545 lines
14 KiB
C#
545 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 PlayState = PhxhSDK.PlayState;
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using AudioType = PhxhSDK.AudioType;
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/// <summary>
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/// 音频播放器
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/// 实现 IAudioPlayer(音频播放核心接口)、IAudioSpatial(3D音效)、IAudioFade(淡入淡出)接口
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/// </summary>
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public class AudioPlayer : PhxhSDK.IAudioPlayer, PhxhSDK.IAudioSpatial, PhxhSDK.IAudioFade
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{
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#region Static Fields
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private static int _audioIDCount;
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private static long _curPlayID;
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private static Dictionary<string, int> _loadedAssetPaths = new();
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#endregion
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#region Core Fields
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// Unity 组件
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private GameObject _rootGo;
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private AudioSource _audioSource;
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private AudioClip _clip;
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// 状态字段
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private PlayState _playState;
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private int _audioID;
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private AudioType _audioType;
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private bool _loop;
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// 播放追踪
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private long _playID = -1;
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private long _playTime;
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#endregion
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#region Volume Fields
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private float _targetVolume;
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private float _normalizeVolume = 1f;
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private bool _isSpeak;
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#endregion
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#region Effect Controllers
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private AudioFadeEffect _fadeEffect;
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private AudioSpatialController _spatialController;
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#endregion
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#region IAudioPlayer Interface Properties
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public int AudioId => _audioID;
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public PlayState State => _playState;
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public bool IsPlaying => _playState == PlayState.Playing;
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public AudioClip Clip => _clip;
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public float Volume => _audioSource?.volume ?? 0f;
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#endregion
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#region Public Properties
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public int audioID
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{
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get => _audioID;
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protected set => _audioID = value;
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}
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public AudioType audioType
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{
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get => _audioType;
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set => _audioType = value;
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}
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public bool loop
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{
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get => _loop;
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set => _loop = value;
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}
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public GameObject RootGo => _rootGo;
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public long PlayID => _playID;
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public long PlayTime => _playTime;
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public bool IsSpeak => _isSpeak;
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#endregion
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/// <summary>
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/// 判断播放是否已结束
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/// </summary>
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private bool _isPlayEnd()
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{
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if (_audioSource == null || _clip == null)
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return false;
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return _audioSource.isPlaying
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? _audioSource.time > _clip.length
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: true;
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}
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#region Static Methods
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/// <summary>
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/// 生成唯一的 AudioID
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/// </summary>
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public static int GenAudioID()
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{
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return ++_audioIDCount;
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}
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/// <summary>
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/// 重置 AudioID 计数器
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/// </summary>
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public static void ReleaseAudioIDs()
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{
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_audioIDCount = 0;
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}
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/// <summary>
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/// 重置 PlayID 计数器
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/// </summary>
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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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/// <summary>
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/// 释放所有已加载的资源
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/// </summary>
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public static void ReleaseLoadedAssets()
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{
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foreach (var kv in _loadedAssetPaths)
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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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_loadedAssetPaths.Clear();
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}
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#endregion
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#region Constructor
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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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// 初始化 audioID(从 AudioBase 构造函数)
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audioID = GenAudioID();
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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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// 初始化淡入淡出效果
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_fadeEffect = new AudioFadeEffect(
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fadeInDuration: AudioConstant.DefaultFadeInDuration,
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fadeOutDuration: AudioConstant.DefaultFadeOutDuration);
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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 Lifecycle
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/// <summary>
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/// 生成新的 AudioID(重新初始化时使用)
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/// </summary>
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public void GenNewID()
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{
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audioID = GenAudioID();
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}
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#endregion
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#region Core Playback Methods
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public 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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// 更新淡入淡出效果
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bool shouldStop = _fadeEffect.Update(dt);
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if (_playState == PlayState.Playing || _audioSource.isPlaying)
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{
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_setVolume();
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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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// 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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// 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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if (_playState == PlayState.Loading)
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return;
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Stop();
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}
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}
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public 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 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 void Play()
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{
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_playState = PlayState.Playing;
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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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_updatePlayInfo(); // 使用统一的更新方法
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}
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public void Stop()
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{
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_fadeEffect.Stop(); // 停止淡入淡出效果
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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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_playState = PlayState.Stopped;
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}
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#endregion
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#region Private Helper Methods
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/// <summary>
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/// 生成唯一的播放ID
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/// </summary>
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private long _genPlayID() => ++_curPlayID;
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/// <summary>
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/// 获取 AudioSource 组件
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/// </summary>
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public AudioSource GetAudioSource() => _audioSource;
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/// <summary>
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/// 统一的音量设置方法,根据音频类型和是否为语音自动选择对应的音量系数
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/// </summary>
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private void _setVolume()
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{
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var settings = AudioVolumeSettings.Instance;
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var fadeValue = _fadeEffect.FadeValue;
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// 根据音频类型和是否为语音选择对应的音量系数
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float typeVolume = audioType switch
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{
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AudioType.Music => settings.MusicVolume,
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AudioType.Sound => _isSpeak ? settings.SpeakVolume : settings.SoundVolume,
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_ => 1f
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};
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_audioSource.volume = fadeValue * typeVolume * settings.GlobalVolume * _targetVolume * _normalizeVolume;
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}
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#endregion
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#region Public API Methods
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/// <summary>
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/// 异步加载并播放音频(不带淡入淡出)
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/// </summary>
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public void Play(string path)
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{
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_playState = PlayState.Loading;
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_loadAndPlayInternal(path, useFade: false);
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}
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/// <summary>
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/// 异步加载并播放音频(带淡入淡出)
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/// </summary>
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public void PlayWithFade(string path,
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float fadeInTime = AudioConstant.DefaultFadeInDuration,
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float fadeOutTime = AudioConstant.DefaultFadeOutDuration)
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{
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_playState = PlayState.Loading;
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_loadAndPlayInternal(path, useFade: true, fadeInTime, fadeOutTime);
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}
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/// <summary>
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/// 统一的异步加载和播放逻辑(消除重复代码)
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/// </summary>
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private async void _loadAndPlayInternal(string path, bool useFade,
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float fadeInTime = AudioConstant.DefaultFadeInDuration,
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float fadeOutTime = AudioConstant.DefaultFadeOutDuration)
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{
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// 1. 异步加载音频资源
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_clip = await AssetManager.Instance.LoadAssetAsync<AudioClip>(path, null, true);
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// 2. 跟踪已加载的资源(用于后续卸载)
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_trackLoadedAsset(path);
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// 3. 加载失败处理
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if (_clip == null)
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{
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_playState = PlayState.Stopped;
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return;
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}
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// 4. 设置AudioSource
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_audioSource.clip = _clip;
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_targetVolume = 1f;
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// 5. 根据是否需要淡入淡出设置音量
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if (useFade)
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{
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// 淡入模式:从0音量开始,逐渐增加
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_fadeEffect.FadeInDuration = fadeInTime;
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_fadeEffect.FadeOutDuration = fadeOutTime;
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_fadeEffect.StartFadeIn();
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_audioSource.volume = 0f;
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}
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else
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{
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// 正常模式:停止淡入淡出效果
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_fadeEffect.Stop();
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}
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// 6. 开始播放
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_audioSource.Play();
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_playState = PlayState.Playing;
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// 7. 更新播放信息并通知Manager
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_updatePlayInfo();
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}
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/// <summary>
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/// 跟踪已加载的资源(用于引用计数)
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/// </summary>
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private void _trackLoadedAsset(string path)
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{
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if (_loadedAssetPaths.ContainsKey(path))
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++_loadedAssetPaths[path];
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else
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_loadedAssetPaths.TryAdd(path, 1);
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}
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/// <summary>
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/// 更新播放信息(生成PlayID、时间戳、通知Manager)
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/// </summary>
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private void _updatePlayInfo()
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{
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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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/// <summary>
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/// 设置是否启用 3D 空间音效
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/// </summary>
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public void SetIs3D(bool is3D = false)
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{
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if (is3D)
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{
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_spatialController.Enable3D();
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}
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else
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{
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_spatialController.Disable3D();
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}
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}
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/// <summary>
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/// 设置跟随对象(自动启用 3D)
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/// </summary>
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public void SetFollowTarget(GameObject target = null)
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{
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_spatialController.SetFollowTarget(target);
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}
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/// <summary>
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/// 设置静态位置(自动启用 3D)
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/// </summary>
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public void SetPosition(Vector3 position)
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{
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_spatialController.SetStaticPosition(position, enable3D: true);
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}
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/// <summary>
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/// 设置音量(IAudioPlayer 接口实现)
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/// </summary>
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public void SetVolume(float volume)
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{
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_targetVolume = Mathf.Clamp01(volume);
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}
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/// <summary>
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/// 设置循环播放,同步更新 AudioSource
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/// </summary>
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public void SetLoop(bool isLoop)
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{
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loop = isLoop;
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if (_audioSource != null)
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_audioSource.loop = isLoop;
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}
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/// <summary>
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/// 设置是否为语音
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/// </summary>
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public void SetIsSpeak(bool isSpeak) => _isSpeak = isSpeak;
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/// <summary>
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/// 设置归一化音量
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/// </summary>
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public void SetNormalizeVolume(float vol = 1f) => _normalizeVolume = vol;
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/// <summary>
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/// 获取音频名称
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/// </summary>
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public string GetCueSheetName() => _audioSource && _clip ? _clip.name : "";
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/// <summary>
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/// 获取当前播放时间(秒)(IAudioPlayer 接口实现)
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/// </summary>
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public float GetPlaybackTime() => _audioSource ? _audioSource.time : -1f;
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/// <summary>
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/// 获取音频频谱数据(用于可视化)
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/// </summary>
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public void GetSpectrumData(float[] spectrums)
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{
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if (_audioSource != null)
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{
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_audioSource.GetSpectrumData(spectrums, 0, FFTWindow.Blackman);
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}
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}
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#endregion
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#region Interface Implementations
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// ========================================
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// IAudioPlayer 接口完整实现
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// AudioId, State, IsPlaying, Clip, Volume, Play/Pause/Resume/Stop, SetClip, SetVolume, SetLoop, GetPlaybackTime
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// ========================================
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/// <summary>
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/// 设置音频片段(IAudioPlayer 接口实现)
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/// </summary>
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public void SetClip(AudioClip clip)
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{
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_clip = clip;
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if (_audioSource != null)
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_audioSource.clip = clip;
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}
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// 注:IAudioSpatial 的 SetPosition 和 SetFollowTarget 已在 API 区域实现
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// ========================================
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// IAudioFade 接口实现
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// ========================================
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/// <summary>
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/// 淡入播放(会自动调用Play)
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/// </summary>
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/// <param name="duration">淡入时长(秒)</param>
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public void PlayWithFadeIn(float duration = AudioConstant.DefaultFadeInDuration)
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{
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if (_clip == null)
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{
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DebugUtil.LogError("AudioPlayer: Cannot PlayWithFadeIn without clip");
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return;
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}
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_fadeEffect.FadeInDuration = duration;
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_fadeEffect.StartFadeIn();
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_playState = PlayState.Playing;
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_audioSource.volume = 0f;
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_audioSource.Play();
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_updatePlayInfo(); // 使用统一的更新方法
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}
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/// <summary>
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/// 淡出停止(淡出完成后自动调用Stop)
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/// </summary>
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/// <param name="duration">淡出时长(秒)</param>
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public void StopWithFadeOut(float duration = AudioConstant.DefaultFadeOutDuration)
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{
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_fadeEffect.StartFadeOut(duration);
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}
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#endregion
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} |