
||||
|
||||
// 音乐采用0音量方式,避免恢复播放时的复杂逻辑
|
||||
if (value)
|
||||
{
|
||||
_audioMixer.SetFloat("MusicVolume", Mathf.Log10(_categoriesVolume[(int)AudioType.Music]) * 20f);
|
||||
}
|
||||
else
|
||||
{
|
||||
_audioMixer.SetFloat("MusicVolume", -80f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 音效开关。
|
||||
/// </summary>
|
||||
public bool SoundEnable
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return _audioCategories[(int)AudioType.Sound].Enable;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_audioCategories[(int)AudioType.Sound].Enable = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// UI音效开关。
|
||||
/// </summary>
|
||||
public bool UISoundEnable
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return _audioCategories[(int)AudioType.UISound].Enable;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_audioCategories[(int)AudioType.UISound].Enable = value;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 语音开关。
|
||||
/// </summary>
|
||||
public bool VoiceEnable
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return _audioCategories[(int)AudioType.Voice].Enable;
|
||||
}
|
||||
set
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_audioCategories[(int)AudioType.Voice].Enable = value;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
internal override void Shutdown()
|
||||
{
|
||||
StopAll(fadeout: false);
|
||||
CleanSoundPool();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 初始化音频模块。
|
||||
/// </summary>
|
||||
/// <param name="audioGroupConfigs">音频轨道组配置。</param>
|
||||
/// <param name="instanceRoot">实例化根节点。</param>
|
||||
/// <param name="audioMixer">音频混响器。</param>
|
||||
/// <exception cref="GameFrameworkException"></exception>
|
||||
public void Initialize(AudioGroupConfig[] audioGroupConfigs, Transform instanceRoot = null, AudioMixer audioMixer = null)
|
||||
{
|
||||
if (_instanceRoot == null)
|
||||
{
|
||||
_instanceRoot = instanceRoot;
|
||||
}
|
||||
|
||||
if (audioGroupConfigs == null)
|
||||
{
|
||||
throw new GameFrameworkException("AudioGroupConfig[] is invalid.");
|
||||
}
|
||||
|
||||
_audioGroupConfigs = audioGroupConfigs;
|
||||
|
||||
if (_instanceRoot == null)
|
||||
{
|
||||
_instanceRoot = new GameObject("AudioModule Instances").transform;
|
||||
_instanceRoot.SetParent(GameModule.Audio.transform);
|
||||
_instanceRoot.localScale = Vector3.one;
|
||||
GameModule.Audio.InstanceRoot = _instanceRoot;
|
||||
}
|
||||
|
||||
try
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
TypeInfo typeInfo = typeof(AudioSettings).GetTypeInfo();
|
||||
PropertyInfo propertyInfo = typeInfo.GetDeclaredProperty("unityAudioDisabled");
|
||||
_bUnityAudioDisabled = (bool)propertyInfo.GetValue(null);
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
#endif
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Log.Error(e.ToString());
|
||||
}
|
||||
|
||||
if (audioMixer != null)
|
||||
{
|
||||
_audioMixer = audioMixer;
|
||||
}
|
||||
|
||||
if (_audioMixer == null)
|
||||
{
|
||||
_audioMixer = Resources.Load<AudioMixer>("AudioMixer");
|
||||
}
|
||||
|
||||
for (int index = 0; index < (int)AudioType.Max; ++index)
|
||||
{
|
||||
AudioType audioType = (AudioType)index;
|
||||
AudioGroupConfig audioGroupConfig = _audioGroupConfigs.First(t => t.AudioType == audioType);
|
||||
_audioCategories[index] = new AudioCategory(audioGroupConfig.AgentHelperCount, _audioMixer, audioGroupConfig);
|
||||
_categoriesVolume[index] = audioGroupConfig.Volume;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 重启音频模块。
|
||||
/// </summary>
|
||||
public void Restart()
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
CleanSoundPool();
|
||||
|
||||
for (int i = 0; i < (int)AudioType.Max; ++i)
|
||||
{
|
||||
var audioCategory = _audioCategories[i];
|
||||
if (audioCategory != null)
|
||||
{
|
||||
for (int j = 0; j < audioCategory.AudioAgents.Count; ++j)
|
||||
{
|
||||
var audioAgent = audioCategory.AudioAgents[j];
|
||||
if (audioAgent != null)
|
||||
{
|
||||
audioAgent.Destroy();
|
||||
audioAgent = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
audioCategory = null;
|
||||
}
|
||||
|
||||
Initialize(_audioGroupConfigs);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 播放,如果超过最大发声数采用fadeout的方式复用最久播放的AudioSource。
|
||||
/// </summary>
|
||||
/// <param name="type">声音类型</param>
|
||||
/// <param name="path">声音文件路径</param>
|
||||
/// <param name="bLoop">是否循环播放</param>>
|
||||
/// <param name="volume">音量(0-1.0)</param>
|
||||
/// <param name="bAsync">是否异步加载</param>
|
||||
/// <param name="bInPool">是否支持资源池</param>
|
||||
/// <param name="bindTransform"></param>
|
||||
public AudioAgent Play(AudioType type, string path, bool bLoop = false, float volume = 1.0f, bool bAsync = false, bool bInPool = false, Transform bindTransform = null)
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
AudioAgent audioAgent = _audioCategories[(int)type].Play(path, bAsync, bInPool, bindTransform);
|
||||
{
|
||||
if (audioAgent != null)
|
||||
{
|
||||
audioAgent.IsLoop = bLoop;
|
||||
audioAgent.Volume = volume;
|
||||
}
|
||||
|
||||
return audioAgent;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 停止某类声音播放。
|
||||
/// </summary>
|
||||
/// <param name="type">声音类型。</param>
|
||||
/// <param name="fadeout">是否渐消。</param>
|
||||
public void Stop(AudioType type, bool fadeout)
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_audioCategories[(int)type].Stop(fadeout);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 停止所有声音。
|
||||
/// </summary>
|
||||
/// <param name="fadeout">是否渐消。</param>
|
||||
public void StopAll(bool fadeout)
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < (int)AudioType.Max; ++i)
|
||||
{
|
||||
if (_audioCategories[i] != null)
|
||||
{
|
||||
_audioCategories[i].Stop(fadeout);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 预先加载AudioClip,并放入对象池。
|
||||
/// </summary>
|
||||
/// <param name="list">AudioClip的AssetPath集合。</param>
|
||||
public void PutInAudioPool(List<string> list)
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (string path in list)
|
||||
{
|
||||
if (AudioClipPool != null && !AudioClipPool.ContainsKey(path))
|
||||
{
|
||||
AssetHandle assetData = YooAssets.LoadAssetSync<AudioClip>(path);
|
||||
AudioClipPool?.Add(path, assetData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 将部分AudioClip从对象池移出。
|
||||
/// </summary>
|
||||
/// <param name="list">AudioClip的AssetPath集合。</param>
|
||||
public void RemoveClipFromPool(List<string> list)
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (string path in list)
|
||||
{
|
||||
if (AudioClipPool.ContainsKey(path))
|
||||
{
|
||||
AudioClipPool[path].Dispose();
|
||||
AudioClipPool.Remove(path);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清空AudioClip的对象池。
|
||||
/// </summary>
|
||||
public void CleanSoundPool()
|
||||
{
|
||||
if (_bUnityAudioDisabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var dic in AudioClipPool)
|
||||
{
|
||||
dic.Value.Dispose();
|
||||
}
|
||||
|
||||
AudioClipPool.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 音频模块轮询。
|
||||
/// </summary>
|
||||
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
|
||||
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
|
||||
internal override void Update(float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
foreach (var audioCategory in _audioCategories)
|
||||
{
|
||||
if (audioCategory != null)
|
||||
{
|
||||
audioCategory.Update(elapseSeconds);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c35bbf6a82844c72b71b9bbe44f44a1e
|
||||
timeCreated: 1694847017
|
@@ -0,0 +1,34 @@
|
||||
namespace SHFrame
|
||||
{
|
||||
/// <summary>
|
||||
/// 音效分类,可分别关闭/开启对应分类音效。
|
||||
/// </summary>
|
||||
/// <remarks>命名与AudioMixer中分类名保持一致。</remarks>
|
||||
public enum AudioType
|
||||
{
|
||||
/// <summary>
|
||||
/// 声音音效。
|
||||
/// </summary>
|
||||
Sound,
|
||||
|
||||
/// <summary>
|
||||
/// UI声效。
|
||||
/// </summary>
|
||||
UISound,
|
||||
|
||||
/// <summary>
|
||||
/// 背景音乐音效。
|
||||
/// </summary>
|
||||
Music,
|
||||
|
||||
/// <summary>
|
||||
/// 人声音效。
|
||||
/// </summary>
|
||||
Voice,
|
||||
|
||||
/// <summary>
|
||||
/// 最大。
|
||||
/// </summary>
|
||||
Max
|
||||
}
|
||||
}
|
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b4b86f93180273b4996d4f8c428def09
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -0,0 +1,116 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Audio;
|
||||
|
||||
namespace SHFrame
|
||||
{
|
||||
public interface IAudioModule
|
||||
{
|
||||
/// <summary>
|
||||
/// 总音量控制。
|
||||
/// </summary>
|
||||
public float Volume { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 总开关。
|
||||
/// </summary>
|
||||
public bool Enable { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 音乐音量
|
||||
/// </summary>
|
||||
public float MusicVolume { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 音效音量。
|
||||
/// </summary>
|
||||
public float SoundVolume { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// UI音效音量。
|
||||
/// </summary>
|
||||
public float UISoundVolume { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 语音音量。
|
||||
/// </summary>
|
||||
public float VoiceVolume { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 音乐开关。
|
||||
/// </summary>
|
||||
public bool MusicEnable { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 音效开关。
|
||||
/// </summary>
|
||||
public bool SoundEnable { get; set; }
|
||||
|
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/// </summary>
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public bool UISoundEnable { get; set; }
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/// <summary>
|
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/// 语音开关。
|
||||
/// </summary>
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public bool VoiceEnable { get; set; }
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/// <summary>
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|
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|
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/// <summary>
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/// <summary>
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|
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/// </summary>
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/// <param name="type">声音类型。</param>
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/// <param name="path">声音文件路径。</param>
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/// <param name="volume">音量(0-1.0)。</param>
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/// <param name="type">声音类型。</param>
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/// <param name="fadeout">是否渐消。</param>
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public void Stop(AudioType type, bool fadeout);
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/// <summary>
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/// 停止所有声音。
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/// </summary>
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/// <param name="fadeout">是否渐消。</param>
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public void StopAll(bool fadeout);
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/// <summary>
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/// 预先加载AudioClip,并放入对象池。
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/// </summary>
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/// <param name="list">AudioClip的AssetPath集合。</param>
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public void PutInAudioPool(List<string> list);
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/// <summary>
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/// 将部分AudioClip从对象池移出。
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/// </summary>
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/// <param name="list">AudioClip的AssetPath集合。</param>
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public void RemoveClipFromPool(List<string> list);
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/// <summary>
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/// 清空AudioClip的对象池。
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/// </summary>
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}
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Reference in New Issue
Block a user