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plugin-library/Assets/04.AudioCore/RunTime/VoicePlayer.cs

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using System.Collections;
using UnityEngine;
public class VoicePlayer
{
private AudioSourcePool audioSourcePool;
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private AudioSource currentSource;
private Coroutine myCoroutine;
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public VoicePlayer(AudioSourcePool audioSourcePool)
{
this.audioSourcePool = audioSourcePool;
}
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/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <param name="clip"><3E><>Ƶ</param>
/// <param name="volume"><3E><><EFBFBD><EFBFBD></param>
/// <param name="onComplete"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊ</param>
/// <param name="delayOnComplete"><3E>ӳٽ<D3B3><D9BD><EFBFBD><EFBFBD><EFBFBD>Ϊʱ<CEAA><CAB1></param>
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public void Play(AudioClip clip, float volume = 1f, System.Action onComplete = null, float delayOnComplete = 0f)
{
// ֹͣ<CDA3><D6B9>ǰ<EFBFBD><C7B0><EFBFBD>ڲ<EFBFBD><DAB2>ŵ<EFBFBD><C5B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Э<EFBFBD><D0AD>
Stop();
if(myCoroutine!= null)
{
CoroutineHelper.StopCoroutine(myCoroutine);
myCoroutine = null;
}
currentSource = audioSourcePool.GetAudioSource("Voice");
if (currentSource == null) return;
currentSource.clip = clip;
currentSource.volume = volume;
currentSource.Play();
// ʹ<><CAB9>Э<EFBFBD>̴<EFBFBD><CCB4><EFBFBD><EFBFBD>ӳٺͻص<CDBB>
myCoroutine = CoroutineHelper.StartCoroutine(PlayVoiceCoroutine(currentSource, delayOnComplete, onComplete));
}
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/// <summary>
/// ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>
/// </summary>
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public void Stop()
{
if (currentSource != null && currentSource.isPlaying)
{
currentSource.Stop();
audioSourcePool.ReturnAudioSource("Voice", currentSource.gameObject);
currentSource = null;
}
}
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/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Э<EFBFBD><D0AD>
/// </summary>
/// <param name="source"></param>
/// <param name="delayOnComplete"></param>
/// <param name="onComplete"></param>
/// <returns></returns>
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private IEnumerator PlayVoiceCoroutine(AudioSource source, float delayOnComplete, System.Action onComplete)
{
yield return new WaitForSeconds(source.clip.length+delayOnComplete);
onComplete?.Invoke();
audioSourcePool.ReturnAudioSource("Voice", source.gameObject);
currentSource = null;
myCoroutine = null;
}
}