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

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using System.Collections;
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using UnityEngine;
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namespace Stary.Evo.AudioCore
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{
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public class MusicPlayer : AbstractAudio
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{
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private AudioSourcePool audioSourcePool;
private AudioSource audioSource1;
private AudioSource audioSource2;
private AudioSource currentAudioSource;
private Coroutine myCoroutine;
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public MusicPlayer(AudioSourcePool audioSourcePool)
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{
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this.audioSourcePool = audioSourcePool;
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}
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/// <summary>
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/// 播放背景音乐
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/// </summary>
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/// <param name="audioData">{[clip:音频], [volume:音量], [fadeDuration:自然过渡时间]}</param>
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public override void Play(AudioData audioData)
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{
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audioData = AudioDataInitialize(audioData);
if (audioSource1 == null)
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{
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audioSource1 = audioSourcePool.GetAudioSource("Music");
audioSource1.clip = audioData.clip;
audioSource1.volume = audioData.volume;
currentAudioSource = audioSource1;
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currentAudioSource.Play();
FadeMusic(audioSource1, audioData.fadeDuration, audioSource2);
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}
else
{
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if (audioSource2 == null)
{
audioSource2 = audioSourcePool.GetAudioSource("Music");
audioSource2.clip = audioData.clip;
audioSource2.volume = audioData.volume;
currentAudioSource = audioSource2;
currentAudioSource.Play();
FadeMusic(audioSource2, audioData.fadeDuration, audioSource1);
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}
else
{
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Debug.LogWarning("UnityEvo:已同时存在两个背景乐在切换");
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}
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}
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}
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/// <summary>
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/// 关闭背景音乐
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/// </summary>
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/// <param name="audioData">{[fadeDuration:自然过渡时间]}</param>
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public override void Stop(AudioData audioData)
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{
FadeAllMusic();
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}
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/// <summary>
/// 设置背景音乐音量
/// </summary>
/// <param name="audioData"></param>
public void SetMusicVolume(AudioData audioData)
{
if(currentAudioSource == null) return;
if (myCoroutine != null)
{
CoroutineHelper.StopCoroutine(myCoroutine);
myCoroutine = null;
}
myCoroutine = CoroutineHelper.StartCoroutine(SetMusicVolume(audioData.fadeDuration, audioData.volume));
}
/// <summary>
/// 设置自然过渡到指定音量
/// </summary>
/// <param name="fadeDuration"></param>
/// <param name="targetVolume"></param>
/// <returns></returns>
private IEnumerator SetMusicVolume(float fadeDuration, float targetVolume)
{
float startVolume = currentAudioSource.volume;
while (currentAudioSource.volume != targetVolume)
{
if (currentAudioSource.volume > targetVolume)
{
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currentAudioSource.volume -= (startVolume-targetVolume) * Time.deltaTime / fadeDuration;
}
else
{
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currentAudioSource.volume += (targetVolume-startVolume) * Time.deltaTime / fadeDuration;
}
if (Mathf.Abs(currentAudioSource.volume - targetVolume) < 0.01f)
{
currentAudioSource.volume = targetVolume;
}
yield return null;
}
}
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/// <summary>
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/// 切换音频
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/// </summary>
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/// <param name="source1">播放的音频</param>
/// <param name="fadeDuration">变化时间</param>
/// <param name="source2">停止的音频</param>
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/// <returns></returns>
private void FadeMusic(AudioSource source1, float fadeDuration, AudioSource source2 = null)
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{
CoroutineHelper.StartCoroutine(FadeInMusic(source1, fadeDuration));
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if (source2 != null)
{
CoroutineHelper.StartCoroutine(FadeOutMusic(source2, fadeDuration));
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}
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}
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/// <summary>
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/// 关闭音频的协程
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/// </summary>
/// <param name="source"></param>
/// <param name="fadeDuration"></param>
/// <returns></returns>
private IEnumerator FadeOutMusic(AudioSource source, float fadeDuration)
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{
if (source == null) yield break;
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float startVolume = source.volume;
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while (source.volume > 0)
{
source.volume -= startVolume * Time.deltaTime / fadeDuration;
yield return null;
}
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source.Stop();
if (audioSource1 == source)
{
audioSource1 = null;
}
else if (audioSource2 == source)
{
audioSource2 = null;
}
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audioSourcePool.ReturnAudioSource("Music", source.gameObject);
}
private void FadeAllMusic()
{
if (currentAudioSource != null && currentAudioSource.isPlaying)
{
if (currentAudioSource == audioSource1)
{
audioSource1 = null;
}
else
{
audioSource2 = null;
}
audioSourcePool.ReturnAudioSource("Music", currentAudioSource.gameObject);
currentAudioSource = null;
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}
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}
/// <summary>
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/// 开启音频的协程
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/// </summary>
/// <param name="source"></param>
/// <param name="fadeDuration"></param>
/// <returns></returns>
private IEnumerator FadeInMusic(AudioSource source, float fadeDuration)
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{
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float targetVolume = source.volume;
source.volume = 0;
while (source.volume < targetVolume)
{
source.volume += targetVolume * Time.deltaTime / fadeDuration;
yield return null;
}
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}
}
}