using System;
using System.Collections.Generic;
using PhxhSDK;
using UnityEngine;
using PlayState = PhxhSDK.PlayState;
///
/// 音频播放器
/// 功能:异步加载、播放控制、3D空间音效、淡入淡出效果
/// 实现接口:IAudioPlayer, IAudioSpatial, IAudioFade
///
public class AudioPlayer : IAudioPlayer, IAudioSpatial, IAudioFade
{
#region Static - ID Generation & Resource Tracking
private static int _audioIDCounter;
private static Dictionary _loadedAssetPaths = new();
///
/// 生成唯一的 AudioID
///
public static int GenAudioID() => ++_audioIDCounter;
///
/// 重置 AudioID 计数器
///
public static void ReleaseAudioIDs() => _audioIDCounter = 0;
///
/// 释放所有已加载的资源
///
public static void ReleaseLoadedAssets()
{
foreach (var kv in _loadedAssetPaths)
{
var key = kv.Key;
var count = kv.Value;
while (count > 0)
{
AssetManager.Instance.Unload(key, false, true);
--count;
}
}
_loadedAssetPaths.Clear();
}
#endregion
#region Fields
// Unity 组件
private readonly GameObject _rootGo;
private readonly AudioSource _audioSource;
private AudioClip _clip;
// 状态
private PlayState _playState;
private readonly int _audioID;
private EAudioType _eAudioType;
private bool _loop;
// 音量控制
private float _targetVolume = 1f;
private float _normalizeVolume = 1f;
private bool _isSpeak;
// 效果控制器
private readonly AudioFadeEffect _fadeEffect;
private readonly AudioSpatialController _spatialController;
#endregion
#region Properties
// IAudioPlayer 接口属性
public int AudioId => _audioID;
public PlayState State => _playState;
public bool IsPlaying => _playState == PlayState.Playing;
public AudioClip Clip => _clip;
public float Volume => _audioSource?.volume ?? 0f;
// 公开属性
public EAudioType EAudioType
{
get => _eAudioType;
set => _eAudioType = value;
}
public bool loop
{
get => _loop;
set => _loop = value;
}
// 其他公开属性
public GameObject RootGo => _rootGo;
public bool IsSpeak => _isSpeak;
#endregion
#region Constructor & Initialization
public AudioPlayer(EAudioType eAudioType, GameObject rootGo, GameObject posGo, AudioInfo audioInfo,
bool loop = false, bool is3D = false)
{
_audioID = GenAudioID();
_eAudioType = eAudioType;
_rootGo = rootGo;
_audioSource = GetOrAddAudioSource(rootGo);
_audioSource.volume = AudioVolumeSettings.Instance.GlobalVolume;
_isSpeak = audioInfo.isSpeak;
_loop = loop;
// 初始化效果控制器
_fadeEffect = new AudioFadeEffect(
fadeInDuration: AudioConstant.DefaultFadeInDuration,
fadeOutDuration: AudioConstant.DefaultFadeOutDuration);
_spatialController = new AudioSpatialController(_rootGo.transform, _audioSource);
// 如果构造时指定了跟随对象,设置跟随
if (posGo != null)
{
_spatialController.SetFollowTarget(posGo);
}
}
private AudioSource GetOrAddAudioSource(GameObject go)
{
var source = go.GetComponent();
if (!source)
{
source = go.AddComponent();
}
return source;
}
#endregion
#region Lifecycle & Update
public void Update(float dt)
{
if (_audioSource == null || _clip == null)
return;
// 更新淡入淡出效果
bool shouldStop = _fadeEffect.Update(dt);
// 更新音量
if (_playState == PlayState.Playing || _audioSource.isPlaying)
{
UpdateVolume();
}
// 暂停状态不更新
if (_playState == PlayState.Paused)
return;
// 更新空间位置跟随
if (_playState == PlayState.Playing)
{
_spatialController.Update();
}
// 检查是否应该停止(播放结束或淡出完成)
if (IsPlaybackEnded() || shouldStop || _playState == PlayState.Stopped)
{
if (_playState == PlayState.Loading)
return;
Stop();
}
}
///
/// 判断播放是否已结束
///
private bool IsPlaybackEnded()
{
if (_audioSource == null || _clip == null)
return false;
return _audioSource.isPlaying
? _audioSource.time > _clip.length
: true;
}
#endregion
#region Playback Control
///
/// 播放音频(需要先设置 Clip)
///
public void Play()
{
if (_clip == null)
{
DebugUtil.LogError("AudioPlayer: Cannot play without clip");
return;
}
_playState = PlayState.Playing;
_fadeEffect.Stop();
_targetVolume = 1f;
_audioSource.Play();
NotifyPlayStarted();
}
///
/// 暂停播放
///
public void Pause()
{
if (_audioSource != null)
_audioSource.Pause();
_playState = PlayState.Paused;
}
///
/// 恢复播放
///
public void Resume()
{
if (_audioSource != null)
_audioSource.UnPause();
_playState = PlayState.Playing;
}
///
/// 停止播放
///
public void Stop()
{
_fadeEffect.Stop();
AudioManager.Instance.AudioMgrObj.RemovePlaying(_audioID);
if (IsPlaybackEnded())
{
_playState = PlayState.Stopped;
return;
}
if (_audioSource != null)
{
_audioSource.Stop();
}
_playState = PlayState.Stopped;
}
#endregion
#region Async Loading & Play
///
/// 异步加载并播放音频(不带淡入淡出)
///
public void Play(string path)
{
_playState = PlayState.Loading;
LoadAndPlayInternal(path, useFade: false);
}
///
/// 异步加载并播放音频(带淡入淡出)
///
public void PlayWithFade(string path,
float fadeInTime = AudioConstant.DefaultFadeInDuration,
float fadeOutTime = AudioConstant.DefaultFadeOutDuration)
{
_playState = PlayState.Loading;
LoadAndPlayInternal(path, useFade: true, fadeInTime, fadeOutTime);
}
///
/// 统一的异步加载和播放逻辑
///
private async void LoadAndPlayInternal(string path, bool useFade,
float fadeInTime = AudioConstant.DefaultFadeInDuration,
float fadeOutTime = AudioConstant.DefaultFadeOutDuration)
{
// 1. 异步加载音频资源
_clip = await AssetManager.Instance.LoadAssetAsync(path, null, true);
// 2. 跟踪已加载的资源(用于后续卸载)
TrackLoadedAsset(path);
// 3. 加载失败处理
if (_clip == null)
{
_playState = PlayState.Stopped;
return;
}
// 4. 设置 AudioSource
_audioSource.clip = _clip;
_targetVolume = 1f;
// 5. 根据是否需要淡入淡出设置音量
if (useFade)
{
_fadeEffect.FadeInDuration = fadeInTime;
_fadeEffect.FadeOutDuration = fadeOutTime;
_fadeEffect.StartFadeIn();
_audioSource.volume = 0f;
}
else
{
_fadeEffect.Stop();
}
// 6. 开始播放
_audioSource.Play();
_playState = PlayState.Playing;
// 7. 通知 Manager
NotifyPlayStarted();
}
///
/// 跟踪已加载的资源(用于引用计数)
///
private void TrackLoadedAsset(string path)
{
if (_loadedAssetPaths.ContainsKey(path))
++_loadedAssetPaths[path];
else
_loadedAssetPaths.TryAdd(path, 1);
}
///
/// 通知 Manager 播放已开始
///
private void NotifyPlayStarted()
{
AudioManager.Instance.AudioMgrObj.Add2Playing(_audioID);
}
#endregion
#region Volume & Configuration
///
/// 设置音量(0-1)
///
public void SetVolume(float volume)
{
_targetVolume = Mathf.Clamp01(volume);
}
///
/// 设置归一化音量(配置表中的音量缩放)
///
public void SetNormalizeVolume(float vol = 1f)
{
_normalizeVolume = vol;
}
///
/// 设置是否为语音
///
public void SetIsSpeak(bool isSpeak)
{
_isSpeak = isSpeak;
}
///
/// 设置循环播放
///
public void SetLoop(bool isLoop)
{
_loop = isLoop;
if (_audioSource != null)
_audioSource.loop = isLoop;
}
///
/// 设置音频片段
///
public void SetClip(AudioClip clip)
{
_clip = clip;
if (_audioSource != null)
_audioSource.clip = clip;
}
///
/// 统一的音量更新方法
/// 最终音量 = 淡入淡出系数 × 类型音量 × 全局音量 × 目标音量 × 归一化音量
///
private void UpdateVolume()
{
var settings = AudioVolumeSettings.Instance;
var fadeValue = _fadeEffect.FadeValue;
// 根据音频类型和是否为语音选择对应的音量系数
float typeVolume = _eAudioType switch
{
EAudioType.Music => settings.MusicVolume,
EAudioType.Sound => _isSpeak ? settings.SpeakVolume : settings.SoundVolume,
_ => 1f
};
_audioSource.volume = fadeValue * typeVolume * settings.GlobalVolume * _targetVolume * _normalizeVolume;
}
#endregion
#region Spatial Audio (3D)
///
/// 设置是否启用 3D 空间音效
///
public void SetIs3D(bool is3D = false)
{
if (is3D)
_spatialController.Enable3D();
else
_spatialController.Disable3D();
}
///
/// 设置跟随对象(自动启用 3D)
///
public void SetFollowTarget(GameObject target = null)
{
_spatialController.SetFollowTarget(target);
}
///
/// 设置静态位置(自动启用 3D)
///
public void SetPosition(Vector3 position)
{
_spatialController.SetStaticPosition(position, enable3D: true);
}
#endregion
#region Fade Effects
///
/// 淡入播放(需要先设置 Clip)
///
public void PlayWithFadeIn(float duration = AudioConstant.DefaultFadeInDuration)
{
if (_clip == null)
{
DebugUtil.LogError("AudioPlayer: Cannot PlayWithFadeIn without clip");
return;
}
_fadeEffect.FadeInDuration = duration;
_fadeEffect.StartFadeIn();
_playState = PlayState.Playing;
_audioSource.volume = 0f;
_audioSource.Play();
NotifyPlayStarted();
}
///
/// 淡出停止(淡出完成后自动调用 Stop)
///
public void StopWithFadeOut(float duration = AudioConstant.DefaultFadeOutDuration)
{
_fadeEffect.StartFadeOut(duration);
}
#endregion
#region Query & Debug
///
/// 获取 AudioSource 组件
///
public AudioSource GetAudioSource() => _audioSource;
///
/// 获取当前播放时间(秒)
///
public float GetPlaybackTime() => _audioSource ? _audioSource.time : -1f;
///
/// 获取音频频谱数据(用于可视化)
///
public void GetSpectrumData(float[] spectrums)
{
if (_audioSource != null)
{
_audioSource.GetSpectrumData(spectrums, 0, FFTWindow.Blackman);
}
}
#endregion
}