音频播放工具1.0.1
This commit is contained in:
142
Assets/04.AudioCore/RunTime/Base/AudioSourcePool.cs
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142
Assets/04.AudioCore/RunTime/Base/AudioSourcePool.cs
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using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine.SceneManagement;
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namespace Stary.Evo.AudioCore
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{
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public class AudioSourcePool
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{
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private Dictionary<string, Queue<GameObject>> poolDict = new Dictionary<string, Queue<GameObject>>();
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private GameObject poolObject;
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/// <summary>
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/// 对象池初始化
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/// </summary>
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private void PoolAwake()
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{
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// 检查是否已经存在一个名为"AudioSourcePool"的对象
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SceneManager.sceneUnloaded += OnSceneUnloaded;
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poolObject = GameObject.Find("AudioSourcePool");
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if (poolObject == null)
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{
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// 如果不存在,创建一个新对象
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poolObject = new GameObject("AudioSourcePool");
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}
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CoroutineHelper.SetRunner();
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// 初始化 Voice 池(最多 1 个,可动态扩展)
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poolDict["Voice"] = new Queue<GameObject>();
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CreateAudioSource("Voice");
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// 初始化 Music 池(最多 2 个)
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poolDict["Music"] = new Queue<GameObject>();
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for (int i = 0; i < 2; i++)
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{
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CreateAudioSource("Music");
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}
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// 初始化 SFX 池(初始 4 个,可动态扩展)
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poolDict["SFX"] = new Queue<GameObject>();
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for (int i = 0; i < 4; i++)
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{
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CreateAudioSource("SFX");
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}
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}
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/// <summary>
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/// 创建对象
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/// </summary>
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/// <param name="type">定义对象类型</param>
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private void CreateAudioSource(string type)
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{
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GameObject newObject = new GameObject($"AudioSource_{type}");
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newObject.transform.SetParent(poolObject.transform); // 将新对象作为当前对象的子对象
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newObject.AddComponent<AudioSource>().playOnAwake = false; // 添加 AudioSource 组件并禁用自动播放
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if (type == "Music")
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{
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newObject.GetComponent<AudioSource>().loop = true;
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}
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poolDict[type].Enqueue(newObject);
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}
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/// <summary>
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/// 获取对象
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/// </summary>
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/// <param name="type"></param>
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/// <returns></returns>
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public AudioSource GetAudioSource(string type)
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{
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if (poolObject == null)
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{
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PoolAwake();
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}
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if (!poolDict.ContainsKey(type))
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{
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Debug.LogError($"对象池中不存在类型: {type}");
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return null;
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}
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if (poolDict[type].Count == 0)
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{
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// 如果池为空,动态创建新的 GameObject(仅限 SFX 与 Voice)
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if (type == "SFX" && type == "Voice")
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{
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CreateAudioSource(type);
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}
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else
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{
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Debug.LogWarning($"对象池 {type} 已用完,无法分配新的 AudioSource");
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return null;
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}
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CreateAudioSource(type);
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}
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GameObject audioObject = poolDict[type].Dequeue();
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AudioSource audioSource = audioObject.GetComponent<AudioSource>();
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return audioSource;
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}
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/// <summary>
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/// 回收对象
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/// </summary>
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/// <param name="type"></param>
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/// <param name="audioObject"></param>
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public void ReturnAudioSource(string type, GameObject audioObject)
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{
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if (!poolDict.ContainsKey(type))
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{
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Debug.LogError($"对象池中不存在类型: {type}");
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return;
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}
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AudioSource audioSource = audioObject.GetComponent<AudioSource>();
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audioSource.Stop(); // 停止播放
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audioSource.clip = null; // 清空音频剪辑
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audioSource.volume = 1f; // 音量大小恢复
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poolDict[type].Enqueue(audioObject); // 回收到对象池
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}
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/// <summary>
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/// 场景销毁时清空对象池
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/// </summary>
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/// <param name="scene"></param>
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void OnSceneUnloaded(Scene scene)
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{
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foreach (var pair in poolDict)
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{
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Queue<GameObject> queue = pair.Value;
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while (queue.Count > 0)
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{
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GameObject obj = queue.Dequeue();
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if (obj != null)
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{
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UnityEngine.Object.Destroy(obj);
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}
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}
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}
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poolDict.Clear();
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}
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}
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}
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11
Assets/04.AudioCore/RunTime/Base/AudioSourcePool.cs.meta
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11
Assets/04.AudioCore/RunTime/Base/AudioSourcePool.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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28
Assets/04.AudioCore/RunTime/Base/CoroutineHelper.cs
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28
Assets/04.AudioCore/RunTime/Base/CoroutineHelper.cs
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using System.Collections;
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using UnityEngine;
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using UnityEngine.Internal;
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namespace Stary.Evo.AudioCore
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{
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public static class CoroutineHelper
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{
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private static CoroutineRunner coroutineRunner;
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public static void SetRunner()
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{
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GameObject runnerObject = new GameObject("CoroutineRunner");
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coroutineRunner = runnerObject.AddComponent<CoroutineRunner>();
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}
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public static Coroutine StartCoroutine(IEnumerator coroutine)
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{
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Coroutine myCoroutine = coroutineRunner.StartCoroutine(coroutine);
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return myCoroutine;
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}
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public static void StopCoroutine(Coroutine myCoroutine)
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{
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coroutineRunner.StopCoroutine(myCoroutine);
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}
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private class CoroutineRunner : MonoBehaviour { }
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}
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}
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11
Assets/04.AudioCore/RunTime/Base/CoroutineHelper.cs.meta
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11
Assets/04.AudioCore/RunTime/Base/CoroutineHelper.cs.meta
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@@ -0,0 +1,11 @@
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128
Assets/04.AudioCore/RunTime/Base/MusicPlayer.cs
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128
Assets/04.AudioCore/RunTime/Base/MusicPlayer.cs
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@@ -0,0 +1,128 @@
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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;
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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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/// 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);
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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("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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{
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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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/// 切换音频
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/// </summary>
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/// <param name="source1">播放的音频</param>
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/// <param name="fadeDuration">变化时间</param>
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/// <param name="source2">停止的音频</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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/// 关闭音频的协程
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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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/// 开启音频的协程
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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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11
Assets/04.AudioCore/RunTime/Base/MusicPlayer.cs.meta
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11
Assets/04.AudioCore/RunTime/Base/MusicPlayer.cs.meta
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@@ -0,0 +1,11 @@
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||||
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71
Assets/04.AudioCore/RunTime/Base/SFXPlayer.cs
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71
Assets/04.AudioCore/RunTime/Base/SFXPlayer.cs
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@@ -0,0 +1,71 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Stary.Evo.AudioCore
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{
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public class SFXPlayer : AbstractAudio
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{
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private AudioSourcePool audioSourcePool;
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private List<AudioSource> activeSources = new List<AudioSource>(); // 正在播放的 AudioSource 列表
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public SFXPlayer(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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/// 播放音效
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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]}</param>
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public override void Play(AudioData audioData)
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{
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AudioSource source = audioSourcePool.GetAudioSource("SFX");
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if (source == null) return;
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source.clip = audioData.clip;
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source.volume = audioData.volume;
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source.Play();
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// 将 AudioSource 加入活动列表
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activeSources.Add(source);
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// 使用协程处理延迟和回调
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CoroutineHelper.StartCoroutine(PlaySFXCoroutine(source, audioData.delayOnCompleteTime, audioData.onComplete));
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}
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/// <summary>
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/// 停止所有音效
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/// </summary>
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/// <param name="audioData">{[无可使用变量]}</param>
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public override void Stop(AudioData audioData)
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{
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foreach (var source in activeSources)
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{
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if (source.isPlaying)
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{
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source.Stop();
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audioSourcePool.ReturnAudioSource("SFX", source.gameObject);
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}
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}
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activeSources.Clear();
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}
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/// <summary>
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/// 播放音效的协程
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/// </summary>
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/// <param name="source"></param>
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/// <param name="delay"></param>
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/// <param name="onComplete"></param>
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/// <returns></returns>
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private IEnumerator PlaySFXCoroutine(AudioSource source, float delay, System.Action onComplete)
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{
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yield return new WaitForSeconds(source.clip.length + delay);
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onComplete?.Invoke();
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audioSourcePool.ReturnAudioSource("SFX", source.gameObject);
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activeSources.Remove(source);
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}
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}
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}
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11
Assets/04.AudioCore/RunTime/Base/SFXPlayer.cs.meta
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11
Assets/04.AudioCore/RunTime/Base/SFXPlayer.cs.meta
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@@ -0,0 +1,11 @@
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userData:
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76
Assets/04.AudioCore/RunTime/Base/VoicePlayer.cs
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76
Assets/04.AudioCore/RunTime/Base/VoicePlayer.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 VoicePlayer : AbstractAudio
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{
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||||
private AudioSourcePool audioSourcePool;
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private AudioSource currentSource;
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private Coroutine myCoroutine;
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||||
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||||
public VoicePlayer(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]}</param>
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public override void Play(AudioData audioData)
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{
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// 停止当前正在播放的语音与旧协程
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Stop(new AudioData { });
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audioData = AudioDataInitialize(audioData);
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||||
if (myCoroutine != null)
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||||
{
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||||
CoroutineHelper.StopCoroutine(myCoroutine);
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myCoroutine = null;
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||||
}
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||||
currentSource = audioSourcePool.GetAudioSource("Voice");
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if (currentSource == null) return;
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||||
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||||
currentSource.clip = audioData.clip;
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||||
currentSource.volume = audioData.volume;
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||||
currentSource.Play();
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||||
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||||
// 使用协程处理延迟和回调
|
||||
myCoroutine = CoroutineHelper.StartCoroutine(PlayVoiceCoroutine(currentSource, audioData.delayOnCompleteTime, audioData.onComplete));
|
||||
}
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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(AudioData audioData)
|
||||
{
|
||||
if (currentSource != null && currentSource.isPlaying)
|
||||
{
|
||||
currentSource.Stop();
|
||||
audioSourcePool.ReturnAudioSource("Voice", currentSource.gameObject);
|
||||
currentSource = null;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 播放语音的协程
|
||||
/// </summary>
|
||||
/// <param name="source"></param>
|
||||
/// <param name="delayOnComplete"></param>
|
||||
/// <param name="onComplete"></param>
|
||||
/// <returns></returns>
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
11
Assets/04.AudioCore/RunTime/Base/VoicePlayer.cs.meta
Normal file
11
Assets/04.AudioCore/RunTime/Base/VoicePlayer.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ff93caf4019714a4797e6986c6e5c234
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user