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

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using System;
using System.Collections.Generic;
using System.Linq;
//using CriWare;
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;
using EPlayType = AudioCriManager.EPlayType;
public class AudioUnityManager: Singlenton<AudioUnityManager>, IStart, IInitable, IUpdatable, IAudioPlay
{
public GameObject initGameObject;
public GameObject AudioRoot;
public GameObject CriAtomRoot;
//public CriAtom CriAtom;
public ClipType curClipType;
private AudioInst _bgmAudioCri;
// public CriAtomListener Listener;
// private Dictionary<string, CriAtomEx.CueInfo[]> _cacheCueInfoArrays = new();
/// <summary>
/// 对象池数量限制
/// </summary>
public int MusicPoolLimit = 1;
public int SoundPoolLimit = 100;
public int SpeakPoolLimit = 1;
// public enum EPlayType
// {
// Music,
// Sound,
// Speak
// }
private GameObject _criError;
/// <summary>
/// 播放音频对象池
/// </summary>
private Dictionary<int, AudioInst> _soundAudioDic;
private Dictionary<int, AudioInst> _soundAudioLoopDic;
private Dictionary<int, AudioInst> _musicAudioDic;
private Dictionary<int, AudioInst> _musicAudioLoopDic;
private Dictionary<int, AudioInst> _allAudioDic;
private List<GameObject> _soundAudioObj;
private List<GameObject> _soundAudioLoopObj;
private List<GameObject> _musicAudioObj;
private List<GameObject> _musicAudioLoopObj;
private Dictionary<string, long> _playSoundTimeStampDic; //时间戳记录
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public enum PlayType
{
Music,
Sound,
Speak
}
private Dictionary<PlayType, List<int>> _playingLDic;
private List<AudioInst> _soundAudioQue;
private Dictionary<int, AudioInst> _storyAudioDic;
private const int SOUND_MAX_NUM = 20;
private const int MUSIC_MAX_NUM = 2;
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public AudioListener GlobalListener; //全局监听
private bool _isFollowCamera = false; //是否跟随相机
//public AudioMixer masterMixer;
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#region Property
private float _vol = 1f;
public float GlobalSoundsVolume
{
get => AudioUnity.GlobalSoundVolume;
set => AudioUnity.GlobalSoundVolume = value;
}
public float GlobalSpeakVolume{
get => AudioUnity.GlobalSpeakVolume;
set => AudioUnity.GlobalSpeakVolume = value;
}
public float GlobalMusicVolume {
get => AudioUnity.GlobalMusicVolume;
set => AudioUnity.GlobalMusicVolume = value;
}
public float GlobalVolume
{
get => AudioUnity.GlobalVolume;
set => AudioUnity.GlobalVolume = value;
}
public bool GlobalIsOpenSpeak;
public AudioInst BgmAudioCri
{
get { return _bgmAudioCri; }
set { _bgmAudioCri = value; }
}
//public CriAtomExOutputAnalyzer analyzer=null;
public bool IsAnalyzer = false;
#endregion
#region Analyze
//在播放之前注册
// public CriAtomExOutputAnalyzer RegisterAnalyzer()//CriAtomExOutputAnalyzer s
// {
// IsAnalyzer = true;
// if (analyzer == null)
// {
// analyzer = new(NewAnalyzerConfig());
// }
// return analyzer;
// //analyzer = s;
// }
//
// public void UnregisterAnalyzer()//CriAtomExOutputAnalyzer s
// {
// //s.DetachExPlayer();
// IsAnalyzer = false;
// //analyzer = null;
// }
//
// /// <summary>
// /// 获取音频输出分析器配置
// /// </summary>
// /// <returns></returns>
// private CriAtomExOutputAnalyzer.Config NewAnalyzerConfig()
// {
// CriAtomExOutputAnalyzer.Config config = new()
// {
// enableSpectrumAnalyzer = true, // 开启频谱分析
// numSpectrumAnalyzerBands = 16, // 频谱分析数量SPECTRUM_SAMPLES_NUMBER
// };
//
// return config;
// }
#endregion
#region Framework
public void Start()
{
if (!AudioRoot)
{
curClipType = ClipType.AudioClip;
AudioRoot = new GameObject();
AudioRoot.name = "Audio(Singleton)";
Object.DontDestroyOnLoad(AudioRoot);
GlobalListener = AudioRoot.AddComponent<AudioListener>();
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_InitListenerPos();
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InitMixer();
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//AudioRoot.AddComponent<AudioOutputDetector>();
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// if (curClipType == ClipType.CriwareClip)
// {
// _criError = new GameObject();
// _criError.name = "CriwareError";
// _criError.AddComponent<CriWareErrorHandler>();
// Object.DontDestroyOnLoad(_criError);
// }
// var initialize = GameObject.Find("CriWareLibraryInitializer");
// Object.DontDestroyOnLoad(initialize);
// CriAtomRoot = GameObject.Find("CriAtom");
// CriAtom = CriAtomRoot.GetComponent<CriAtom>();
//Object.DontDestroyOnLoad(CriAtomRoot);
}
// CriAtomRoot = new GameObject()
// {
// name = "CriAtom"
// };
// CriAtom = CriAtomRoot.AddComponent<CriAtom>();
// CriAtom.AddCueSheet()
// for (int i = 0; i < SOUND_MAX_NUM; i++)
// {
// var go = new GameObject
// {
// name = "Sound" + (i+1)
// };
// go.transform.SetParent(AudioRoot.transform);
// }
//
// for (int i = 0; i < MUSIC_MAX_NUM; i++)
// {
// var go = new GameObject
// {
// name = "Music" + (i+1)
// };
// go.transform.SetParent(AudioRoot.transform);
// }
}
public void Init()
{
_soundAudioDic = new Dictionary<int, AudioInst>();
_soundAudioLoopDic = new Dictionary<int, AudioInst>();
_musicAudioDic = new Dictionary<int, AudioInst>();
_musicAudioLoopDic = new Dictionary<int, AudioInst>();
_allAudioDic = new Dictionary<int, AudioInst>();
_soundAudioLoopObj = new();
_musicAudioLoopObj = new();
_soundAudioObj = new();
_musicAudioObj = new();
_playingLDic = new ();
_playingLDic.Add(PlayType.Music, new List<int>());
_playingLDic.Add(PlayType.Sound, new List<int>());
_playingLDic.Add(PlayType.Speak, new List<int>());
_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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foreach (var kv in _musicAudioDic)
{
var audio = kv.Value;
if (!audio.IsStopped)
{
audio.Update(dt);
}
}
foreach (var kv in _musicAudioLoopDic)
{
var audio = kv.Value;
if (!audio.IsStopped)
{
audio.Update(dt);
}
}
foreach (var kv in _soundAudioDic)
{
var audio = kv.Value;
if (!audio.IsStopped)
{
audio.Update(dt);
}
}
foreach (var kv in _soundAudioLoopDic)
{
var audio = kv.Value;
if (!audio.IsStopped)
{
audio.Update(dt);
}
}
foreach (var kv in _storyAudioDic)
{
var audio = kv.Value;
if (!audio.IsStopped)
{
audio.Update(dt);
}
}
}
#endregion
#region LoadAsset
private async void InitMixer()
{
// masterMixer =
// await AssetManager.Instance.LoadAssetAsync<AudioMixer>("Assets/Audio/AudioMixers/MasterMixer.mixer");
// masterMixer.SetFloat("MasterCompressorThreshold", -10f);
}
private bool CheckIsChangeAssets()
{
return false;
}
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($"音频Key{key}找不到!");
return "";
}
var path = cfg.Path;
if (CheckIsChangeAssets())
{
}
if (isI18N)
{
if (path.Contains(LanguageManager.I18N))
{
var eLanguage = LanguageManager.Instance.GetCurrentLanguage();
var replacePath = LanguageManager.PathDic[eLanguage];
path = path.Replace(LanguageManager.I18N, replacePath);
}
return path;
}
return cfg.Path;
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}
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private float _GetNormalizeVolume(string key)
{
var cfg = TableManager.Instance.Tables.AudioSourceConfig.GetOrDefault(key);
if (cfg == null)
{
DebugUtil.LogError($"音频Key{key}找不到!");
return 0f;
}
var volume = cfg.VolumeScale;
return volume;
}
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//优化SplitGC
private string _GetCriPath(string name)
{
var firstChar = name[0];
if (!string.IsNullOrEmpty(name))
{
if (firstChar == 'b')
{
return "CueSheet_bgm";
}
if (firstChar == 'V')
{
return "CueSheet_Voice";
}
if (firstChar == 'S')
{
return "CueSheet_Sound";
}
if (firstChar == 'e')
{
return "CueSheet_ev";
}
if (firstChar == 'u')
{
return "CueSheet_ui";
}
}
return "";
}
private string _GetAcbPath(string name)
{
var path = _GetCriPath(name);
if (string.IsNullOrEmpty(path))
{
DebugUtil.LogError($"获取不到对应的ACB文件key: {name}");
return "";
}
return path + ".acb";
}
private string _GetAwbPath(string name)
{
var path = _GetCriPath(name);
if (string.IsNullOrEmpty(path))
{
DebugUtil.LogError($"获取不到对应的AWB文件key: {name}");
return "";
}
return path + ".awb";
}
private string _GetAcfPath(string name)
{
var path = _GetCriPath(name);
if (path == null)
{
DebugUtil.LogError($"获取不到对应的ACF文件key: {name}");
return "";
}
return path + ".acf";
}
#endregion
#region AudioObj
/// <summary>
/// 获取可用的Audio
/// </summary>
/// <param name="audioType"></param>
/// <returns></returns>
private AudioInst _GetUsableAudio(AudioBase.AudioType audioType, bool isLoop, bool isSpeak = false)
{
try
{
var limit = _CheckIsAudioLimited(audioType, isSpeak);
if (limit)
{
return _GetOldAudio(audioType, isLoop, isSpeak);
}
var freeAudio = _GetFreeAudio(audioType, isLoop);
return freeAudio ?? _CreateNewAudio(audioType, isLoop);
}
catch (Exception e)
{
DebugUtil.LogError($"AudioManger, GetUsableAudio Fail.{e}");
}
return null;
}
private AudioInst _GetOldAudio(AudioBase.AudioType audioType, bool isLoop, bool isSpeak)
{
var playingList = _playingLDic[GetPlayType(audioType, isSpeak)];
if (playingList.Count > 0)
{
var audio = GetAudioByID(playingList[0]);
return audio;
}
return _CreateNewAudio(audioType, isLoop);
}
private int _GetLimit(AudioBase.AudioType audioType, bool isSpeak)
{
if (isSpeak)
{
return SpeakPoolLimit;
}
if (audioType == AudioBase.AudioType.Music)
{
return MusicPoolLimit;
}
if (audioType == AudioBase.AudioType.Sound)
{
return SoundPoolLimit;
}
return -1;
}
private PlayType GetPlayType(AudioBase.AudioType audioType, bool isSpeak)
{
if (isSpeak)
return PlayType.Speak;
if (audioType == AudioBase.AudioType.Music)
return PlayType.Music;
return PlayType.Sound;
}
private bool _CheckIsAudioLimited(AudioBase.AudioType audioType, bool isSpeak)
{
var limit = _GetLimit(audioType, isSpeak);
var playingList = _playingLDic[GetPlayType(audioType, isSpeak)];
if (playingList.Count >= limit)
{
return true;
}
return false;
}
private Dictionary<int, AudioInst> _GetAudioDic(AudioBase.AudioType audioType, bool isLoop)
{
switch (audioType)
{
case AudioBase.AudioType.Music:
return isLoop? _musicAudioLoopDic : _musicAudioDic;
case AudioBase.AudioType.Sound:
return isLoop? _soundAudioLoopDic : _soundAudioDic;
default:
{
DebugUtil.LogError("获取AudioDic出错传入AudioType有误");
return null;
}
}
}
private AudioInst _GetFreeAudio(AudioBase.AudioType audioType, bool isLoop)
{
var dic = _GetAudioDic(audioType, isLoop);
if (dic != null)
{
foreach (var kv in dic)
{
var audio = kv.Value;
if (audio.IsStopped)
{
return audio;
}
}
}
return null;
}
private AudioInst _CreateStoryAudio(GameObject posGo = null, AudioBase.AudioType audioType = AudioBase.AudioType.Sound)
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{
var rootGo = new GameObject()
{
name = "AudioStory"
};
rootGo.transform.SetParent(AudioRoot.transform);
var audio = new AudioInst(audioType, rootGo, null);
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rootGo.name += audio.audioID;
_storyAudioDic.TryAdd(audio.audioID, audio);
_allAudioDic.Add(audio.audioID, audio);
return audio;
}
private AudioInst _CreateNewAudio(AudioBase.AudioType audioType, bool isLoop)
{
var rootGo = new GameObject()
{
name = "Audio"
};
rootGo.transform.SetParent(AudioRoot.transform);
var audio = new AudioInst(audioType, rootGo, null);
if (audioType == AudioBase.AudioType.Music)
{
rootGo.name = "music";
rootGo.name += audio.audioID;
if (isLoop)
{
rootGo.name += "Loop";
_musicAudioLoopDic.TryAdd(audio.audioID, audio);
_musicAudioLoopObj.Add(rootGo);
}
else
{
_musicAudioDic.TryAdd(audio.audioID, audio);
_musicAudioObj.Add(rootGo);
}
// if (IsAnalyzer)
// {
// rootGo.GetComponent<CriAtomSource>().AttachToAnalyzer(analyzer);
// }
}
if (audioType == AudioBase.AudioType.Sound)
{
rootGo.name = "Sound";
rootGo.name += audio.audioID;
if (isLoop)
{
rootGo.name += "Loop";
_soundAudioLoopDic.TryAdd(audio.audioID, audio);
_soundAudioLoopObj.Add(rootGo);
}
else
{
_soundAudioDic.TryAdd(audio.audioID, audio);
_soundAudioObj.Add(rootGo);
}
}
_allAudioDic.Add(audio.audioID, audio);
return audio;
}
#endregion
#region Play
/// <summary>
/// 调用接口传obj
/// </summary>
/// <param name="key"></param>
/// <param name="type"></param>
/// <param name="posObj"></param>
/// <returns></returns>
private int _PlayAudio(string key, AudioCriManager.EPlayType type, GameObject posObj = null, bool isLoop = false,
int priority = AudioConstant.DefaultPriority, bool isFade = false, float fadeTime = 0f)
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{
switch (type)
{
case AudioCriManager.EPlayType.Sound:
if (AudioUnity.GlobalVolume <= 0 || AudioUnity.GlobalSoundVolume <= 0)
{
return -1;
}
break;
case AudioCriManager.EPlayType.Speak:
if (AudioUnity.GlobalVolume <= 0 || AudioUnity.GlobalSpeakVolume <= 0)
{
return -1;
}
break;
default:
break;
}
if (string.IsNullOrEmpty(key))
{
return -1;
}
//策略2 超过限制不播
// var audioType = AudioBase.AudioType.Music;
// bool isSpeak = false;
// if (type == EPlayType.Sound)
// {
// audioType = AudioBase.AudioType.Sound;
// }
// if (type == EPlayType.Speak)
// {
// audioType = AudioBase.AudioType.Sound;
// isSpeak = true;
// }
// if (_CheckIsAudioLimited(audioType, isSpeak))
// {
// return -1;
// }
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//string path = _GetCriPath(key);
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switch (type)
{
case AudioCriManager.EPlayType.Music:
{
return _PlayMusic(key, posObj, isLoop, isFade, fadeTime);
}
case AudioCriManager.EPlayType.Sound:
{
return _PlaySound(key, posObj, isLoop, priority, isFade, fadeTime);
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}
case AudioCriManager.EPlayType.Speak:
{
return _PlaySpeakSound(key, posObj, isFade, fadeTime);
}
default: break;
}
return -1;
}
/// <summary>
/// 调用接口,传位置
/// </summary>
/// <param name="key"></param>
/// <param name="type"></param>
/// <param name="pos"></param>
/// <returns></returns>
private int _PlayAudio(string key, AudioCriManager.EPlayType type, Vector3 pos, bool loop = false,
int priority = AudioConstant.DefaultPriority, bool isFade = false, float fadeTime = 0f)
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{
//策略2 超过限制不播
// var audioType = AudioBase.AudioType.Music;
// bool isSpeak = false;
// if (type == EPlayType.Sound)
// {
// audioType = AudioBase.AudioType.Sound;
// }
// if (type == EPlayType.Speak)
// {
// audioType = AudioBase.AudioType.Sound;
// isSpeak = true;
// }
// if (_CheckIsAudioLimited(audioType, isSpeak))
// {
// return -1;
// }
switch (type)
{
case EPlayType.Sound:
if (AudioUnity.GlobalVolume <= 0 || AudioUnity.GlobalSoundVolume <= 0)
{
return -1;
}
break;
case EPlayType.Speak:
if (AudioUnity.GlobalVolume <= 0 || AudioUnity.GlobalSpeakVolume <= 0)
{
return -1;
}
break;
default:
break;
}
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//string path = _GetCriPath(key);
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switch (type)
{
case EPlayType.Music:
{
return _PlayMusic(key, pos, loop, isFade, fadeTime);
}
case EPlayType.Sound:
{
return _PlaySound(key, pos, loop, priority, isFade, fadeTime);
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}
case EPlayType.Speak:
{
return _PlaySpeakSound(key, pos, isFade, fadeTime);
}
default: break;
}
return -1;
}
private int _PlayMusic(string key, GameObject posObj = null, bool isLoop = true, bool isFade = false, float fadeTime = 0f, float volume = 1f)
{
// if (GlobalMusicVolume < 0.01f)
// {
// return -1;
// }
var path = GetFullPath(key);
if (!isFade)
{
// if (_bgmAudio != null)
// {
// _bgmAudio.Stop();
// }
var audio = _GetUsableAudio(AudioBase.AudioType.Music, isLoop);
//错误打印,保护
if (audio == null)
{
DebugUtil.LogError($"AudioManager, PlayMusic, Cant GetUsableAudio key:{key}");
return -1;
}
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var norVol = _GetNormalizeVolume(key);
audio.SetNormalizeVolume(norVol);
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audio.SetPosObj(posObj);
audio.SetIsSpeak(false);
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audio.SetVolume(volume * norVol);
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audio.SetIsLoop(isLoop);
// if (_bgmAudio != null && _bgmAudio != audio)
// {
// _bgmAudio.Stop();
// }
//audio.Stop();
audio.Play(path);
audio.SetIsLoop(isLoop);
//_bgmAudio = audio;
return audio.audioID;
}
else
{
var audio = _GetUsableAudio(AudioBase.AudioType.Music, isLoop);
audio.SetPosObj(posObj);
audio.SetIsSpeak(false);
// if (_bgmAudio != null && _bgmAudio != audio)
// {
// _bgmAudio.Stop();
// }
//audio.SetIsFadeIn(true);
audio.Stop();
audio.SetVolume(0);
audio.PlayWithFade(path, fadeTime);
audio.SetIsLoop(isLoop);
//_bgmAudio = audio;
return audio.audioID;
}
}
private int _PlayMusic(string key, Vector3 pos, bool isLoop, bool isFade = false, float fadeTime = 0f, float volume = 1f)
{
// if (GlobalMusicVolume < 0.01f)
// {
// return -1;
// }
var audio = _GetUsableAudio(AudioBase.AudioType.Music, isLoop);
var path = GetFullPath(key);
//错误打印,保护
if (audio == null)
{
DebugUtil.LogError($"AudioManager, PlayMusic By Pos, Cant GetUsableAudio key:{key}");
return -1;
}
audio.SetPos(pos);
audio.SetIsSpeak(false);
// if (_bgmAudio != null && _bgmAudio != audio)
// {
// _bgmAudio.Stop();
// }
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var norVol = _GetNormalizeVolume(key);
audio.SetNormalizeVolume(norVol);
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audio.SetIsLoop(true);
audio.Stop();
if (isFade)
{
audio.SetVolume(0);
audio.SetTargetVolume(volume);
audio.PlayWithFade(path, fadeTime);
}
else
{
audio.Play(path);
}
//_bgmAudio = audio;
audio.SetIsLoop(isLoop);
return audio.audioID;
}
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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{
if (GlobalSoundsVolume < 0.01f)
{
return -1;
}
//判断优先级然后设置间隔
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(AudioBase.AudioType.Sound, isLoop);
//错误打印,保护
if (audio == null)
{
DebugUtil.LogError($"AudioManager, PlaySound By Obj, Cant GetUsableAudio key:{key}");
return -1;
}
var path = GetFullPath(key);
audio.Stop();
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var norVol = _GetNormalizeVolume(key);
audio.SetNormalizeVolume(norVol);
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audio.SetPosObj(posObj);
audio.SetIsSpeak(false);
audio.SetIsLoop(isLoop);
if (posObj)
{
audio.SetIs3D(true);
}
if (isFade)
{
audio.SetVolume(0);
audio.PlayWithFade(path);
}
else
{
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audio.SetVolume(volume * norVol);
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audio.Play(path);
}
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audio.SetIsLoop(isLoop);
return audio.audioID;
}
private int _PlaySound(string key, Vector3 pos, bool isLoop = false, int priority = AudioConstant.DefaultPriority,
bool isFade = false, float fadeTime = 0f, float volume = 1f)
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{
if (GlobalSoundsVolume < 0.01f)
{
return -1;
}
//判断优先级然后设置间隔
if (priority >= AudioConstant.LowPriority)
{
var curTimeStamp = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
if (_playSoundTimeStampDic.TryGetValue(key, out var timeStamp))
{
if (curTimeStamp - timeStamp < 100)
{
return -1;
}
_playSoundTimeStampDic[key] = curTimeStamp;
}
else
{
_playSoundTimeStampDic.TryAdd(key, curTimeStamp);
}
}
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var audio = _GetUsableAudio(AudioBase.AudioType.Sound, isLoop);
//错误打印,保护
if (audio == null)
{
DebugUtil.LogError($"AudioManager, PlaySound By Pos, Cant GetUsableAudio key:{key}");
return -1;
}
var path = GetFullPath(key);
audio.Stop();
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var norVol = _GetNormalizeVolume(key);
audio.SetNormalizeVolume(norVol);
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audio.SetPos(pos);
audio.SetIsLoop(isLoop);
audio.SetIsSpeak(false);
audio.SetIs3D(true);
if (isFade)
{
audio.SetVolume(0);
audio.PlayWithFade(path, fadeTime);
}
else
{
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audio.SetVolume(volume * norVol);
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audio.Play(path);
}
audio.SetIsLoop(isLoop);
return audio.audioID;
}
private int _PlaySpeakSound(string key, GameObject posObj = null, bool isFade = false, float fadeTime = 0f, float volume = 1f)
{
if (GlobalSpeakVolume < 0.01f)
{
return -1;
}
var audio = _GetUsableAudio(AudioBase.AudioType.Sound, false);
//错误打印,保护
if (audio == null)
{
DebugUtil.LogError($"AudioManager, PlaySpeak By Obj, Cant GetUsableAudio key:{key}");
return -1;
}
var path = GetFullPath(key, true);
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var norVol = _GetNormalizeVolume(key);
audio.SetNormalizeVolume(norVol);
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audio.SetPosObj(posObj);
audio.SetIsSpeak(true);
if (isFade)
{
audio.SetVolume(0);
audio.PlayWithFade(path, fadeTime);
}
else
{
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audio.SetVolume(volume * norVol);
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audio.Play(path);
}
audio.SetIsLoop(false);
return audio.audioID;
}
private int _PlaySpeakSound(string key, Vector3 pos, bool isFade = false, float fadeTime = 0f, float volume = 1f)
{
var audio = _GetUsableAudio(AudioBase.AudioType.Sound, false);
var path = GetFullPath(key, true);
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var norVol = _GetNormalizeVolume(key);
audio.SetNormalizeVolume(norVol);
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audio.SetPos(pos);
audio.SetIsSpeak(true);
if (isFade)
{
audio.SetVolume(0);
audio.PlayWithFade(path, fadeTime);
}
else
{
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audio.SetVolume(volume * norVol);
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audio.Play(path);
}
audio.SetIsLoop(false);
return audio.audioID;
}
private void _PlayAudioByID(int id, string key, EPlayType type, GameObject posObj = null)
{
if (_soundAudioDic.TryGetValue(id, out var audio))
{
}
}
private bool _CheckPath(string key)
{
var cfg = TableManager.Instance.Tables.AudioSourceConfig;
if (cfg.GetOrDefault(key) != null)
{
return true;
}
return false;
}
#endregion
#region API
public int PlayAudio(string key, AudioCriManager.EPlayType type, GameObject posObj = null, bool loop = false,
int priority = AudioConstant.DefaultPriority, bool isFade = false, float fadeInTime = 4f)
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{
// #if DEVELOPMENT_BUILD || DEBUG
// DebugUtil.Log("播放音频:{0}, type:{1}", key, type);
// #endif
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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}
public int PlayAudio(string key, AudioCriManager.EPlayType type, Vector3 pos, bool loop = false,
int priority = AudioConstant.DefaultPriority, bool isFade = false, float fadeInTime = 4f)
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{
// #if DEVELOPMENT_BUILD || DEBUG
// DebugUtil.Log("播放音频:{0}, type:{1}", key, type);
// #endif
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 int PlayAudio()
{
return -1;
}
public void InitLimit(int count0, int count1, int count2)
{
MusicPoolLimit = count0;
SoundPoolLimit = count1;
SpeakPoolLimit = count2;
}
public AudioInst GetAudioByID(EPlayType audioType, int id)
{
if (audioType == EPlayType.Music)
{
if (_musicAudioDic.ContainsKey(id))
{
return _musicAudioDic[id];
}
if (_musicAudioLoopDic.ContainsKey(id))
{
return _musicAudioLoopDic[id];
}
return null;
}
if (audioType == EPlayType.Sound || audioType == EPlayType.Speak)
{
if (_soundAudioDic.ContainsKey(id))
{
return _soundAudioDic[id];
}
if (_soundAudioLoopDic.ContainsKey(id))
{
return _soundAudioLoopDic[id];
}
return null;
}
return null;
}
public AudioInst GetAudioByID(int id)
{
if (_musicAudioDic.ContainsKey(id))
{
return _musicAudioDic[id];
}
if (_musicAudioLoopDic.ContainsKey(id))
{
return _musicAudioLoopDic[id];
}
if (_soundAudioDic.ContainsKey(id))
{
return _soundAudioDic[id];
}
if (_soundAudioLoopDic.ContainsKey(id))
{
return _soundAudioLoopDic[id];
}
return null;
}
public void StopMusicById(int audioID)
{
if (audioID >= 0)
{
if(_musicAudioDic.TryGetValue(audioID, out var audio))
{
audio.Stop();
}
if(_musicAudioLoopDic.TryGetValue(audioID, out var audioLoop))
{
audioLoop.Stop();
}
}
}
public void StopSoundByID(int audioID)
{
if (audioID >= 0)
{
if(_soundAudioDic.TryGetValue(audioID, out var audio))
{
audio.Stop();
}
if(_soundAudioLoopDic.TryGetValue(audioID, out var audioLoop))
{
audioLoop.Stop();
}
}
}
public void StopByID(int audioID)
{
if (audioID >= 0)
{
if(_musicAudioDic.TryGetValue(audioID, out var audio))
{
audio.Stop();
}
if(_musicAudioLoopDic.TryGetValue(audioID, out var audioLoop))
{
audioLoop.Stop();
}
if (_soundAudioDic.TryGetValue(audioID, out var soundAudio))
{
soundAudio.Stop();
}
if(_soundAudioLoopDic.TryGetValue(audioID, out var audioLoop1))
{
audioLoop1.Stop();
}
}
}
public void PauseAllSound()
{
foreach (var kv in _soundAudioDic)
{
var sound = kv.Value;
sound.Pause();
}
foreach (var kv in _soundAudioLoopDic)
{
var sound = kv.Value;
sound.Pause();
}
}
public void ResumeAllSound()
{
foreach (var kv in _soundAudioDic)
{
var sound = kv.Value;
sound.Resume();
}
foreach (var kv in _soundAudioLoopDic)
{
var sound = kv.Value;
sound.Resume();
}
}
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public void StopAllMusic()
{
// if (_bgmAudio != null)
// {
// _bgmAudio.Stop();
// }
DebugUtil.LogG("StopAllMusic");
foreach (var kv in _musicAudioDic)
{
var audio = kv.Value;
audio.Stop();
}
foreach (var kv in _musicAudioLoopDic)
{
var audio = kv.Value;
audio.Stop();
}
}
public void StopAllSounds()
{
DebugUtil.LogG("StopAllSounds");
foreach (var kv in _soundAudioDic)
{
var audio = kv.Value;
audio.Stop();
}
foreach (var kv in _soundAudioLoopDic)
{
var audio = kv.Value;
audio.Stop();
}
}
public void StopAllSpeaks()
{
DebugUtil.LogG("StopAllSpeaks");
foreach (var kv in _soundAudioDic)
{
var audio = kv.Value;
if(audio.IsSpeak)
audio.Stop();
}
}
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)
{
if(_musicAudioDic.TryGetValue(audioID, out var audio))
{
audio.StopWithFade(fadeOutTime);
}
if(_musicAudioLoopDic.TryGetValue(audioID, out var audioLoop))
{
audioLoop.StopWithFade(fadeOutTime);
}
if (_soundAudioDic.TryGetValue(audioID, out var soundAudio))
{
soundAudio.StopWithFade(fadeOutTime);
}
if(_soundAudioLoopDic.TryGetValue(audioID, out var audioLoop1))
{
audioLoop1.StopWithFade(fadeOutTime);
}
}
}
public void ResumeAllMusic()
{
// if (_bgmAudio != null)
// {
// _bgmAudio.Resume();
// }
foreach (var kv in _musicAudioDic)
{
var audio = kv.Value;
audio.Resume();
}
foreach (var kv in _musicAudioLoopDic)
{
var audio = kv.Value;
audio.Resume();
}
}
public void StopBGM()
{
_bgmAudioCri.Stop();
}
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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}
}
// public CriAtomExAcb GetAcb(string cueSheetName)
// {
// return this.CriAtom.GetAcb(cueSheetName);
// }
public AudioInst GetStoryAudioInst(AudioBase.AudioType audioType)
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{
return _CreateStoryAudio(null, audioType);
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}
public void ReleaseStoryAudios()
{
foreach (var kv in _storyAudioDic)
{
var audio = kv.Value;
audio.Stop();
Object.Destroy(audio.RootGo);
_allAudioDic.Remove(audio.audioID);
}
_storyAudioDic.Clear();
}
public void PlayByCueName(int audioID, string cueName, bool isFade = false, float fadeOutTime = 4f)
{
if (_allAudioDic.TryGetValue(audioID, out var audio))
{
var fullPath = GetFullPath(cueName);
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if (isFade)
{
audio.PlayWithFade(fullPath, fadeOutTime);
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}
else
{
audio.Play(fullPath);
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}
}
}
public void PlayByCueName(int audioID, string cueName, float fadeInTime, float targetVolume)
{
if (_allAudioDic.TryGetValue(audioID, out var audio))
{
var fullPath = GetFullPath(cueName);
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audio.SetTargetVolume(targetVolume);
audio.PlayWithFade(fullPath, fadeInTime);
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}
}
public void ReleaseMusicAudios()
{
var musicAudioList = _musicAudioDic.ToList();
for (int i = musicAudioList.Count - 1; i >= 0; i--)
{
var kv = musicAudioList[i];
var audio = kv.Value;
var audioID = kv.Key;
audio.Stop();
_musicAudioDic.Remove(audioID);
_allAudioDic.Remove(audioID);
Object.Destroy(audio.RootGo);
}
var musicAudioLoopList = _musicAudioLoopDic.ToList();
for (int i = musicAudioLoopList.Count - 1; i >= 0; i--)
{
var kv = musicAudioLoopList[i];
var audio = kv.Value;
var audioID = kv.Key;
audio.Stop();
_musicAudioLoopDic.Remove(audioID);
_allAudioDic.Remove(audioID);
Object.Destroy(audio.RootGo);
}
_musicAudioObj.Clear();
_musicAudioDic.Clear();
_musicAudioLoopObj.Clear();
_musicAudioLoopDic.Clear();
}
public void ReleaseSoundsAudios()
{
var soundAudioList = _soundAudioDic.ToList();
for (int i = soundAudioList.Count - 1; i >= 0; i--)
{
var kv = soundAudioList[i];
var audio = kv.Value;
var audioID = kv.Key;
audio.Stop();
_soundAudioDic.Remove(audioID);
_allAudioDic.Remove(audioID);
Object.Destroy(audio.RootGo);
}
var soundAudioLoopList = _soundAudioLoopDic.ToList();
for (int i = soundAudioLoopList.Count - 1; i >= 0; i--)
{
var kv = soundAudioLoopList[i];
var audio = kv.Value;
var audioID = kv.Key;
audio.Stop();
_soundAudioLoopDic.Remove(audioID);
_allAudioDic.Remove(audioID);
Object.Destroy(audio.RootGo);
}
_soundAudioObj.Clear();
_soundAudioDic.Clear();
_soundAudioLoopObj.Clear();
_soundAudioLoopDic.Clear();
_playSoundTimeStampDic.Clear();
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}
public void ReleaseAllAudios()
{
ReleaseMusicAudios();
ReleaseSoundsAudios();
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foreach (var playTypeAudios in _playingLDic)
{
playTypeAudios.Value.Clear();
}
_allAudioDic.Clear();
AudioUnity.ResetPlayID();
AudioUnity.ReleaseLoadedAssets();
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}
// public long GetCueLength(string cueSheet, string cueName)
// {
// var acb = CriAtom.GetCueSheetInternal(cueSheet).acb;
// if (acb.GetCueInfo(cueName, out var cueInfo))
// {
// var length = cueInfo.length / 1000;
// return length;
// }
//
// return -1;
// }
public void Add2Playing(AudioBase.AudioType audioType, int id, bool isSpeak = false)
{
PlayType type;
if (audioType == AudioBase.AudioType.Music)
{
type = PlayType.Music;
}
else
{
if (isSpeak)
type = PlayType.Speak;
else
{
type = PlayType.Sound;
}
}
var list = _playingLDic[type];
if (!list.Contains(id))
{
list.Add(id);
}
}
public void RemovePlaying(AudioBase.AudioType audioType, int id, bool isSpeak = false)
{
PlayType type;
if (audioType == AudioBase.AudioType.Music)
{
type = PlayType.Music;
}
else
{
if (isSpeak)
type = PlayType.Speak;
else
{
type = PlayType.Sound;
}
}
var list = _playingLDic[type];
if (list.Contains(id))
{
list.Remove(id);
}
}
public void RemovePlaying(int id)
{
foreach (var kv in _playingLDic)
{
var list = kv.Value;
if (list.Contains(id))
{
list.Remove(id);
}
}
}
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;
}
public AudioInst GetSoundByPlayID(long playID)
{
foreach (var kv in _soundAudioDic)
{
var audio = kv.Value;
if (audio.PlayID == playID)
{
return audio;
}
}
foreach (var kv in _soundAudioLoopDic)
{
var audio = kv.Value;
if (audio.PlayID == playID)
{
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 _soundAudioDic)
{
var sound = kv.Value;
if (sound.IsPlaying)
{
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;
}
public class AudioInst : AudioUnity
{
public AudioInst(AudioType audioType, GameObject rootGo, GameObject posGo, AudioInfo audioInfo = new(),
bool loop = false, bool is3D = false):base(audioType, rootGo, posGo, audioInfo, loop, is3D)
{
}
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public void GetSpectrumData(float[] spectrums)
{
_audioSource.GetSpectrumData(spectrums, 0, FFTWindow.Blackman);
}
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}