2025-03-06 17:24:31 +08:00
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using System.Collections;
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using UnityEngine;
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2025-03-26 09:34:52 +08:00
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namespace AudioCore
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{
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public class MusicPlayer : AbstractAudio
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{
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private AudioSourcePool audioSourcePool;
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private AudioSource audioSource1;
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private AudioSource audioSource2;
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private AudioSource currentAudioSource;
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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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/// <20><><EFBFBD>ű<EFBFBD><C5B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/// </summary>
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/// <param name="audioData">{[clip:<3A><>Ƶ], [volume:<3A><><EFBFBD><EFBFBD>], [fadeDuration:<3A><>Ȼ<EFBFBD><C8BB><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>]}</param>
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public override void Play(AudioData audioData)
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{
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audioData = AudioDataInitialize(audioData);
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if (audioSource1 == null)
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{
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audioSource1 = audioSourcePool.GetAudioSource("Music");
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audioSource1.clip = audioData.clip;
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audioSource1.volume = audioData.volume;
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currentAudioSource = audioSource1;
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currentAudioSource.Play();
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CoroutineHelper.StartCoroutine(FadeMusic(audioSource1, audioData.fadeDuration, audioSource2));
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}
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else
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{
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if (audioSource2 == null)
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{
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audioSource2 = audioSourcePool.GetAudioSource("Music");
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audioSource2.clip = audioData.clip;
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audioSource2.volume = audioData.volume;
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currentAudioSource = audioSource2;
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currentAudioSource.Play();
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CoroutineHelper.StartCoroutine(FadeMusic(audioSource2, audioData.fadeDuration, audioSource1));
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}
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else
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{
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Debug.LogWarning("<22><>ͬʱ<CDAC><CAB1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>л<EFBFBD>");
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}
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}
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}
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/// <summary>
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/// <20>رձ<D8B1><D5B1><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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/// </summary>
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/// <param name="audioData">{[fadeDuration:<3A><>Ȼ<EFBFBD><C8BB><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>]}</param>
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public override void Stop(AudioData audioData)
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{
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audioData = AudioDataInitialize(audioData);
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CoroutineHelper.StartCoroutine(FadeOutMusic(currentAudioSource, audioData.fadeDuration));
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}
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/// <summary>
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/// <20>л<EFBFBD><D0BB><EFBFBD>Ƶ
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/// </summary>
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/// <param name="source1"><3E><><EFBFBD>ŵ<EFBFBD><C5B5><EFBFBD>Ƶ</param>
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/// <param name="fadeDuration"><3E>仯ʱ<E4BBAF><CAB1></param>
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/// <param name="source2">ֹͣ<CDA3><D6B9><EFBFBD><EFBFBD>Ƶ</param>
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/// <returns></returns>
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private IEnumerator FadeMusic(AudioSource source1, float fadeDuration, AudioSource source2 = null)
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{
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yield return FadeInMusic(source1, fadeDuration);
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if (source2 != null)
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{
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yield return FadeOutMusic(source2, fadeDuration);
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}
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}
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/// <summary>
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/// <20>ر<EFBFBD><D8B1><EFBFBD>Ƶ<EFBFBD><C6B5>Э<EFBFBD><D0AD>
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/// </summary>
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/// <param name="source"></param>
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/// <param name="fadeDuration"></param>
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/// <returns></returns>
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private IEnumerator FadeOutMusic(AudioSource source, float fadeDuration)
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{
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float startVolume = source.volume;
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while (source.volume > 0)
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{
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source.volume -= startVolume * Time.deltaTime / fadeDuration;
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yield return null;
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}
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source.Stop();
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audioSourcePool.ReturnAudioSource("Music", source.gameObject);
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if (currentAudioSource == audioSource1)
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{
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audioSource2 = null;
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}
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else if (currentAudioSource == audioSource2)
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{
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audioSource1 = null;
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}
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}
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/// <summary>
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/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƶ<EFBFBD><C6B5>Э<EFBFBD><D0AD>
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/// </summary>
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/// <param name="source"></param>
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/// <param name="fadeDuration"></param>
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/// <returns></returns>
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private IEnumerator FadeInMusic(AudioSource source, float fadeDuration)
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{
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float targetVolume = source.volume;
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source.volume = 0;
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while (source.volume < targetVolume)
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{
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source.volume += targetVolume * Time.deltaTime / fadeDuration;
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yield return null;
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}
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}
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}
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}
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