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

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using System;
using System.Collections;
using System.Threading;
using System.Threading.Tasks;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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namespace Stary.Evo.AudioCore
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{
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public class VoicePlayer : AbstractAudio, IDisposable
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{
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private AudioSourceToken currentSource;
public VoicePlayer(IResources resources) : base(resources)
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{
}
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/// <summary>
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/// 播放语音
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/// </summary>
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/// <param name="audioData">{[clip:音频], [volume:音量],
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/// [onComplete:回调行为], [delayOnCompleteTime:延迟回调执行的时间],
/// [is3DAudio:是否3D音频], [audio3DPosition:3D音频位置],
/// [audio3DMaxDistance:3D音频最大距离]}</param>
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public override async void Play(AudioData audioData)
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{
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AudioSourceToken audioSourceToken = await PlayAudio(audioData);
// 使用协程处理延迟和回调
PlayAudioAWait(audioSourceToken,
audioData.delayOnCompleteTime, audioData.onComplete);
}
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/// <summary>
/// 异步播放语音
/// </summary>
/// <param name="audioData">{[clip:音频], [volume:音量],
/// [onComplete:回调行为], [delayOnCompleteTime:延迟回调执行的时间],
/// [is3DAudio:是否3D音频], [audio3DPosition:3D音频位置],
/// [audio3DMaxDistance:3D音频最大距离],
/// [cancellationToken:异步取消令牌]}</param>
public override async UniTask PlayAsync(AudioData audioData)
{
AudioSourceToken audioSourceToken = await PlayAudio(audioData);
await PlayAudioAWait(audioSourceToken, audioData.delayOnCompleteTime);
}
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private async UniTask<AudioSourceToken> PlayAudio(AudioData audioData)
{
if (Resources == null)
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{
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Debug.LogError("AudioCoreManager: Resources is null, please initialize it first.");
return null;
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}
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// 停止当前正在播放的语音与旧协程,或旧异步
Stop();
audioData = Initialize(audioData);
if (!string.IsNullOrEmpty(audioData.packageName) && !string.IsNullOrEmpty(audioData.packageName))
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{
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var clip = await Resources.LoadAssetAsync<AudioClip>(audioData.packageName, audioData.assetName);
if (clip == null)
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{
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Debug.LogErrorFormat($"从资源包【{audioData.packageName}】加载音频片段【{audioData.assetName}】失败");
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}
else
{
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audioData.clip = clip;
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}
}
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if (audioData.clip == null)
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{
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Debug.LogError("播放的音效音频片段为空");
return null;
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}
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AudioSourceToken audioSourceToken = AudioSourcePool.Spawn();
if (audioSourceToken == null)
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{
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Debug.LogError("音效池为空,无法播放音效");
return null;
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}
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currentSource = audioSourceToken;
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currentSource.source.clip = audioData.clip;
currentSource.source.volume = audioData.volume;
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// 设置2D与3D音频
if (audioData.is3DAudio)
{
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currentSource.source.transform.position = audioData.audio3DPosition;
currentSource.source.spatialBlend = 1;
currentSource.source.minDistance = 1f;
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if (audioData.audio3DMaxDistance != 0)
{
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currentSource.source.maxDistance = audioData.audio3DMaxDistance;
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}
else
{
// 默认3D最大距离为3米
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currentSource.source.maxDistance = 3f;
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}
}
else
{
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currentSource.source.transform.position = Vector3.zero;
currentSource.source.spatialBlend = 0;
currentSource.source.minDistance = 1f;
currentSource.source.maxDistance = 500f;
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}
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currentSource.source.Play();
return audioSourceToken;
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}
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/// <summary>
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/// 停止语音
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/// </summary>
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/// /// <param name="audioData">{[无可使用变量]}</param>
public override void Stop()
{
// 停止当前协程
if (currentSource != null && currentSource.source.isPlaying)
{
currentSource.source.Stop();
AudioSourcePool.RecycleSpawn(currentSource);
currentSource = null;
}
}
public override void StopAll()
{
AudioSourcePool.RecycleAll();
}
public void Dispose()
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{
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AudioSourcePool.RecycleAll();
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}
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}
}