NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Framework/Audio/AudioUnityManager.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using Cysharp.Threading.Tasks;
using Framework;
using PhxhSDK;
using UnityEngine;
using UnityEngine.Audio;
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using Constants = Framework.Constants;
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using Object = UnityEngine.Object;
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public class AudioUnityManager: Singlenton<AudioUnityManager>, IStart, IInitable, IUpdatable
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{
public GameObject AudioRoot;
/// <summary>
/// 对象池数量限制
/// </summary>
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public int MusicPoolLimit = 1;
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public int SoundPoolLimit = 100;
public int SpeakPoolLimit = 1;
/// <summary>
/// 播放音频对象池
/// </summary>
// 音频字典(统一管理所有音频,通过 AudioPlayer.EAudioType 区分类型)
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private Dictionary<int, AudioPlayer> _allAudioDic;
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private Dictionary<string, long> _playSoundTimeStampDic; //时间戳记录
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// 正在播放的音频ID列表用于限制播放数量
private List<int> _playingMusicList;
private List<int> _playingSoundList;
private List<int> _playingSpeakList;
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private Dictionary<int, AudioPlayer> _storyAudioDic;
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public AudioListener GlobalListener; //全局监听
private bool _isFollowCamera = false; //是否跟随相机
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#region Property
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/// <summary>
/// 音效音量 - 委托到 AudioVolumeSettings
/// </summary>
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public float GlobalSoundsVolume
{
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get => AudioVolumeSettings.Instance.SoundVolume;
set => AudioVolumeSettings.Instance.SoundVolume = value;
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}
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/// <summary>
/// 语音音量 - 委托到 AudioVolumeSettings
/// </summary>
public float GlobalSpeakVolume
{
get => AudioVolumeSettings.Instance.SpeakVolume;
set => AudioVolumeSettings.Instance.SpeakVolume = value;
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}
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/// <summary>
/// 音乐音量 - 委托到 AudioVolumeSettings
/// </summary>
public float GlobalMusicVolume
{
get => AudioVolumeSettings.Instance.MusicVolume;
set => AudioVolumeSettings.Instance.MusicVolume = value;
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}
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/// <summary>
/// 全局总音量 - 委托到 AudioVolumeSettings
/// </summary>
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public float GlobalVolume
{
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get => AudioVolumeSettings.Instance.GlobalVolume;
set => AudioVolumeSettings.Instance.GlobalVolume = value;
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}
public bool GlobalIsOpenSpeak;
#endregion
#region Framework
public void Start()
{
if (!AudioRoot)
{
AudioRoot = new GameObject();
AudioRoot.name = "Audio(Singleton)";
Object.DontDestroyOnLoad(AudioRoot);
GlobalListener = AudioRoot.AddComponent<AudioListener>();
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_InitListenerPos();
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}
}
public void Init()
{
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_allAudioDic = new Dictionary<int, AudioPlayer>();
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_playingMusicList = new List<int>();
_playingSoundList = new List<int>();
_playingSpeakList = new List<int>();
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_storyAudioDic = new();
_playSoundTimeStampDic = new();
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EventManager.Instance.Register(EventManager.EventName.Audio_ErrorAudioPlay, _OnErrorAudioPlay);
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}
public void Release()
{
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EventManager.Instance.Unregister(EventManager.EventName.Audio_ErrorAudioPlay, _OnErrorAudioPlay);
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}
public void Update(float dt)
{
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_SetListenerPos();
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// 遍历所有音频(包括 music、sound、speak
foreach (var kv in _allAudioDic)
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{
var audio = kv.Value;
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if (audio.State != PlayState.Stopped)
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{
audio.Update(dt);
}
}
// 遍历剧情音频
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foreach (var kv in _storyAudioDic)
{
var audio = kv.Value;
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if (audio.State != PlayState.Stopped)
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{
audio.Update(dt);
}
}
}
#endregion
#region LoadAsset
private string GetFullPath(string key, bool isI18N = false)
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{
var cfg = TableManager.Instance.Tables.AudioSourceConfig.GetOrDefault(key);
if (cfg == null)
{
DebugUtil.LogError($"音频Key{key}找不到!");
return "";
}
var path = cfg.Path;
if (isI18N)
{
if (path.Contains(LanguageManager.I18N))
{
var eLanguage = LanguageManager.Instance.GetCurrentLanguage();
var replacePath = LanguageManager.PathDic[eLanguage];
path = path.Replace(LanguageManager.I18N, replacePath);
}
return path;
}
return cfg.Path;
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}
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private float _GetNormalizeVolume(string key)
{
var cfg = TableManager.Instance.Tables.AudioSourceConfig.GetOrDefault(key);
if (cfg == null)
{
DebugUtil.LogError($"音频Key{key}找不到!");
return 0f;
}
var volume = cfg.VolumeScale;
return volume;
}
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#endregion
#region AudioObj
/// <summary>
/// 获取可用的Audio
/// </summary>
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/// <param name="eAudioType"></param>
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/// <returns></returns>
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private AudioPlayer _GetUsableAudio(PhxhSDK.EAudioType eAudioType, bool isLoop)
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{
try
{
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var limit = _CheckIsAudioLimited(eAudioType);
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if (limit)
{
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return _GetOldAudio(eAudioType);
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}
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var freeAudio = _GetFreeAudio(eAudioType);
return freeAudio ?? _CreateNewAudio(eAudioType, isLoop);
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}
catch (Exception e)
{
DebugUtil.LogError($"AudioManger, GetUsableAudio Fail.{e}");
}
return null;
}
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private AudioPlayer _GetOldAudio(PhxhSDK.EAudioType eAudioType)
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{
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var playingList = _GetPlayingList(eAudioType);
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if (playingList.Count > 0)
{
var audio = GetAudioByID(playingList[0]);
return audio;
}
// 如果没有正在播放的音频,创建新的(使用默认不循环)
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return _CreateNewAudio(eAudioType, isLoop: false);
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}
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private int _GetLimit(PhxhSDK.EAudioType eAudioType)
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{
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switch (eAudioType)
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{
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case PhxhSDK.EAudioType.Music:
return MusicPoolLimit;
case PhxhSDK.EAudioType.Sound:
return SoundPoolLimit;
case PhxhSDK.EAudioType.Speak:
return SpeakPoolLimit;
default:
return -1;
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}
}
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private List<int> _GetPlayingList(PhxhSDK.EAudioType eAudioType)
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{
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switch (eAudioType)
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{
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case PhxhSDK.EAudioType.Music:
return _playingMusicList;
case PhxhSDK.EAudioType.Sound:
return _playingSoundList;
case PhxhSDK.EAudioType.Speak:
return _playingSpeakList;
default:
return _playingSoundList;
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}
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}
private bool _CheckIsAudioLimited(PhxhSDK.EAudioType eAudioType)
{
var limit = _GetLimit(eAudioType);
var playingList = _GetPlayingList(eAudioType);
return playingList.Count >= limit;
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}
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private AudioPlayer _GetFreeAudio(PhxhSDK.EAudioType eAudioType)
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{
foreach (var kv in _allAudioDic)
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{
var audio = kv.Value;
if (audio.EAudioType == eAudioType && audio.State == PlayState.Stopped)
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{
return audio;
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}
}
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return null;
}
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private AudioPlayer _CreateStoryAudio(GameObject posGo = null, PhxhSDK.EAudioType eAudioType = PhxhSDK.EAudioType.Sound)
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{
var rootGo = new GameObject()
{
name = "AudioStory"
};
rootGo.transform.SetParent(AudioRoot.transform);
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var audio = new AudioPlayer(eAudioType, rootGo, null, new AudioInfo(), false, false);
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rootGo.name += audio.AudioId;
_storyAudioDic.TryAdd(audio.AudioId, audio);
_allAudioDic.Add(audio.AudioId, audio);
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return audio;
}
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private AudioPlayer _CreateNewAudio(PhxhSDK.EAudioType eAudioType, bool isLoop)
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{
var rootGo = new GameObject()
{
name = "Audio"
};
rootGo.transform.SetParent(AudioRoot.transform);
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var audio = new AudioPlayer(eAudioType, rootGo, null, new AudioInfo(), false, false);
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// 设置 GameObject 名称
string typeName = eAudioType switch
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{
PhxhSDK.EAudioType.Music => "Music",
PhxhSDK.EAudioType.Sound => "Sound",
PhxhSDK.EAudioType.Speak => "Speak",
_ => "Audio"
};
rootGo.name = $"{typeName}{audio.AudioId}";
if (isLoop)
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{
rootGo.name += "Loop";
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}
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_allAudioDic.Add(audio.AudioId, audio);
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return audio;
}
#endregion
#region Play
/// <summary>
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/// 调用接口传GameObject
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/// </summary>
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private int _PlayAudio(string key, PhxhSDK.EAudioType type, GameObject posObj = null, bool isLoop = false,
int priority = AudioConstant.DefaultPriority, bool isFade = false, float fadeTime = 0f)
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{
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var settings = AudioVolumeSettings.Instance;
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switch (type)
{
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case PhxhSDK.EAudioType.Sound:
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if (settings.GlobalVolume <= 0 || settings.SoundVolume <= 0)
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return -1;
break;
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case PhxhSDK.EAudioType.Speak:
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if (settings.GlobalVolume <= 0 || settings.SpeakVolume <= 0)
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return -1;
break;
}
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if (string.IsNullOrEmpty(key))
return -1;
switch (type)
{
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case PhxhSDK.EAudioType.Music:
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return _PlayMusic(key, posObj, isLoop, isFade, fadeTime);
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case PhxhSDK.EAudioType.Sound:
return _PlaySound(key, posObj, isLoop, priority, isFade, fadeTime);
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case PhxhSDK.EAudioType.Speak:
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return _PlaySpeakSound(key, posObj, isFade, fadeTime);
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default:
return -1;
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}
}
/// <summary>
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/// 调用接口传Vector3位置
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/// </summary>
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private int _PlayAudio(string key, PhxhSDK.EAudioType type, Vector3 pos, bool loop = false,
int priority = AudioConstant.DefaultPriority, bool isFade = false, float fadeTime = 0f)
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{
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var settings = AudioVolumeSettings.Instance;
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switch (type)
{
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case PhxhSDK.EAudioType.Sound:
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if (settings.GlobalVolume <= 0 || settings.SoundVolume <= 0)
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return -1;
break;
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case PhxhSDK.EAudioType.Speak:
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if (settings.GlobalVolume <= 0 || settings.SpeakVolume <= 0)
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return -1;
break;
}
switch (type)
{
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case PhxhSDK.EAudioType.Music:
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return _PlayMusic(key, pos, loop, isFade, fadeTime);
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case PhxhSDK.EAudioType.Sound:
return _PlaySound(key, pos, loop, priority, isFade, fadeTime);
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case PhxhSDK.EAudioType.Speak:
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return _PlaySpeakSound(key, pos, isFade, fadeTime);
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default:
return -1;
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}
}
private int _PlayMusic(string key, GameObject posObj = null, bool isLoop = true, bool isFade = false, float fadeTime = 0f, float volume = 1f)
{
return _PlayMusicCore(key, isLoop, isFade, fadeTime, volume, posObj, null);
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}
private int _PlayMusic(string key, Vector3 pos, bool isLoop, bool isFade = false, float fadeTime = 0f, float volume = 1f)
{
return _PlayMusicCore(key, isLoop, isFade, fadeTime, volume, null, pos);
}
private int _PlayMusicCore(string key, bool isLoop, bool isFade, float fadeTime, float volume,
GameObject followTarget, Vector3? staticPosition)
{
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var path = GetFullPath(key);
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var audio = _GetUsableAudio(PhxhSDK.EAudioType.Music, isLoop);
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if (audio == null)
{
DebugUtil.LogError($"AudioManager, PlayMusic, Cant GetUsableAudio key:{key}");
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return -1;
}
return ConfigureAndPlay(audio, path, key, isLoop, isFade, fadeTime, volume,
followTarget, staticPosition, isSpeak: false);
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}
private int _PlaySound(string key, GameObject posObj = null, bool isLoop = false,
int priority = AudioConstant.DefaultPriority, bool isFade = false, float fadeTime = 0f, float volume = 1f)
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{
return _PlaySoundCore(key, isLoop, priority, isFade, fadeTime, volume, posObj, null);
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}
private int _PlaySound(string key, Vector3 pos, bool isLoop = false, int priority = AudioConstant.DefaultPriority,
bool isFade = false, float fadeTime = 0f, float volume = 1f)
{
return _PlaySoundCore(key, isLoop, priority, isFade, fadeTime, volume, null, pos);
}
private int _PlaySoundCore(string key, bool isLoop, int priority, bool isFade, float fadeTime, float volume,
GameObject followTarget, Vector3? staticPosition)
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{
if (GlobalSoundsVolume < 0.01f)
{
return -1;
}
// 防重播检查低优先级音效100ms内防重
if (priority >= AudioConstant.LowPriority)
{
var curTimeStamp = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
if (_playSoundTimeStampDic.TryGetValue(key, out var timeStamp))
{
if (curTimeStamp - timeStamp < 100)
{
return -1;
}
_playSoundTimeStampDic[key] = curTimeStamp;
}
else
{
_playSoundTimeStampDic.TryAdd(key, curTimeStamp);
}
}
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var audio = _GetUsableAudio(PhxhSDK.EAudioType.Sound, isLoop);
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if (audio == null)
{
DebugUtil.LogError($"AudioManager, PlaySound, Cant GetUsableAudio key:{key}");
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return -1;
}
var path = GetFullPath(key);
return ConfigureAndPlay(audio, path, key, isLoop, isFade, fadeTime, volume,
followTarget, staticPosition, isSpeak: false);
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}
private int _PlaySpeakSound(string key, GameObject posObj = null, bool isFade = false, float fadeTime = 0f, float volume = 1f)
{
return _PlaySpeakSoundCore(key, isFade, fadeTime, volume, posObj, null);
}
private int _PlaySpeakSound(string key, Vector3 pos, bool isFade = false, float fadeTime = 0f, float volume = 1f)
{
return _PlaySpeakSoundCore(key, isFade, fadeTime, volume, null, pos);
}
private int _PlaySpeakSoundCore(string key, bool isFade, float fadeTime, float volume,
GameObject followTarget, Vector3? staticPosition)
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{
if (GlobalSpeakVolume < 0.01f)
{
return -1;
}
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var audio = _GetUsableAudio(PhxhSDK.EAudioType.Sound, isLoop: false);
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if (audio == null)
{
DebugUtil.LogError($"AudioManager, PlaySpeak, Cant GetUsableAudio key:{key}");
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return -1;
}
var path = GetFullPath(key, isI18N: true);
return ConfigureAndPlay(audio, path, key, isLoop: false, isFade, fadeTime, volume,
followTarget, staticPosition, isSpeak: true);
}
/// <summary>
/// 统一的配置和播放核心方法
/// </summary>
private int ConfigureAndPlay(AudioPlayer audio, string path, string key, bool isLoop, bool isFade,
float fadeTime, float volume, GameObject followTarget, Vector3? staticPosition, bool isSpeak)
{
// 1. 设置归一化音量
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var norVol = _GetNormalizeVolume(key);
audio.SetNormalizeVolume(norVol);
// 2. 设置语音标记
audio.SetIsSpeak(isSpeak);
// 3. 设置循环(只设置一次,避免重复)
audio.SetLoop(isLoop);
// 4. 设置位置3D音效
if (followTarget != null)
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{
audio.SetFollowTarget(followTarget);
audio.SetIs3D(true);
}
else if (staticPosition.HasValue)
{
audio.SetPosition(staticPosition.Value);
audio.SetIs3D(true);
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}
else
{
audio.SetIs3D(false);
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}
// 5. 播放音频(带淡入或直接播放)
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if (isFade)
{
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audio.SetVolume(0);
audio.PlayWithFade(path, fadeTime, fadeTime);
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}
else
{
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audio.SetVolume(volume * norVol);
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audio.Play(path);
}
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return audio.AudioId;
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}
private bool _CheckPath(string key)
{
var cfg = TableManager.Instance.Tables.AudioSourceConfig;
if (cfg.GetOrDefault(key) != null)
{
return true;
}
return false;
}
#endregion
#region API
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public int PlayAudio(string key, PhxhSDK.EAudioType type, GameObject posObj = null, bool loop = false,
int priority = AudioConstant.DefaultPriority, bool isFade = false, float fadeInTime = 4f)
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{
if (!_CheckPath(key))
{
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if (DebugUtil.LogEnable)
{
DebugUtil.LogG($"无法找到对应音频文件key:{key}");
}
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return -1;
}
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if (key == Constants.Sound.ERROR_UI || key == Constants.Sound.ERROR_UI_FIGHT)
{
EventManager.Instance.Send(EventManager.EventName.Audio_ErrorAudioPlay);
}
return _PlayAudio(key, type, posObj, loop, priority, isFade, fadeInTime);
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}
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public int PlayAudio(string key, PhxhSDK.EAudioType type, Vector3 pos, bool loop = false,
int priority = AudioConstant.DefaultPriority, bool isFade = false, float fadeInTime = 4f)
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{
if (!_CheckPath(key))
{
DebugUtil.LogG($"无法找到对应音频文件key:{key}");
return -1;
}
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if (key == Constants.Sound.ERROR_UI || key == Constants.Sound.ERROR_UI_FIGHT)
{
EventManager.Instance.Send(EventManager.EventName.Audio_ErrorAudioPlay);
}
return _PlayAudio(key, type, pos, loop, priority, isFade, fadeInTime);
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}
public void InitLimit(int count0, int count1, int count2)
{
MusicPoolLimit = count0;
SoundPoolLimit = count1;
SpeakPoolLimit = count2;
}
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public AudioPlayer GetAudioByID(int id)
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{
return _allAudioDic.TryGetValue(id, out var audio) ? audio : null;
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}
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public void StopMusicByID(int audioID)
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{
if (audioID >= 0 && _allAudioDic.TryGetValue(audioID, out var audio) && audio.EAudioType == PhxhSDK.EAudioType.Music)
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{
audio.Stop();
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}
}
public void StopSoundByID(int audioID)
{
if (audioID >= 0 && _allAudioDic.TryGetValue(audioID, out var audio) &&
(audio.EAudioType == PhxhSDK.EAudioType.Sound || audio.EAudioType == PhxhSDK.EAudioType.Speak))
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{
audio.Stop();
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}
}
public void StopByID(int audioID)
{
if (audioID >= 0 && _allAudioDic.TryGetValue(audioID, out var audio))
{
audio.Stop();
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}
}
public void PauseAllSound()
{
foreach (var kv in _allAudioDic)
{
if (kv.Value.EAudioType == PhxhSDK.EAudioType.Sound)
{
kv.Value.Pause();
}
}
}
public void ResumeAllSound()
{
foreach (var kv in _allAudioDic)
{
if (kv.Value.EAudioType == PhxhSDK.EAudioType.Sound)
{
kv.Value.Resume();
}
}
}
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public void StopAllMusic()
{
DebugUtil.LogG("StopAllMusic");
foreach (var kv in _allAudioDic)
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{
if (kv.Value.EAudioType == PhxhSDK.EAudioType.Music)
{
kv.Value.Stop();
}
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}
}
public void StopAllSounds()
{
DebugUtil.LogG("StopAllSounds");
foreach (var kv in _allAudioDic)
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{
if (kv.Value.EAudioType == PhxhSDK.EAudioType.Sound)
{
kv.Value.Stop();
}
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}
}
public void StopAllSpeaks()
{
DebugUtil.LogG("StopAllSpeaks");
foreach (var kv in _allAudioDic)
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{
if (kv.Value.EAudioType == PhxhSDK.EAudioType.Speak)
{
kv.Value.Stop();
}
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}
}
public void StopAll()
{
DebugUtil.LogG("StopAll");
foreach (var kv in _allAudioDic)
{
var audio = kv.Value;
audio.Stop();
}
}
public void StopWithFadeByID(int audioID, float fadeOutTime = 1f)
{
if (audioID >= 0 && _allAudioDic.TryGetValue(audioID, out var audio))
{
audio.StopWithFadeOut(fadeOutTime);
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}
}
public void ResumeAllMusic()
{
foreach (var kv in _allAudioDic)
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{
if (kv.Value.EAudioType == PhxhSDK.EAudioType.Music)
{
kv.Value.Resume();
}
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}
}
public void AfterSwitchMainCamera(Camera camera)
{
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//if(AudioManager.Instance.GlobalIsSpeakOpen)
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var listener = camera.GetComponent<AudioListener>();
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if (listener)
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{
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Object.DestroyImmediate(listener);
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}
}
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public AudioPlayer GetStoryAudioInst(PhxhSDK.EAudioType eAudioType)
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{
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return _CreateStoryAudio(null, eAudioType);
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}
public void ReleaseStoryAudios()
{
foreach (var kv in _storyAudioDic)
{
var audio = kv.Value;
audio.Stop();
Object.Destroy(audio.RootGo);
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_allAudioDic.Remove(audio.AudioId);
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}
_storyAudioDic.Clear();
}
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public void PlayByKey(int audioID, string key, bool isFade = false, float fadeOutTime = 4f)
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{
if (_allAudioDic.TryGetValue(audioID, out var audio))
{
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var fullPath = GetFullPath(key);
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if (isFade)
{
audio.PlayWithFade(fullPath, fadeOutTime);
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}
else
{
audio.Play(fullPath);
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}
}
}
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public void PlayByKey(int audioID, string key, float fadeInTime, float targetVolume)
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{
if (_allAudioDic.TryGetValue(audioID, out var audio))
{
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var fullPath = GetFullPath(key);
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audio.SetVolume(targetVolume);
audio.PlayWithFade(fullPath, fadeInTime);
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}
}
public void ReleaseMusicAudios()
{
var toRemove = new List<int>();
foreach (var kv in _allAudioDic)
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{
if (kv.Value.EAudioType == PhxhSDK.EAudioType.Music)
{
var audio = kv.Value;
audio.Stop();
Object.Destroy(audio.RootGo);
toRemove.Add(kv.Key);
}
}
foreach (var id in toRemove)
{
_allAudioDic.Remove(id);
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}
}
public void ReleaseSoundsAudios()
{
var toRemove = new List<int>();
foreach (var kv in _allAudioDic)
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{
if (kv.Value.EAudioType == PhxhSDK.EAudioType.Sound || kv.Value.EAudioType == PhxhSDK.EAudioType.Speak)
{
var audio = kv.Value;
audio.Stop();
Object.Destroy(audio.RootGo);
toRemove.Add(kv.Key);
}
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}
foreach (var id in toRemove)
{
_allAudioDic.Remove(id);
}
_playSoundTimeStampDic.Clear();
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}
public void ReleaseAllAudios()
{
ReleaseMusicAudios();
ReleaseSoundsAudios();
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_playingMusicList.Clear();
_playingSoundList.Clear();
_playingSpeakList.Clear();
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_allAudioDic.Clear();
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AudioPlayer.ReleaseLoadedAssets();
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}
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/// <summary>
/// 添加到播放列表(通过 audioID 自动获取类型信息)
/// </summary>
public void Add2Playing(int id)
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{
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var audio = GetAudioByID(id);
if (audio == null)
return;
// Speak 现在是独立的 EAudioType直接使用 audioType
var list = _GetPlayingList(audio.EAudioType);
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if (!list.Contains(id))
{
list.Add(id);
}
}
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/// <summary>
/// 从播放列表移除(从所有列表中移除,避免残留)
/// </summary>
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public void RemovePlaying(int id)
{
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_playingMusicList.Remove(id);
_playingSoundList.Remove(id);
_playingSpeakList.Remove(id);
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}
public async UniTask<float> GetClipLength(string key)
{
var path = GetFullPath(key);
var clip = await AssetManager.Instance.LoadAssetAsync<AudioClip>(path);
if (clip)
{
return clip.length;
}
return -1;
}
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public AudioPlayer GetSoundByAudioID(int audioID)
{
if (_allAudioDic.TryGetValue(audioID, out var audio) &&
(audio.EAudioType == PhxhSDK.EAudioType.Sound || audio.EAudioType == PhxhSDK.EAudioType.Speak))
{
return audio;
}
return null;
}
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#endregion
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#region Listener
private void _SetListenerPos()
{
if (AudioRoot && _isFollowCamera)
{
var camera = CameraManager.Instance.MainCamera;
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if (camera)
{
AudioRoot.transform.position = camera.transform.position;
}
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}
}
private void _InitListenerPos()
{
AudioRoot.transform.position = new Vector3(0, 0, 0);
}
public void EnterFollowState()
{
_isFollowCamera = true;
}
public void ExitFollowState()
{
_isFollowCamera = false;
_InitListenerPos();
}
#endregion
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#region Events
private void _OnErrorAudioPlay()
{
foreach (var kv in _allAudioDic)
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{
var sound = kv.Value;
if ((sound.EAudioType == PhxhSDK.EAudioType.Sound || sound.EAudioType == PhxhSDK.EAudioType.Speak) && sound.IsPlaying)
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{
if (sound.Clip.name == Constants.Sound.COMMON_CLAIM || sound.Clip.name == Constants.Sound.COMMON_CLICK)
{
sound.Stop();
}
}
}
}
#endregion
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}
public struct AudioInfo
{
public bool persist;
public float volume;
public float fadeInValue;
public float fadeOutValue;
public bool isSpeak;
}