2025-07-21 17:04:43 +08:00
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using System;
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2025-07-23 12:59:57 +08:00
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using System.Collections.Generic;
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2025-03-10 13:12:05 +08:00
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using PhxhSDK;
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using UnityEngine;
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using UnityEngine.Networking;
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2025-11-13 16:59:52 +08:00
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public class AudioPlayer: AudioBase
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{
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2025-11-13 18:36:05 +08:00
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// 静态字段已迁移到 AudioVolumeSettings 类
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// 为了向后兼容,保留静态属性(委托到 AudioVolumeSettings)
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public static float GlobalVolume
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{
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get => AudioVolumeSettings.Instance.GlobalVolume;
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set => AudioVolumeSettings.Instance.GlobalVolume = value;
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}
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public static float GlobalMusicVolume
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{
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get => AudioVolumeSettings.Instance.MusicVolume;
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set => AudioVolumeSettings.Instance.MusicVolume = value;
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}
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public static float GlobalSoundVolume
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{
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get => AudioVolumeSettings.Instance.SoundVolume;
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set => AudioVolumeSettings.Instance.SoundVolume = value;
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}
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public static float GlobalSpeakVolume
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{
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get => AudioVolumeSettings.Instance.SpeakVolume;
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set => AudioVolumeSettings.Instance.SpeakVolume = value;
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}
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2025-03-10 13:12:05 +08:00
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2025-07-28 13:02:07 +08:00
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private float normalizeVolume = 1f;
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2025-04-16 17:58:35 +08:00
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protected AudioSource _audioSource;
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private bool _isSpeak;
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private static long _curPlayID;
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private long _playID = -1; //播放ID,越小越早
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private AudioClip _clip;
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2025-07-21 17:04:43 +08:00
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private long _playTime; //最近一次播放的时间戳
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public static Dictionary<string, int> LoadedPath = new();
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2025-07-21 17:04:43 +08:00
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public long playTime => _playTime;
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2025-04-16 12:24:10 +08:00
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public AudioClip Clip => _clip;
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public long PlayID => _playID;
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public bool IsSpeak => _isSpeak;
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public float Volume => _audioSource.volume;
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2025-11-13 18:55:54 +08:00
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// 淡入淡出效果(使用独立的效果类)
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private AudioFadeEffect _fadeEffect;
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2025-11-13 19:08:07 +08:00
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// 空间音效控制器(使用独立的控制器类)
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private AudioSpatialController _spatialController;
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2025-03-10 13:12:05 +08:00
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private bool _isPlayEnd
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{
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get
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{
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if (!_audioSource || !_clip)
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{
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return false;
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}
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2025-04-03 18:38:53 +08:00
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if (_audioSource.isPlaying)
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2025-04-08 11:42:55 +08:00
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return _audioSource.time > _clip.length;
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else
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return true;
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}
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}
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#region Construct
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2025-11-13 16:59:52 +08:00
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public AudioPlayer(AudioType audioType, GameObject rootGo, GameObject posGo, AudioInfo audioInfo,
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bool loop = false, bool is3D = false)
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{
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this.audioType = audioType;
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_rootGo = rootGo;
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_audioSource = _GetSource();
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_audioSource.volume = AudioVolumeSettings.Instance.GlobalVolume;
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targetVolume = 1f;
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_isSpeak = audioInfo.isSpeak;
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2025-11-13 18:55:54 +08:00
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// 初始化淡入淡出效果
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_fadeEffect = new AudioFadeEffect(fadeInDuration: 4f, fadeOutDuration: 4f);
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// 初始化空间音效控制器
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_spatialController = new AudioSpatialController(_rootGo.transform, _audioSource);
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// 如果构造时指定了跟随对象,设置跟随
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if (posGo != null)
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{
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_spatialController.SetFollowTarget(posGo);
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}
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}
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private AudioSource _GetSource()
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{
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var source = _rootGo.GetComponent<AudioSource>();
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if (!source)
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{
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source = _rootGo.AddComponent<AudioSource>();
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}
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return source;
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}
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#endregion
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#region Inherit
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public override void Update(float dt)
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{
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if (!_audioSource || !_clip)
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{
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return;
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}
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2025-11-13 18:55:54 +08:00
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// 更新淡入淡出效果
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bool shouldStop = _fadeEffect.Update(dt);
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2025-03-10 13:12:05 +08:00
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if (playState == PlayState.Playing || _audioSource.isPlaying)
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{
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switch (audioType)
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{
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case (AudioType.Music):
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{
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2025-06-24 15:43:11 +08:00
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_SetMusicVolume();
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break;
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}
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case (AudioType.Sound):
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{
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if (_isSpeak)
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{
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_SetSpeakVolume();
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}
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else
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{
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_SetSoundVolume();
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}
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break;
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}
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default:
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break;
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}
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}
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2025-06-24 15:43:11 +08:00
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if (playState == PlayState.Paused)
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{
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return;
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}
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2025-11-13 19:08:07 +08:00
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// 更新空间位置跟随
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if (playState == PlayState.Playing)
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{
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_spatialController.Update();
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}
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2025-11-13 18:55:54 +08:00
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// 更新播放状态
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// 检查是否应该停止(播放结束或淡出完成)
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if (_isPlayEnd || shouldStop || playState == PlayState.Stopped)
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{
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2025-08-20 14:39:40 +08:00
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if (playState == PlayState.Loading)
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return;
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2025-03-10 13:12:05 +08:00
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Stop();
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}
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}
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public override void Pause()
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{
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_audioSource.Pause();
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playState = PlayState.Paused;
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}
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public override void Resume()
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{
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_audioSource.UnPause();
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playState = PlayState.Playing;
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}
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public override void Play(float volume = 1f)
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{
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playState = PlayState.Playing;
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2025-11-13 18:55:54 +08:00
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_fadeEffect.Stop(); // 停止任何淡入淡出效果
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targetVolume = 1f;
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_audioSource.Play();
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_playID = _GenPlayID();
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2025-07-22 14:56:44 +08:00
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_playTime = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
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2025-03-10 13:12:05 +08:00
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AudioManager.Instance.AudioMgrObj.Add2Playing(audioType, audioID, _isSpeak);
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}
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public void PlayWithFade(float volume = 1f)
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{
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playState = PlayState.Playing;
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_audioSource.Play();
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_playID = _GenPlayID();
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AudioManager.Instance.AudioMgrObj.RemovePlaying(audioType, audioID);
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}
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2025-08-20 14:39:40 +08:00
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public new void Stop()
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{
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_fadeEffect.Stop(); // 停止淡入淡出效果
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2025-04-09 17:46:50 +08:00
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AudioManager.Instance.AudioMgrObj.RemovePlaying(audioType, audioID);
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2025-11-13 18:55:54 +08:00
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2025-03-10 13:12:05 +08:00
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if (_isPlayEnd)
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{
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2025-04-03 18:36:30 +08:00
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playState = PlayState.Stopped;
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2025-03-10 13:12:05 +08:00
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return;
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}
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2025-03-24 15:59:50 +08:00
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if (_audioSource)
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{
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_audioSource.Stop();
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}
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2025-03-10 13:12:05 +08:00
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base.Stop();
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}
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public void StopWithFade(float fadeOutTime = 1f)
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{
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2025-11-13 18:55:54 +08:00
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_fadeEffect.StartFadeOut(fadeOutTime);
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}
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#endregion
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#region Utils
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private long _GenPlayID()
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{
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return ++_curPlayID;
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}
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2025-06-24 14:58:32 +08:00
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public static void ResetPlayID()
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{
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_curPlayID = 0;
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}
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2025-08-15 13:58:07 +08:00
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public AudioSource GetAudioSource()
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{
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return _audioSource;
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}
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2025-03-10 13:12:05 +08:00
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private void _SetMusicVolume()
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{
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2025-11-13 18:36:05 +08:00
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var settings = AudioVolumeSettings.Instance;
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2025-11-13 18:55:54 +08:00
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var fadeValue = _fadeEffect.FadeValue;
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_audioSource.volume = fadeValue * settings.MusicVolume * settings.GlobalVolume * targetVolume * normalizeVolume;
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2025-03-10 13:12:05 +08:00
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}
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private void _SetSoundVolume()
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{
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2025-11-13 18:36:05 +08:00
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var settings = AudioVolumeSettings.Instance;
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2025-11-13 18:55:54 +08:00
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var fadeValue = _fadeEffect.FadeValue;
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_audioSource.volume = fadeValue * settings.SoundVolume * settings.GlobalVolume * targetVolume * normalizeVolume;
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2025-03-10 13:12:05 +08:00
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}
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private void _SetSpeakVolume()
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{
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2025-11-13 18:36:05 +08:00
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var settings = AudioVolumeSettings.Instance;
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2025-11-13 18:55:54 +08:00
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var fadeValue = _fadeEffect.FadeValue;
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_audioSource.volume = fadeValue * settings.SpeakVolume * settings.GlobalVolume * targetVolume * normalizeVolume;
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2025-03-10 13:12:05 +08:00
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}
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#endregion
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#region API
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public void Play(string cueName, AudioInfo audioInfo, bool isLoop = false)
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{
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targetVolume = 1f;
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2025-11-13 18:55:54 +08:00
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_fadeEffect.Stop(); // 停止任何淡入淡出效果
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2025-03-10 13:12:05 +08:00
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playState = PlayState.Playing;
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|
|
|
_playID = _GenPlayID();
|
|
|
|
|
|
AudioManager.Instance.AudioMgrObj.Add2Playing(audioType, audioID, _isSpeak);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-08-19 18:12:10 +08:00
|
|
|
|
public void Play(string path)
|
|
|
|
|
|
{
|
2025-08-20 14:39:40 +08:00
|
|
|
|
playState = PlayState.Loading;
|
2025-08-19 18:12:10 +08:00
|
|
|
|
PlayAsync(path);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
private async void PlayAsync(string path)
|
2025-03-10 13:12:05 +08:00
|
|
|
|
{
|
2025-04-18 13:39:19 +08:00
|
|
|
|
_clip = await AssetManager.Instance.LoadAssetAsync<AudioClip>(path, null, true);
|
2025-07-23 12:59:57 +08:00
|
|
|
|
if (LoadedPath.ContainsKey(path))
|
|
|
|
|
|
{
|
|
|
|
|
|
++LoadedPath[path];
|
|
|
|
|
|
}
|
|
|
|
|
|
else
|
|
|
|
|
|
{
|
|
|
|
|
|
LoadedPath.TryAdd(path, 1);
|
|
|
|
|
|
}
|
2025-03-10 13:12:05 +08:00
|
|
|
|
if (!_clip)
|
|
|
|
|
|
{
|
|
|
|
|
|
playState = PlayState.Stopped;
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
_audioSource.clip = _clip;
|
2025-08-19 18:12:10 +08:00
|
|
|
|
|
2025-11-13 18:55:54 +08:00
|
|
|
|
_fadeEffect.Stop(); // 停止任何淡入淡出效果
|
2025-03-10 13:12:05 +08:00
|
|
|
|
targetVolume = 1f;
|
2025-08-19 18:12:10 +08:00
|
|
|
|
|
2025-03-10 13:12:05 +08:00
|
|
|
|
_playID = _GenPlayID();
|
|
|
|
|
|
AudioManager.Instance.AudioMgrObj.Add2Playing(audioType, audioID, _isSpeak);
|
|
|
|
|
|
_audioSource.Play();
|
2025-08-20 14:39:40 +08:00
|
|
|
|
playState = PlayState.Playing;
|
2025-03-10 13:12:05 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public async void PlayWithFade(string path, float fadeInTime = 4f, float fadeOutTime = 4f)
|
|
|
|
|
|
{
|
2025-04-18 13:39:19 +08:00
|
|
|
|
_clip = await AssetManager.Instance.LoadAssetAsync<AudioClip>(path, null, true);
|
2025-07-23 12:59:57 +08:00
|
|
|
|
if (LoadedPath.ContainsKey(path))
|
|
|
|
|
|
{
|
|
|
|
|
|
++LoadedPath[path];
|
|
|
|
|
|
}
|
|
|
|
|
|
else
|
|
|
|
|
|
{
|
|
|
|
|
|
LoadedPath.TryAdd(path, 1);
|
|
|
|
|
|
}
|
2025-03-10 13:12:05 +08:00
|
|
|
|
if (!_clip)
|
|
|
|
|
|
{
|
|
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
_audioSource.clip = _clip;
|
|
|
|
|
|
|
2025-11-13 18:55:54 +08:00
|
|
|
|
// 设置淡入淡出时长并启动淡入
|
|
|
|
|
|
_fadeEffect.FadeInDuration = fadeInTime;
|
|
|
|
|
|
_fadeEffect.FadeOutDuration = fadeOutTime;
|
|
|
|
|
|
_fadeEffect.StartFadeIn();
|
|
|
|
|
|
|
|
|
|
|
|
targetVolume = 1f;
|
2025-03-10 13:12:05 +08:00
|
|
|
|
_audioSource.volume = 0f;
|
|
|
|
|
|
|
|
|
|
|
|
playState = PlayState.Playing;
|
|
|
|
|
|
_playID = _GenPlayID();
|
|
|
|
|
|
AudioManager.Instance.AudioMgrObj.Add2Playing(audioType, audioID, _isSpeak);
|
|
|
|
|
|
_audioSource.Play();
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-11-13 19:08:07 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 设置是否启用 3D 空间音效
|
|
|
|
|
|
/// </summary>
|
2025-03-10 13:12:05 +08:00
|
|
|
|
public void SetIs3D(bool is3D = false)
|
|
|
|
|
|
{
|
2025-11-13 19:08:07 +08:00
|
|
|
|
if (is3D)
|
|
|
|
|
|
{
|
|
|
|
|
|
_spatialController.Enable3D();
|
|
|
|
|
|
}
|
|
|
|
|
|
else
|
|
|
|
|
|
{
|
|
|
|
|
|
_spatialController.Disable3D();
|
|
|
|
|
|
}
|
2025-03-10 13:12:05 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
2025-11-13 19:08:07 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 设置跟随对象(自动启用 3D)
|
|
|
|
|
|
/// </summary>
|
2025-03-10 13:12:05 +08:00
|
|
|
|
public void SetPosObj(GameObject go = null)
|
|
|
|
|
|
{
|
2025-11-13 19:08:07 +08:00
|
|
|
|
_spatialController.SetFollowTarget(go);
|
2025-03-10 13:12:05 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
2025-11-13 19:08:07 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 设置静态位置
|
|
|
|
|
|
/// </summary>
|
2025-03-10 13:12:05 +08:00
|
|
|
|
public void SetPos(Vector3 position)
|
|
|
|
|
|
{
|
2025-11-13 19:08:07 +08:00
|
|
|
|
_spatialController.SetStaticPosition(position, enable3D: true);
|
2025-03-10 13:12:05 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public void SetIsLoop(bool isLoop)
|
|
|
|
|
|
{
|
|
|
|
|
|
loop = isLoop;
|
|
|
|
|
|
_audioSource.loop = isLoop;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public void SetIsSpeak(bool isSpeak)
|
|
|
|
|
|
{
|
|
|
|
|
|
_isSpeak = isSpeak;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-07-28 13:02:07 +08:00
|
|
|
|
public void SetNormalizeVolume(float vol = 1f)
|
|
|
|
|
|
{
|
|
|
|
|
|
normalizeVolume = vol;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2025-11-13 18:55:54 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 启动淡入效果(已弃用,建议直接使用 PlayWithFade)
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
[System.Obsolete("Use PlayWithFade instead")]
|
2025-03-10 13:12:05 +08:00
|
|
|
|
public void SetIsFadeIn(bool isFadeIn)
|
|
|
|
|
|
{
|
2025-11-13 18:55:54 +08:00
|
|
|
|
if (isFadeIn)
|
|
|
|
|
|
{
|
|
|
|
|
|
_fadeEffect.StartFadeIn();
|
|
|
|
|
|
}
|
|
|
|
|
|
else
|
|
|
|
|
|
{
|
|
|
|
|
|
_fadeEffect.Stop();
|
|
|
|
|
|
}
|
2025-03-10 13:12:05 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public string GetCueSheetName()
|
|
|
|
|
|
{
|
|
|
|
|
|
if (_audioSource)
|
|
|
|
|
|
{
|
|
|
|
|
|
return _clip.name;
|
|
|
|
|
|
}
|
|
|
|
|
|
return "";
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public float GetCurPlayLength()
|
|
|
|
|
|
{
|
|
|
|
|
|
if (_audioSource)
|
|
|
|
|
|
{
|
|
|
|
|
|
return _audioSource.time;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public float GetTime()
|
|
|
|
|
|
{
|
|
|
|
|
|
if (!_audioSource)
|
|
|
|
|
|
return -1;
|
|
|
|
|
|
return _audioSource.time;
|
|
|
|
|
|
}
|
2025-07-23 12:59:57 +08:00
|
|
|
|
|
|
|
|
|
|
public static void ReleaseLoadedAssets()
|
|
|
|
|
|
{
|
|
|
|
|
|
foreach (var kv in LoadedPath)
|
|
|
|
|
|
{
|
|
|
|
|
|
var key = kv.Key;
|
|
|
|
|
|
var count = kv.Value;
|
|
|
|
|
|
while (count > 0)
|
|
|
|
|
|
{
|
|
|
|
|
|
AssetManager.Instance.Unload(key, false, true);
|
|
|
|
|
|
--count;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
2025-11-13 16:59:52 +08:00
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 获取音频频谱数据(用于可视化)
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public void GetSpectrumData(float[] spectrums)
|
|
|
|
|
|
{
|
|
|
|
|
|
if (_audioSource != null)
|
|
|
|
|
|
{
|
|
|
|
|
|
_audioSource.GetSpectrumData(spectrums, 0, FFTWindow.Blackman);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
2025-03-10 13:12:05 +08:00
|
|
|
|
#endregion
|
2025-07-21 17:04:43 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public class AudioConstant
|
|
|
|
|
|
{
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 最大音乐播放数
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public const int MaxMusicCount = 1;
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 最大音频播放数
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public const int MaxSoundCount = 100;
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 最大语音播放数
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public const int MaxSpeakCount = 1;
|
|
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 优先级
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public const int MaxPriority = 99;
|
|
|
|
|
|
public const int MinPriority = 0;
|
|
|
|
|
|
|
|
|
|
|
|
|
2025-07-22 14:56:44 +08:00
|
|
|
|
public const int DefaultPriority = 29;
|
2025-07-21 17:04:43 +08:00
|
|
|
|
public const int LowPriority = 30;
|
|
|
|
|
|
|
2025-03-10 13:12:05 +08:00
|
|
|
|
}
|