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