AudioCore0.11

This commit is contained in:
Han
2025-03-07 15:21:24 +08:00
parent a594b6506d
commit 186a9da66c
8 changed files with 194 additions and 74 deletions

View File

@@ -4,29 +4,21 @@ using UnityEngine;
public class VoicePlayer
{
private AudioSourcePool audioSourcePool;
private AudioSource currentSource; // 当前正在播放的 AudioSource
Coroutine myCoroutine;
private AudioSource currentSource;
private Coroutine myCoroutine;
public VoicePlayer(AudioSourcePool audioSourcePool)
{
this.audioSourcePool = audioSourcePool;
}
/*public override void Play(AudioClip clip, float volume = 1)
{
// 停止当前正在播放的语音
Stop();
currentSource = audioSourcePool.GetAudioSource("Voice");
if (currentSource == null) return;
currentSource.clip = clip;
currentSource.volume = volume;
currentSource.Play();
}
*/
// 播放语音
/// <summary>
/// 播放语音
/// </summary>
/// <param name="clip">音频</param>
/// <param name="volume">音量</param>
/// <param name="onComplete">结束行为</param>
/// <param name="delayOnComplete">延迟结束行为时间</param>
public void Play(AudioClip clip, float volume = 1f, System.Action onComplete = null, float delayOnComplete = 0f)
{
// 停止当前正在播放的语音与旧协程
@@ -47,7 +39,9 @@ public class VoicePlayer
myCoroutine = CoroutineHelper.StartCoroutine(PlayVoiceCoroutine(currentSource, delayOnComplete, onComplete));
}
// 停止语音
/// <summary>
/// 停止语音
/// </summary>
public void Stop()
{
if (currentSource != null && currentSource.isPlaying)
@@ -58,7 +52,13 @@ public class VoicePlayer
}
}
// 播放语音的协程
/// <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);