603 lines
14 KiB
C#
603 lines
14 KiB
C#
using System;
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using System.Collections.Generic;
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using PhxhSDK;
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using UnityEngine;
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using UnityEngine.Networking;
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public class AudioUnity: AudioBase
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{
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public static float GlobalVolume = 1f;
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public static float GlobalMusicVolume = 1f;
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public static float GlobalSoundVolume = 1f;
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public static float GlobalSpeakVolume = 1f;
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private float normalizeVolume = 1f;
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private GameObject _posGo;
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protected AudioSource _audioSource;
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private bool _isSpeak;
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private bool _isStory;
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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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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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public long playTime => _playTime;
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public AudioClip Clip => _clip;
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public long PlayID => _playID;
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//public CriAtomExPlayback CriAtomExPlayback;
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public bool IsSpeak => _isSpeak;
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public bool IsStory => _isStory;
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public float Volume => _audioSource.volume;
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private float _playPassTime = 0f;
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private float _stopPassTime = 0f;
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private float _fadeValue = 1f;
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private float _fadeInTime = 4f;
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private float _fadeOutTime = 4f;
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private bool _isInFadeIn; //Fade过程中
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private bool _isInFadeOut; //Fade过程中
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private bool _isFadeIn;
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private bool _isFadeOut;
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private float _clipVolume = 1f;
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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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if (_audioSource.isPlaying)
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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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public enum VolumeType
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{
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Music,
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Sound,
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Speak
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}
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#region Construct
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public AudioUnity(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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_posGo = posGo;
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_audioSource = _GetSource();
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_audioSource.volume = GlobalVolume;
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targetVolume = 1f;
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_isSpeak = audioInfo.isSpeak;
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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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// 挂载到 AudioSource 所在物体
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// AudioLowPassFilter lowPass = _rootGo.AddComponent<AudioLowPassFilter>();
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// lowPass.cutoffFrequency = 10000f; // 12 kHz 截止
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// lowPass.lowpassResonanceQ = 1.0f; // 避免共振
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// var audioMixerGroup = AudioManager.Instance.masterMixer.FindMatchingGroups("Master");
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// source.outputAudioMixerGroup = audioMixerGroup[0];
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return source;
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}
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private void SetSourceData(AudioInfo audioInfo)
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{
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}
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#endregion
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#region Inherit
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public override void Update()
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{
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}
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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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if (_isFadeIn || _isFadeOut)
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{
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_UpdateFade(dt);
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return;
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}
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_fadeValue = 1f;
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//SetVolume
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if (playState == PlayState.Playing || _audioSource.isPlaying)
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{
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//渐入渐出
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//_UpdateFadeValue(dt);
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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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_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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if (playState == PlayState.Paused)
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{
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return;
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}
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if (_audioSource.isPlaying == false)
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{
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_audioSource.Stop();
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Stop();
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}
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if (_posGo && playState == PlayState.Playing)
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{
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_rootGo.transform.position = _posGo.transform.position;
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}
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//Update Play Status
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if (_isPlayEnd || playState == PlayState.Stopped)
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{
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Stop();
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}
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}
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private void _UpdateFade(float dt)
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{
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if (playState == PlayState.Playing || _audioSource.isPlaying)
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{
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//渐入渐出
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_UpdateFadeValue(dt);
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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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_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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if (_posGo && playState == PlayState.Playing)
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{
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_rootGo.transform.position = _posGo.transform.position;
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}
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//Update Play Status
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if (_isPlayEnd)
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{
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if (_stopPassTime > _fadeOutTime)
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{
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Stop();
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}
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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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_isFadeOut = false;
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//_criAtomSource.player?.DetachFader();
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targetVolume = 1f;
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_audioSource.Play();
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_playID = _GenPlayID();
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_playTime = DateTimeOffset.UtcNow.ToUnixTimeMilliseconds();
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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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//_criAtomSource.player?.AttachFader();
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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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public void Stop()
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{
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_isFadeOut = false;
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_isFadeIn = false;
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_isInFadeIn = false;
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_isInFadeOut = false;
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_playPassTime = 0;
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_stopPassTime = 0;
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AudioManager.Instance.AudioMgrObj.RemovePlaying(audioType, audioID);
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if (_isPlayEnd)
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{
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playState = PlayState.Stopped;
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return;
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}
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if (_audioSource)
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{
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_audioSource.Stop();
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}
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//_criAtomSource.player?.DetachFader();
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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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if (_isInFadeOut)
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return;
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_isFadeOut = true;
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_playPassTime = 0f;
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_isInFadeOut = true;
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_stopPassTime = 0f;
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_fadeOutTime = fadeOutTime;
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//AudioManager.Instance.AudioMgrObj.RemovePlaying(audioID);
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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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public static void ResetPlayID()
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{
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_curPlayID = 0;
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}
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private void _SetMusicVolume()
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{
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_audioSource.volume = _fadeValue * GlobalMusicVolume * GlobalVolume * targetVolume * normalizeVolume;
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}
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private void _SetSoundVolume()
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{
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_audioSource.volume = _fadeValue * GlobalSoundVolume * GlobalVolume * targetVolume * normalizeVolume;
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}
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private void _SetSpeakVolume()
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{
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_audioSource.volume = _fadeValue * GlobalSpeakVolume * GlobalVolume * targetVolume * normalizeVolume;
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}
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private void _SetIs3D(bool is3D)
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{
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_audioSource.spatialBlend = is3D ? 1f : 0f;
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_audioSource.dopplerLevel = 0;
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_audioSource.rolloffMode = AudioRolloffMode.Linear;
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_audioSource.maxDistance = 150;
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}
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private void _UpdateFadeValue(float dt)
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{
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if (_playPassTime > _fadeInTime)
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{
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_isInFadeIn = false;
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_isFadeIn = false;
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}
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if (_isFadeOut)
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{
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if(_isFadeIn)
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{
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targetVolume = _fadeValue;
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_isFadeIn = false;
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}
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}
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if (_isFadeIn)
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{
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if (_playPassTime < _fadeInTime)
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{
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_isInFadeIn = true;
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}
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else
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{
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_isInFadeIn = false;
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}
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}
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if (_isFadeOut)
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{
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if (_isInFadeOut)
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{
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_stopPassTime += dt;
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}
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}
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_playPassTime += dt;
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_SetCurFadeValue();
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}
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private void _SetCurFadeValue()
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{
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if (!_isInFadeIn && !_isInFadeOut)
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{
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_fadeValue = 1f;
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return;
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}
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if (_isInFadeOut)
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{
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_fadeValue = (1 - _stopPassTime / _fadeInTime);
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if (_fadeValue < 0)
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{
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_fadeValue = 0;
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Stop();
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}
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return;
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}
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if (_isInFadeIn && _playPassTime < _fadeInTime)
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{
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_fadeValue = _playPassTime / _fadeInTime;
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if (_fadeValue > 1)
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_fadeValue = 1;
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}
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//_fadeValue = 1f;
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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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_playPassTime = 0f;
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targetVolume = 1f;
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_isFadeOut = false;
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_isFadeIn = false;
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playState = PlayState.Playing;
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_playID = _GenPlayID();
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AudioManager.Instance.AudioMgrObj.Add2Playing(audioType, audioID, _isSpeak);
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}
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public async void Play(string path)
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{
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_clip = await AssetManager.Instance.LoadAssetAsync<AudioClip>(path, null, true);
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if (LoadedPath.ContainsKey(path))
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{
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++LoadedPath[path];
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}
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else
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{
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LoadedPath.TryAdd(path, 1);
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}
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if (!_clip)
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{
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playState = PlayState.Stopped;
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return;
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}
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_audioSource.clip = _clip;
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//_audioSource.cueName = cueName;
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_playPassTime = 0f;
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_stopPassTime = 0f;
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_isFadeOut = false;
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_isFadeIn = false;
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targetVolume = 1f;
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//_criAtomSource.player?.DetachFader();
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playState = PlayState.Playing;
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_playID = _GenPlayID();
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AudioManager.Instance.AudioMgrObj.Add2Playing(audioType, audioID, _isSpeak);
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_audioSource.Play();
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}
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public async void PlayWithFade(string path, float fadeInTime = 4f, float fadeOutTime = 4f)
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{
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_clip = await AssetManager.Instance.LoadAssetAsync<AudioClip>(path, null, true);
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if (LoadedPath.ContainsKey(path))
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{
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++LoadedPath[path];
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}
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else
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{
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LoadedPath.TryAdd(path, 1);
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}
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if (!_clip)
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{
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return;
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}
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_audioSource.clip = _clip;
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_playPassTime = 0f;
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_stopPassTime = 0f;
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_isFadeOut = false;
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_isFadeIn = true;
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SetVolume(0);
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_audioSource.volume = 0f;
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_fadeInTime = fadeInTime;
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_fadeOutTime = fadeOutTime;
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//_criAtomSource.player?.AttachFader();
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playState = PlayState.Playing;
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_playID = _GenPlayID();
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AudioManager.Instance.AudioMgrObj.Add2Playing(audioType, audioID, _isSpeak);
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_audioSource.Play();
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}
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public void SetIs3D(bool is3D = false)
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{
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_SetIs3D(is3D);
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}
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public void SetPosObj(GameObject go = null)
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{
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if (go)
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{
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_posGo = go;
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if (_rootGo)
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{
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_rootGo.transform.position = _posGo.transform.position;
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_SetIs3D(true);
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}
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return;
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}
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_posGo = null;
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_SetIs3D(false);
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}
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public void SetPos(Vector3 position)
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{
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_rootGo.transform.position = position;
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}
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public void SetIsLoop(bool isLoop)
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{
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loop = isLoop;
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_audioSource.loop = isLoop;
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//DebugUtil.LogError($"audioID:{audioID}, , name:{_criAtomSource.cueName}, isLoop:{isLoop}");
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}
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public void SetIsSpeak(bool isSpeak)
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{
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_isSpeak = isSpeak;
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}
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public void SetNormalizeVolume(float vol = 1f)
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{
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normalizeVolume = vol;
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}
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public void SetIsStory(bool isStory)
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{
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_isStory = isStory;
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}
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public void SetIsFadeIn(bool isFadeIn)
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{
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_isFadeIn = isFadeIn;
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}
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public string GetCueSheetName()
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{
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if (_audioSource)
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{
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return _clip.name;
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}
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return "";
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}
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public float GetCurPlayLength()
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{
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if (_audioSource)
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{
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return _audioSource.time;
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}
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return -1;
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}
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public float GetTime()
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{
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if (!_audioSource)
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return -1;
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return _audioSource.time;
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}
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public static void ReleaseLoadedAssets()
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{
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foreach (var kv in LoadedPath)
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{
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var key = kv.Key;
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var count = kv.Value;
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while (count > 0)
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{
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AssetManager.Instance.Unload(key, false, true);
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--count;
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}
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}
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}
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#endregion
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}
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public class AudioConstant
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{
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/// <summary>
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/// 最大音乐播放数
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/// </summary>
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public const int MaxMusicCount = 1;
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/// <summary>
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/// 最大音频播放数
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/// </summary>
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public const int MaxSoundCount = 100;
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/// <summary>
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/// 最大语音播放数
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/// </summary>
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public const int MaxSpeakCount = 1;
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/// <summary>
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/// 优先级
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/// </summary>
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public const int MaxPriority = 99;
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public const int MinPriority = 0;
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public const int DefaultPriority = 29;
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public const int LowPriority = 30;
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} |