Files
plugin-library/Assets/04.AudioCore/RunTime/Base/MusicPlayer.cs
2025-12-19 11:55:13 +08:00

241 lines
8.4 KiB
C#

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;
private Coroutine myCoroutine;
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],
/// [is3DAudio:是否3D音频], [audio3DPosition:3D音频位置], [audio3DMaxDistance:3D音频最大距离]}</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;
// 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 = audioSourcePool.GetAudioSource("Music");
audioSource2.clip = audioData.clip;
audioSource2.volume = audioData.volume;
// 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");
}
}
}
/// <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)
{
FadeAllMusic();
}
/// <summary>
/// 设置背景音乐音量
/// </summary>
/// <param name="audioData"></param>
public void SetMusicVolume(AudioData audioData)
{
if(currentAudioSource == null) return;
if (myCoroutine != null)
{
CoroutineHelper.Instance.StopCoroutine(myCoroutine);
myCoroutine = null;
}
myCoroutine = CoroutineHelper.Instance.StartCoroutine(SetMusicVolume(audioData.fadeDuration, audioData.volume));
}
/// <summary>
/// 设置自然过渡到指定音量
/// </summary>
/// <param name="fadeDuration"></param>
/// <param name="targetVolume"></param>
/// <returns></returns>
private IEnumerator SetMusicVolume(float fadeDuration, float targetVolume)
{
float startVolume = currentAudioSource.volume;
while (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;
}
yield return null;
}
}
/// <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)
{
CoroutineHelper.Instance.StartCoroutine(FadeInMusic(source1, fadeDuration));
if (source2 != null)
{
CoroutineHelper.Instance.StartCoroutine(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)
{
if (source == null) yield break;
float startVolume = source.volume;
while (source.volume > 0)
{
source.volume -= startVolume * Time.deltaTime / fadeDuration;
yield return null;
}
source.Stop();
if (audioSource1 == source)
{
audioSource1 = null;
}
else if (audioSource2 == source)
{
audioSource2 = null;
}
audioSourcePool.ReturnAudioSource("Music", source.gameObject);
}
private void FadeAllMusic()
{
if (currentAudioSource != null && currentAudioSource.isPlaying)
{
if (currentAudioSource == audioSource1)
{
audioSource1 = null;
}
else
{
audioSource2 = null;
}
audioSourcePool.ReturnAudioSource("Music", currentAudioSource.gameObject);
currentAudioSource = 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;
}
}
}
}