音频播放工具1.0.1

This commit is contained in:
Han
2025-03-31 11:49:53 +08:00
parent bb9bb69c3a
commit 0029323f68
23 changed files with 127 additions and 168 deletions

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using UnityEngine;
using System.Collections.Generic;
using UnityEngine.SceneManagement;
namespace Stary.Evo.AudioCore
{
public class AudioSourcePool
{
private Dictionary<string, Queue<GameObject>> poolDict = new Dictionary<string, Queue<GameObject>>();
private GameObject poolObject;
/// <summary>
/// 对象池初始化
/// </summary>
private void PoolAwake()
{
// 检查是否已经存在一个名为"AudioSourcePool"的对象
SceneManager.sceneUnloaded += OnSceneUnloaded;
poolObject = GameObject.Find("AudioSourcePool");
if (poolObject == null)
{
// 如果不存在,创建一个新对象
poolObject = new GameObject("AudioSourcePool");
}
CoroutineHelper.SetRunner();
// 初始化 Voice 池(最多 1 个,可动态扩展)
poolDict["Voice"] = new Queue<GameObject>();
CreateAudioSource("Voice");
// 初始化 Music 池(最多 2 个)
poolDict["Music"] = new Queue<GameObject>();
for (int i = 0; i < 2; i++)
{
CreateAudioSource("Music");
}
// 初始化 SFX 池(初始 4 个,可动态扩展)
poolDict["SFX"] = new Queue<GameObject>();
for (int i = 0; i < 4; i++)
{
CreateAudioSource("SFX");
}
}
/// <summary>
/// 创建对象
/// </summary>
/// <param name="type">定义对象类型</param>
private void CreateAudioSource(string type)
{
GameObject newObject = new GameObject($"AudioSource_{type}");
newObject.transform.SetParent(poolObject.transform); // 将新对象作为当前对象的子对象
newObject.AddComponent<AudioSource>().playOnAwake = false; // 添加 AudioSource 组件并禁用自动播放
if (type == "Music")
{
newObject.GetComponent<AudioSource>().loop = true;
}
poolDict[type].Enqueue(newObject);
}
/// <summary>
/// 获取对象
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
public AudioSource GetAudioSource(string type)
{
if (poolObject == null)
{
PoolAwake();
}
if (!poolDict.ContainsKey(type))
{
Debug.LogError($"对象池中不存在类型: {type}");
return null;
}
if (poolDict[type].Count == 0)
{
// 如果池为空,动态创建新的 GameObject仅限 SFX 与 Voice
if (type == "SFX" && type == "Voice")
{
CreateAudioSource(type);
}
else
{
Debug.LogWarning($"对象池 {type} 已用完,无法分配新的 AudioSource");
return null;
}
CreateAudioSource(type);
}
GameObject audioObject = poolDict[type].Dequeue();
AudioSource audioSource = audioObject.GetComponent<AudioSource>();
return audioSource;
}
/// <summary>
/// 回收对象
/// </summary>
/// <param name="type"></param>
/// <param name="audioObject"></param>
public void ReturnAudioSource(string type, GameObject audioObject)
{
if (!poolDict.ContainsKey(type))
{
Debug.LogError($"对象池中不存在类型: {type}");
return;
}
AudioSource audioSource = audioObject.GetComponent<AudioSource>();
audioSource.Stop(); // 停止播放
audioSource.clip = null; // 清空音频剪辑
audioSource.volume = 1f; // 音量大小恢复
poolDict[type].Enqueue(audioObject); // 回收到对象池
}
/// <summary>
/// 场景销毁时清空对象池
/// </summary>
/// <param name="scene"></param>
void OnSceneUnloaded(Scene scene)
{
foreach (var pair in poolDict)
{
Queue<GameObject> queue = pair.Value;
while (queue.Count > 0)
{
GameObject obj = queue.Dequeue();
if (obj != null)
{
UnityEngine.Object.Destroy(obj);
}
}
}
poolDict.Clear();
}
}
}

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using System.Collections;
using UnityEngine;
using UnityEngine.Internal;
namespace Stary.Evo.AudioCore
{
public static class CoroutineHelper
{
private static CoroutineRunner coroutineRunner;
public static void SetRunner()
{
GameObject runnerObject = new GameObject("CoroutineRunner");
coroutineRunner = runnerObject.AddComponent<CoroutineRunner>();
}
public static Coroutine StartCoroutine(IEnumerator coroutine)
{
Coroutine myCoroutine = coroutineRunner.StartCoroutine(coroutine);
return myCoroutine;
}
public static void StopCoroutine(Coroutine myCoroutine)
{
coroutineRunner.StopCoroutine(myCoroutine);
}
private class CoroutineRunner : MonoBehaviour { }
}
}

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

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Stary.Evo.AudioCore
{
public class SFXPlayer : AbstractAudio
{
private AudioSourcePool audioSourcePool;
private List<AudioSource> activeSources = new List<AudioSource>(); // 正在播放的 AudioSource 列表
public SFXPlayer(AudioSourcePool audioSourcePool)
{
this.audioSourcePool = audioSourcePool;
}
/// <summary>
/// 播放音效
/// </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]}</param>
public override void Play(AudioData audioData)
{
AudioSource source = audioSourcePool.GetAudioSource("SFX");
if (source == null) return;
source.clip = audioData.clip;
source.volume = audioData.volume;
source.Play();
// 将 AudioSource 加入活动列表
activeSources.Add(source);
// 使用协程处理延迟和回调
CoroutineHelper.StartCoroutine(PlaySFXCoroutine(source, audioData.delayOnCompleteTime, audioData.onComplete));
}
/// <summary>
/// 停止所有音效
/// </summary>
/// <param name="audioData">{[无可使用变量]}</param>
public override void Stop(AudioData audioData)
{
foreach (var source in activeSources)
{
if (source.isPlaying)
{
source.Stop();
audioSourcePool.ReturnAudioSource("SFX", source.gameObject);
}
}
activeSources.Clear();
}
/// <summary>
/// 播放音效的协程
/// </summary>
/// <param name="source"></param>
/// <param name="delay"></param>
/// <param name="onComplete"></param>
/// <returns></returns>
private IEnumerator PlaySFXCoroutine(AudioSource source, float delay, System.Action onComplete)
{
yield return new WaitForSeconds(source.clip.length + delay);
onComplete?.Invoke();
audioSourcePool.ReturnAudioSource("SFX", source.gameObject);
activeSources.Remove(source);
}
}
}

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using System.Collections;
using UnityEngine;
namespace Stary.Evo.AudioCore
{
public class VoicePlayer : AbstractAudio
{
private AudioSourcePool audioSourcePool;
private AudioSource currentSource;
private Coroutine myCoroutine;
public VoicePlayer(AudioSourcePool audioSourcePool)
{
this.audioSourcePool = audioSourcePool;
}
/// <summary>
/// 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]}</param>
public override void Play(AudioData audioData)
{
// 停止当前正在播放的语音与旧协程
Stop(new AudioData { });
audioData = AudioDataInitialize(audioData);
if (myCoroutine != null)
{
CoroutineHelper.StopCoroutine(myCoroutine);
myCoroutine = null;
}
currentSource = audioSourcePool.GetAudioSource("Voice");
if (currentSource == null) return;
currentSource.clip = audioData.clip;
currentSource.volume = audioData.volume;
currentSource.Play();
// 使用协程处理延迟和回调
myCoroutine = CoroutineHelper.StartCoroutine(PlayVoiceCoroutine(currentSource, audioData.delayOnCompleteTime, audioData.onComplete));
}
/// <summary>
/// 停止语音
/// </summary>
/// /// <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;
}
}
}

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