AudioCore0.1

This commit is contained in:
Han
2025-03-06 17:24:31 +08:00
parent 1e49f4b547
commit a594b6506d
30 changed files with 1189 additions and 11 deletions

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using UnityEngine;
using System.Collections.Generic;
public static class AudioCoreManager
{
private static AudioSourcePool audioSourcePool;
private static VoicePlayer Voice;
private static SFXPlayer SFX;
private static MusicPlayer Music;
// 初始化 AudioCoreManager
static AudioCoreManager()
{
audioSourcePool = new AudioSourcePool();
// 初始化播放器
Voice = new VoicePlayer(audioSourcePool);
SFX = new SFXPlayer(audioSourcePool);
Music = new MusicPlayer(audioSourcePool);
}
// 播放语音
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
public static void StopVoice()
{
Voice.Stop();
}
// 播放音效
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
public static void StopAllSFX()
{
SFX.Stop();
}
// 播放背景音乐
public static void PlayMusic(AudioClip clip, float fadeDuration = 0f)
{
Music.Play(clip, fadeDuration);
}
// 停止背景音乐
public static void StopMusic(float fadeDuration = 1f)
{
Music.Stop(fadeDuration);
}
}

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using UnityEngine;
using System.Collections.Generic;
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;
/// <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)
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($"AudioSource_{type}");
newObject.transform.SetParent(poolObject.transform); // 将新对象作为当前对象的子对象
newObject.AddComponent<AudioSource>().playOnAwake = false; // 添加 AudioSource 组件并禁用自动播放
poolDict[type].Enqueue(newObject);
}
/// <summary>
/// 获取对象
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
public AudioSource GetAudioSource(string type)
{
if(poolObject == null)
{
PoolAwake();
}
if (!poolDict.ContainsKey(type))
{
Debug.LogError($"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
if (type == "SFX")
{
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;
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.Generic;
public class GenericPool<T> where T : new()
{
private Queue<T> _pool = new Queue<T>();
private int _maxSize;
public GenericPool(int initialSize, int maxSize)
{
_maxSize = maxSize;
for (int i = 0; i < initialSize; i++)
{
_pool.Enqueue(new T());
}
}
// 从对象池中获取一个对象
public T Get()
{
if (_pool.Count > 0)
{
return _pool.Dequeue();
}
// 如果池为空且未达到最大大小,则创建新对象
if (_pool.Count < _maxSize)
{
return new T();
}
// 如果池已满,返回默认值(或抛出异常)
return default(T);
}
// 将对象回收到对象池中
public void Return(T item)
{
if (item == null) return;
if (_pool.Count < _maxSize)
{
_pool.Enqueue(item);
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public interface IAudio
{
void Play(AudioClip audioClip,float volume);
void Stop();
void Stop(float delay);
void EndOperation(System.Action onComplete, float delay);
void Set3DPosition(Vector3 vector3);
}
public abstract class AbstractAudio : IAudio
{
public abstract void Play(AudioClip audioClip, float volume);
public abstract void Stop();
public abstract void Stop(float delay);
public abstract void EndOperation(System.Action onComplete, float delay);
public abstract void Set3DPosition(Vector3 vector3);
}

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using System.Collections;
using UnityEngine;
public class MusicPlayer
{
private AudioSourcePool audioSourcePool;
public MusicPlayer(AudioSourcePool audioSourcePool)
{
this.audioSourcePool = audioSourcePool;
}
public void Play(AudioClip clip, float fadeDuration)
{
AudioSource source = audioSourcePool.GetAudioSource("Music");
if (source == null) return;
CoroutineHelper.StartCoroutine(FadeMusic(source, clip, fadeDuration));
}
public void Stop(float fadeDuration)
{
AudioSource source = audioSourcePool.GetAudioSource("Music");
if (source == null) return;
CoroutineHelper.StartCoroutine(FadeOutMusic(source, fadeDuration));
}
private IEnumerator FadeMusic(AudioSource source, AudioClip clip, float fadeDuration)
{
yield return FadeOutMusic(source, fadeDuration);
source.clip = clip;
source.Play();
yield return FadeInMusic(source, fadeDuration);
}
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();
source.volume = startVolume;
}
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;
public class SFXPlayer
{
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;
}
/*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
public void Play(AudioClip clip, float volume = 1f, System.Action onComplete = null, float delay = 0f)
{
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);
// 使用协程处理延迟和回调
CoroutineHelper.StartCoroutine(PlayCoroutine(source, delay, onComplete));
}
// 停止所有音效
public void Stop()
{
foreach (var source in activeSources)
{
if (source.isPlaying)
{
source.Stop();
audioSourcePool.ReturnAudioSource("SFX", source.gameObject);
}
}
activeSources.Clear();
}
// 播放音效的协程
private IEnumerator PlayCoroutine(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 System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Test : MonoBehaviour
{
public AudioClip clip1;
public AudioClip clip2;
public AudioClip clip21;
public AudioClip clip22;
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))
{
AudioCoreManager.PlayVoice(clip1);
}
if (Input.GetKeyDown(KeyCode.S))
{
AudioCoreManager.PlayVoice(clip2);
}
if (Input.GetKeyDown(KeyCode.D))
{
AudioCoreManager.PlaySFX(clip21);
}
if (Input.GetKeyDown(KeyCode.F))
{
AudioCoreManager.PlaySFX(clip22);
}
if (Input.GetKeyDown(KeyCode.G))
{
AudioCoreManager.PlayMusic(clip31);
}
if (Input.GetKeyDown(KeyCode.H))
{
AudioCoreManager.PlayMusic(clip32);
}
if (Input.GetKeyDown(KeyCode.Z))
{
AudioCoreManager.StopVoice();
}
if (Input.GetKeyDown(KeyCode.X))
{
AudioCoreManager.StopAllSFX();
}
if (Input.GetKeyDown(KeyCode.C))
{
AudioCoreManager.StopMusic();
}
if (Input.GetKeyDown(KeyCode.Space))
{
SceneManager.LoadScene(1);
}
}
}

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using System.Collections;
using UnityEngine;
public class VoicePlayer
{
private AudioSourcePool audioSourcePool;
private AudioSource currentSource; // 当前正在播放的 AudioSource
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
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
Stop();
if(myCoroutine!= null)
{
CoroutineHelper.StopCoroutine(myCoroutine);
myCoroutine = null;
}
currentSource = audioSourcePool.GetAudioSource("Voice");
if (currentSource == null) return;
currentSource.clip = clip;
currentSource.volume = volume;
currentSource.Play();
// 使用协程处理延迟和回调
myCoroutine = CoroutineHelper.StartCoroutine(PlayVoiceCoroutine(currentSource, delayOnComplete, onComplete));
}
// 停止语音
public void Stop()
{
if (currentSource != null && currentSource.isPlaying)
{
currentSource.Stop();
audioSourcePool.ReturnAudioSource("Voice", currentSource.gameObject);
currentSource = null;
}
}
// 播放语音的协程
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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"name": "com.staryevo.codechecker",
"version": "1.0.0",
"displayName": "01.CodeChecker",
"description": "代码检查工具",
"description": "音频播放工具",
"unity": "2021.3",
"unityRelease": "30f1",
"keywords": [