Files
mzh 8a5ca901ca 【m】04.AudioCore [1.1.3] - 2026-01-12
### Added
- 添加背景音乐缓出接口
### Fixed
- 修复背景音乐播放时不循环的问题
2026-01-12 12:52:24 +08:00

232 lines
8.1 KiB
C#

using System;
using Cysharp.Threading.Tasks;
using UnityEngine;
using Object = UnityEngine.Object;
namespace Stary.Evo.AudioCore
{
public class MusicPlayer : AbstractAudio, IDisposable
{
private GameObject poolObject;
private AudioSource audioSource1;
private AudioSource audioSource2;
private AudioSource currentAudioSource;
private Coroutine myCoroutine;
public MusicPlayer(IResources resources) : base(resources)
{
poolObject = GameObject.Find(GetType().Name);
if (poolObject == null)
{
// 如果不存在,创建一个新对象
poolObject = new GameObject(GetType().Name);
}
CreatAudioSource("audioSource1", out audioSource1);
CreatAudioSource("audioSource2", out audioSource2);
}
/// <summary>
/// 播放背景音乐
/// </summary>
/// <param name="audioData">{[clip:音频], [volume:音量], [fadeDuration:自然过渡时间],
/// [is3DAudio:是否3D音频], [audio3DPosition:3D音频位置], [audio3DMaxDistance:3D音频最大距离]}</param>
public override async void Play(AudioData audioData)
{
if (Resources == null)
{
Debug.LogError("AudioCoreManager: Resources is null, please initialize it first.");
return;
}
audioData = Initialize(audioData);
if (!string.IsNullOrEmpty(audioData.packageName) && !string.IsNullOrEmpty(audioData.assetName))
{
var clip = await Resources.LoadAssetAsync<AudioClip>(audioData.packageName, audioData.assetName);
if (clip == null)
{
Debug.LogErrorFormat($"从资源包【{audioData.packageName}】加载音频片段【{audioData.assetName}】失败");
}
else
{
audioData.clip = clip;
}
}
if (audioData.clip == null)
{
Debug.LogError("播放的音效音频片段为空");
return;
}
if (audioSource1 != null && audioSource1.isPlaying == false)
{
audioSource1.clip = audioData.clip;
audioSource1.volume = audioData.volume;
audioSource1.loop = true;
// 设置2D与3D音频
if (audioData.is3DAudio)
{
audioSource1.transform.position = audioData.audio3DPosition;
audioSource1.spatialBlend = 1;
audioSource1.minDistance = 1f;
if (audioData.audio3DMaxDistance != 0)
{
audioSource1.maxDistance = audioData.audio3DMaxDistance;
}
else
{
// 默认3D最大距离为3米
audioSource1.maxDistance = 3f;
}
}
else
{
audioSource1.transform.position = Vector3.zero;
audioSource1.spatialBlend = 0;
audioSource1.minDistance = 1f;
audioSource1.maxDistance = 500f;
}
currentAudioSource = audioSource1;
currentAudioSource.Play();
FadeMusic(audioSource1, audioData.fadeDuration, audioSource2);
}
else if (audioSource2 != null && audioSource2.isPlaying == false)
{
audioSource2.clip = audioData.clip;
audioSource2.volume = audioData.volume;
audioSource2.loop = true;
// 设置2D与3D音频
if (audioData.is3DAudio)
{
audioSource2.transform.position = audioData.audio3DPosition;
audioSource2.spatialBlend = 1;
audioSource2.minDistance = 1f;
if (audioData.audio3DMaxDistance != 0)
{
audioSource2.maxDistance = audioData.audio3DMaxDistance;
}
else
{
// 默认3D最大距离为3米
audioSource2.maxDistance = 3f;
}
}
else
{
audioSource2.transform.position = Vector3.zero;
audioSource2.spatialBlend = 0;
audioSource2.minDistance = 1f;
audioSource2.maxDistance = 500f;
}
currentAudioSource = audioSource2;
currentAudioSource.Play();
FadeMusic(audioSource2, audioData.fadeDuration, audioSource1);
}
else
{
Debug.LogWarning("UnityEvo:已同时存在两个背景乐在切换");
}
}
public override UniTask PlayAsync(AudioData audioData)
{
return UniTask.CompletedTask;
}
public override void StopAll()
{
FadeAllMusic(0);
}
public override AudioSource GetAudioSource()
{
return currentAudioSource;
}
/// <summary>
/// 关闭背景音乐
/// </summary>
/// <param name="audioData">{[fadeDuration:自然过渡时间]}</param>
public override void Stop()
{
FadeAllMusic(0f);
}
/// <summary>
/// 设置自然过渡到指定音量
/// </summary>
/// <param name="fadeDuration"></param>
/// <param name="targetVolume"></param>
/// <returns></returns>
public async UniTask SetMusicVolume(float fadeDuration, float targetVolume)
{
float startVolume = currentAudioSource.volume;
while (!Mathf.Approximately(currentAudioSource.volume, targetVolume))
{
if (currentAudioSource.volume > targetVolume)
{
currentAudioSource.volume -= (startVolume - targetVolume) * Time.deltaTime / fadeDuration;
}
else
{
currentAudioSource.volume += (targetVolume - startVolume) * Time.deltaTime / fadeDuration;
}
if (Mathf.Abs(currentAudioSource.volume - targetVolume) < 0.01f)
{
currentAudioSource.volume = targetVolume;
}
await UniTask.Yield();
}
}
/// <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 void FadeMusic(AudioSource source1, float fadeDuration, AudioSource source2 = null)
{
FadeInMusic(source1, fadeDuration);
FadeOutMusic(source2, fadeDuration);
}
public void FadeAllMusic(float fadeDuration)
{
currentAudioSource = null;
FadeOutMusic(audioSource1, fadeDuration);
FadeOutMusic(audioSource2, fadeDuration);
}
/// <summary>
/// 创建一个新的AudioSource对象
/// </summary>
/// <param name="obj"></param>
private void CreatAudioSource(string name, out AudioSource source)
{
source = new GameObject(name).AddComponent<AudioSource>();
source.gameObject.transform.SetParent(poolObject.transform);
source.transform.SetParent(poolObject.transform); // 将新对象作为当前对象的子对象
source.playOnAwake = false; // 添加 AudioSource 组件并禁用自动播放
}
public void Dispose()
{
FadeAllMusic(0f);
Object.Destroy(audioSource1.gameObject);
Object.Destroy(audioSource2.gameObject);
audioSource1 = null;
audioSource2 = null;
}
}
}