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

166 lines
6.0 KiB
C#

using System;
using System.Collections;
using System.Threading;
using System.Threading.Tasks;
using UnityEngine;
namespace Stary.Evo.AudioCore
{
public class VoicePlayer : AbstractAudio
{
private AudioSourcePool audioSourcePool;
private AudioSource currentSource;
private Coroutine myCoroutine;
private CancellationTokenSource cancelTokenSource;
public VoicePlayer(AudioSourcePool audioSourcePool)
{
this.audioSourcePool = audioSourcePool;
}
/// <summary>
/// 播放语音
/// </summary>
/// <param name="audioData">{[clip:音频], [volume:音量],
/// [onComplete:回调行为], [delayOnCompleteTime:延迟回调执行的时间],
/// [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)
{
// 停止当前正在播放的语音与旧协程,或旧异步
Stop();
audioData = AudioDataInitialize(audioData);
if (myCoroutine != null)
{
CoroutineHelper.Instance.StopCoroutine(myCoroutine);
myCoroutine = null;
}
currentSource = audioSourcePool.GetAudioSource("Voice");
if (currentSource == null) return;
currentSource.clip = audioData.clip;
currentSource.volume = audioData.volume;
// 设置2D与3D音频
if (audioData.is3DAudio)
{
currentSource.transform.position = audioData.audio3DPosition;
currentSource.spatialBlend = 1;
currentSource.minDistance = 1f;
if (audioData.audio3DMaxDistance != 0)
{
currentSource.maxDistance = audioData.audio3DMaxDistance;
}
else
{
// 默认3D最大距离为3米
currentSource.maxDistance = 3f;
}
}
else
{
currentSource.transform.position = Vector3.zero;
currentSource.spatialBlend = 0;
currentSource.minDistance = 1f;
currentSource.maxDistance = 500f;
}
currentSource.Play();
// 使用协程处理延迟和回调
myCoroutine = CoroutineHelper.Instance.StartCoroutine(PlayVoiceCoroutine(currentSource, audioData.delayOnCompleteTime, audioData.onComplete));
}
/// <summary>
/// 停止语音
/// </summary>
/// /// <param name="audioData">{[无可使用变量]}</param>
public override void Stop()
{
// 停止当前协程
if (currentSource != null && currentSource.isPlaying)
{
currentSource.Stop();
audioSourcePool.ReturnAudioSource("Voice", currentSource.gameObject);
currentSource = null;
if (myCoroutine != null)
{
CoroutineHelper.Instance.StopCoroutine(myCoroutine);
myCoroutine = null;
}
}
// 停掉异步任务
if (cancelTokenSource != null && cancelTokenSource.IsCancellationRequested)
{
cancelTokenSource .Cancel();
cancelTokenSource.Dispose();
cancelTokenSource = null;
}
}
/// <summary>
/// 异步播放语音
/// </summary>
/// <param name="audioData">{[clip:音频], [volume:音量],
/// [onComplete:回调行为], [delayOnCompleteTime:延迟回调执行的时间],
/// [is3DAudio:是否3D音频], [audio3DPosition:3D音频位置],
/// [audio3DMaxDistance:3D音频最大距离],
/// [cancellationToken:异步取消令牌]}</param>
public async Task PlayAsync(AudioData audioData)
{
// 停止当前正在播放的语音与旧协程,或旧异步
Stop();
audioData = AudioDataInitialize(audioData);
currentSource = audioSourcePool.GetAudioSource("Voice");
if (currentSource == null) return;
currentSource.clip = audioData.clip;
currentSource.volume = audioData.volume;
// 设置2D与3D音频
if (audioData.is3DAudio)
{
currentSource.transform.position = audioData.audio3DPosition;
currentSource.spatialBlend = 1;
currentSource.minDistance = 1f;
if (audioData.audio3DMaxDistance != 0)
{
currentSource.maxDistance = audioData.audio3DMaxDistance;
}
else
{
// 默认3D最大距离为3米
currentSource.maxDistance = 3f;
}
}
else
{
currentSource.transform.position = Vector3.zero;
currentSource.spatialBlend = 0;
currentSource.minDistance = 1f;
currentSource.maxDistance = 500f;
}
currentSource.Play();
await Task.Delay(TimeSpan.FromSeconds(audioData.clip.length), audioData.cancellationToken);
}
/// <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);
audioSourcePool.ReturnAudioSource("Voice", source.gameObject);
onComplete?.Invoke();
currentSource = null;
myCoroutine = null;
}
}
}