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

@@ -8,7 +8,6 @@ public static class AudioCoreManager
private static SFXPlayer SFX;
private static MusicPlayer Music;
// 初始化 AudioCoreManager
static AudioCoreManager()
{
audioSourcePool = new AudioSourcePool();
@@ -18,39 +17,98 @@ public static class AudioCoreManager
Music = new MusicPlayer(audioSourcePool);
}
// 播放语
#region
/// <summary>
/// 播放语音
/// </summary>
/// <param name="clip">音频</param>
/// <param name="onComplete">结束行为</param>
/// <param name="delay">结束行为延迟执行时间</param>
public static void PlayVoice(AudioClip clip, System.Action onComplete, float delay = 0f)
{
Voice.Play(clip, 1f, onComplete, delay);
}
/// <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="delay">结束行为延迟执行时间</param>
public static void PlayVoice(AudioClip clip, float volume = 1f, System.Action onComplete = null, float delay = 0f)
{
Voice.Play(clip, volume, onComplete, delay);
}
// 停止语音
/// <summary>
/// 停止当前的语音
/// </summary>
public static void StopVoice()
{
Voice.Stop();
}
// 播放音效
#endregion
#region
/// <summary>
/// 播放音效
/// </summary>
/// <param name="clip">音频</param>
/// <param name="onComplete">结束行为</param>
/// <param name="delay">结束行为延迟执行时间</param>
public static void PlaySFX(AudioClip clip, System.Action onComplete, float delay = 0f)
{
SFX.Play(clip, 1f, onComplete, delay);
}
/// <summary>
/// 播放音效
/// </summary>
/// <param name="clip">音频</param>
/// <param name="volume">音量</param>
/// <param name="onComplete">结束行为</param>
/// <param name="delay">结束行为延迟执行时间</param>
public static void PlaySFX(AudioClip clip, float volume = 1f, System.Action onComplete = null, float delay = 0f)
{
SFX.Play(clip, volume, onComplete, delay);
}
// 停止所有音效
/// <summary>
/// 停止所有音效
/// </summary>
public static void StopAllSFX()
{
SFX.Stop();
}
// 播放背景音乐
public static void PlayMusic(AudioClip clip, float fadeDuration = 0f)
#endregion
#region
/// <summary>
/// 播放背景音乐
/// </summary>
/// <param name="clip">音频</param>
/// <param name="volume">音量</param>
/// <param name="fadeDuration">自然过渡时间</param>
public static void PlayMusic(AudioClip clip, float volume = 1f, float fadeDuration = 1f)
{
Music.Play(clip, fadeDuration);
Music.Play(clip, volume, fadeDuration);
}
// 停止背景音乐
/// <summary>
/// 停止播放背景音乐
/// </summary>
/// <param name="fadeDuration">自然过渡时间</param>
public static void StopMusic(float fadeDuration = 1f)
{
Music.Stop(fadeDuration);
}
#endregion
}

View File

@@ -4,7 +4,6 @@ using UnityEngine.SceneManagement;
public class AudioSourcePool
{
// 对象池字典,存储类型和对应的 GameObject 队列
private Dictionary<string, Queue<GameObject>> poolDict = new Dictionary<string, Queue<GameObject>>();
private GameObject poolObject;
@@ -23,7 +22,7 @@ public class AudioSourcePool
}
CoroutineHelper.SetRunner();
// 初始化 Voice 池(最多 1 个)
// 初始化 Voice 池(最多 1 个,可动态扩展
poolDict["Voice"] = new Queue<GameObject>();
CreateAudioSource("Voice");
@@ -51,6 +50,10 @@ public class AudioSourcePool
GameObject newObject = new GameObject($"AudioSource_{type}");
newObject.transform.SetParent(poolObject.transform); // 将新对象作为当前对象的子对象
newObject.AddComponent<AudioSource>().playOnAwake = false; // 添加 AudioSource 组件并禁用自动播放
if(type == "Music")
{
newObject.GetComponent<AudioSource>().loop = true;
}
poolDict[type].Enqueue(newObject);
}
@@ -74,8 +77,8 @@ public class AudioSourcePool
if (poolDict[type].Count == 0)
{
/*// 如果池为空,动态创建新的 GameObject仅限 SFX
if (type == "SFX")
// 如果池为空,动态创建新的 GameObject仅限 SFX 与 Voice
if (type == "SFX" && type == "Voice")
{
CreateAudioSource(type);
}
@@ -83,7 +86,7 @@ public class AudioSourcePool
{
Debug.LogWarning($"对象池 {type} 已用完,无法分配新的 AudioSource");
return null;
}*/
}
CreateAudioSource(type);
}

View File

@@ -4,7 +4,7 @@ using UnityEngine;
public interface IAudio
{
void Play(AudioClip audioClip,float volume);
void Play(AudioClip audioClip,float volume, System.Action onComplete, float delay);
void Stop();
@@ -17,7 +17,7 @@ public interface IAudio
}
public abstract class AbstractAudio : IAudio
{
public abstract void Play(AudioClip audioClip, float volume);
public abstract void Play(AudioClip audioClip, float volume, System.Action onComplete, float delay);
public abstract void Stop();

View File

@@ -4,38 +4,84 @@ using UnityEngine;
public class MusicPlayer
{
private AudioSourcePool audioSourcePool;
private AudioSource audioSource1;
private AudioSource audioSource2;
private AudioSource currentAudioSource;
public MusicPlayer(AudioSourcePool audioSourcePool)
{
this.audioSourcePool = audioSourcePool;
}
public void Play(AudioClip clip, float fadeDuration)
/// <summary>
/// 播放背景音乐
/// </summary>
/// <param name="clip">音频</param>
/// <param name="volume">音量</param>
/// <param name="fadeDuration">自然过渡时间</param>
public void Play(AudioClip clip, float volume, float fadeDuration)
{
AudioSource source = audioSourcePool.GetAudioSource("Music");
if (source == null) return;
CoroutineHelper.StartCoroutine(FadeMusic(source, clip, fadeDuration));
if(audioSource1 == null)
{
audioSource1 = audioSourcePool.GetAudioSource("Music");
audioSource1.clip = clip;
audioSource1.volume = volume;
currentAudioSource = audioSource1;
currentAudioSource.Play();
CoroutineHelper.StartCoroutine(FadeMusic(audioSource1, fadeDuration, audioSource2));
}
else
{
if (audioSource2 == null)
{
audioSource2 = audioSourcePool.GetAudioSource("Music");
audioSource2.clip = clip;
audioSource2.volume = volume;
currentAudioSource = audioSource2;
currentAudioSource.Play();
CoroutineHelper.StartCoroutine(FadeMusic(audioSource2, 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="fadeDuration">关闭时的自然过渡时间</param>
public void Stop(float fadeDuration)
{
AudioSource source = audioSourcePool.GetAudioSource("Music");
if (source == null) return;
CoroutineHelper.StartCoroutine(FadeOutMusic(source, fadeDuration));
CoroutineHelper.StartCoroutine(FadeOutMusic(currentAudioSource, fadeDuration));
}
private IEnumerator FadeMusic(AudioSource source, AudioClip clip, float 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 FadeOutMusic(source, fadeDuration);
yield return FadeInMusic(source1, fadeDuration);
source.clip = clip;
source.Play();
yield return FadeInMusic(source, 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;
@@ -47,9 +93,24 @@ public class MusicPlayer
}
source.Stop();
source.volume = startVolume;
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;

View File

@@ -12,21 +12,13 @@ public class SFXPlayer
this.audioSourcePool = audioSourcePool;
}
/*public override void Play(AudioClip clip, float volume = 1f)
{
AudioSource source = audioSourcePool.GetAudioSource("SFX");
if (source == null) return;
source.clip = clip;
source.volume = volume;
source.Play();
// 将 AudioSource 加入活动列表
activeSources.Add(source);
}
*/
// 播放音效
/// <summary>
/// 播放音效
/// </summary>
/// <param name="clip">音频</param>
/// <param name="volume">音量</param>
/// <param name="onComplete">结束行为</param>
/// <param name="delay">延迟结束行为时间</param>
public void Play(AudioClip clip, float volume = 1f, System.Action onComplete = null, float delay = 0f)
{
AudioSource source = audioSourcePool.GetAudioSource("SFX");
@@ -40,10 +32,12 @@ public class SFXPlayer
activeSources.Add(source);
// 使用协程处理延迟和回调
CoroutineHelper.StartCoroutine(PlayCoroutine(source, delay, onComplete));
CoroutineHelper.StartCoroutine(PlaySFXCoroutine(source, delay, onComplete));
}
// 停止所有音效
/// <summary>
/// 停止所有音效
/// </summary>
public void Stop()
{
foreach (var source in activeSources)
@@ -57,8 +51,14 @@ public class SFXPlayer
activeSources.Clear();
}
// 播放音效的协程
private IEnumerator PlayCoroutine(AudioSource source, float delay, System.Action onComplete)
/// <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);

View File

@@ -12,13 +12,11 @@ public class Test : MonoBehaviour
public AudioClip clip31;
public AudioClip clip32;
// Start is called before the first frame update
void Start()
{
//AudioCore.PlayerPrefs();
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.A))

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);

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@@ -155,8 +155,8 @@ MonoBehaviour:
clip2: {fileID: 8300000, guid: 933538c8c54c7b24e9b1c2e06fc52506, type: 3}
clip21: {fileID: 8300000, guid: 6689aaa78797acf4aa733003ddad16b9, type: 3}
clip22: {fileID: 8300000, guid: 933538c8c54c7b24e9b1c2e06fc52506, type: 3}
clip31: {fileID: 0}
clip32: {fileID: 0}
clip31: {fileID: 8300000, guid: 6689aaa78797acf4aa733003ddad16b9, type: 3}
clip32: {fileID: 8300000, guid: 933538c8c54c7b24e9b1c2e06fc52506, type: 3}
--- !u!4 &265350654
Transform:
m_ObjectHideFlags: 0