AudioManager.cs 7.7 KB

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  1. using System.Collections.Generic;
  2. using Fort23.Core;
  3. using Fort23.UTool;
  4. using UnityEngine;
  5. using UnityEngine.Audio;
  6. using Utility;
  7. namespace Core.Audio
  8. {
  9. public class AudioManager : Singleton<AudioManager>
  10. {
  11. private GameObject _root;
  12. public AudioMixerGroup AudioMixerGroup;
  13. private Map<string, AudioBundleInfo> _allAduionBundleInfos = new Map<string, AudioBundleInfo>();
  14. private Queue<AudioSourcePool> _audioSourcePools = new Queue<AudioSourcePool>();
  15. private Map<string, AudioSourcePool> _currPlayAudio = new Map<string, AudioSourcePool>();
  16. private List<string> _bgmQueue = new List<string>();
  17. private AudioSourcePool _currBgm;
  18. private List<string> _audion = new List<string>();
  19. public AudioManager()
  20. {
  21. // UIAudio.AudioPlayManager = this;
  22. _root = new GameObject();
  23. _root.name = "audio";
  24. Object.DontDestroyOnLoad(_root);
  25. }
  26. /// <summary>
  27. /// 设置音效音量
  28. /// </summary>
  29. /// <param name="value"></param>
  30. public void SetAudioValue(float value)
  31. {
  32. }
  33. /// <summary>
  34. /// 设置背景音乐音量
  35. /// </summary>
  36. /// <param name="value"></param>
  37. public void SetBgmValue(float value)
  38. {
  39. }
  40. public async CTask Init()
  41. {
  42. }
  43. public async CTask InitMainAudio()
  44. {
  45. string config = "MainAudio.asset";
  46. AssetHandle assetHandle =
  47. await AssetBundleLoadManager.Instance.LoadAssetAsyncTask<AudionSettingConfig>(config);
  48. await LoadAudio(assetHandle.AssetObject<AudionSettingConfig>());
  49. }
  50. public async CTask LoadAudio(AudionSettingConfig audionSettingConfig)
  51. {
  52. CTaskAwaitBuffer cTaskAwaitBuffer = new CTaskAwaitBuffer();
  53. for (int i = 0; i < audionSettingConfig.configs.Count; i++)
  54. {
  55. CTask cTask = LoadAudio(audionSettingConfig.configs[i]);
  56. cTaskAwaitBuffer.AddTask(cTask);
  57. }
  58. await cTaskAwaitBuffer.WaitAll();
  59. }
  60. public void RemoveAudio(AudionSettingConfig audionSettingConfig)
  61. {
  62. for (int i = 0; i < audionSettingConfig.configs.Count; i++)
  63. {
  64. AudionSettingConfig.AudionConfig audionConfig = audionSettingConfig.configs[i];
  65. if (_allAduionBundleInfos.TryGetValue(audionConfig.audionClipName, out AudioBundleInfo abi))
  66. {
  67. if (_currPlayAudio.TryGetValue(audionConfig.audionClipName, out AudioSourcePool audioSourcePool))
  68. {
  69. audioSourcePool.Finish();
  70. }
  71. abi.Dispose();
  72. _allAduionBundleInfos.Remove(audionConfig.audionClipName);
  73. }
  74. }
  75. }
  76. public async CTask LoadAudio(AudionSettingConfig.AudionConfig audionConfig)
  77. {
  78. await GetAduionBundleInfo(audionConfig.audionClipName, audionConfig.volume);
  79. }
  80. public async CTask<AudioBundleInfo> GetAduionBundleInfo(string audionName, float volume = 1)
  81. {
  82. // if (audionName.Contains('.'))
  83. // {
  84. // audionName = audionName.Split('.')[0];
  85. // }
  86. if (_allAduionBundleInfos.TryGetValue(audionName, out AudioBundleInfo abi))
  87. {
  88. return abi;
  89. }
  90. AudioBundleInfo audioBundleInfo = new AudioBundleInfo(audionName, volume);
  91. return audioBundleInfo;
  92. }
  93. public void Recycle(AudioSourcePool audioSourcePool)
  94. {
  95. if (!_audioSourcePools.Contains(audioSourcePool))
  96. {
  97. _audioSourcePools.Enqueue(audioSourcePool);
  98. }
  99. _currPlayAudio.Remove(audioSourcePool.CurrPlayName);
  100. }
  101. private AudioSourcePool GetAudioSourcePool()
  102. {
  103. if (_audioSourcePools.Count <= 0)
  104. {
  105. AudioSourcePool audioSourcePool = new AudioSourcePool();
  106. audioSourcePool.Init(_root.transform);
  107. return audioSourcePool;
  108. }
  109. AudioSourcePool asp = _audioSourcePools.Dequeue();
  110. return asp;
  111. }
  112. public void Stop(string audionName)
  113. {
  114. // for (int i = 0; i < _currPlayAudio.Count; i++)
  115. // {
  116. // if (_currPlayAudio[i].CurrPlayName.Equals(audionName))
  117. // {
  118. // _currPlayAudio[i].Finish();
  119. // i--;
  120. // }
  121. // }
  122. }
  123. public async void PlayBGM(string bgmName)
  124. {
  125. if (_currBgm != null && _currBgm.CurrPlayName != null && _currBgm.CurrPlayName.Equals(bgmName))
  126. {
  127. return;
  128. }
  129. if (_currBgm != null && _currBgm.IsPlay)
  130. {
  131. _bgmQueue.Add(_currBgm.CurrPlayName);
  132. }
  133. AudioBundleInfo audioBundleInfo = await GetAduionBundleInfo(bgmName);
  134. AssetHandle audioClip = await audioBundleInfo.GetAudioClip();
  135. if (_currBgm == null)
  136. {
  137. _currBgm = GetAudioSourcePool();
  138. }
  139. _currBgm.Play(bgmName, audioClip, true, audioBundleInfo._volume);
  140. }
  141. public void PauseBGM()
  142. {
  143. if (_currBgm != null)
  144. {
  145. _currBgm.Pause();
  146. }
  147. }
  148. public void UnPauseBGM()
  149. {
  150. if (_currBgm != null)
  151. {
  152. _currBgm.UnPause();
  153. }
  154. }
  155. public async void StopBGM(string bgmName)
  156. {
  157. if (_currBgm == null || _currBgm._currPlayName == null)
  158. {
  159. return;
  160. }
  161. if (_currBgm.CurrPlayName.Equals(bgmName))
  162. {
  163. _currBgm.Stop();
  164. if (_bgmQueue.Count > 0)
  165. {
  166. string nextBgmName = _bgmQueue[^1];
  167. _bgmQueue.RemoveAt(_bgmQueue.Count - 1);
  168. PlayBGM(nextBgmName);
  169. }
  170. return;
  171. }
  172. if (_bgmQueue.Count > 0)
  173. {
  174. for (int i = _bgmQueue.Count - 1; i >= 0; i--)
  175. {
  176. if (_bgmQueue[i].Equals(bgmName))
  177. {
  178. _bgmQueue.RemoveAt(i);
  179. }
  180. }
  181. }
  182. }
  183. public async CTask<AudioSourcePool> PlayAudio(string audionName, bool isLoop = false, float speed = 1)
  184. {
  185. if (string.IsNullOrEmpty(audionName))
  186. {
  187. return null;
  188. }
  189. using (await CoroutineLockComponent.Instance.Wait(audionName))
  190. {
  191. if (_currPlayAudio.TryGetValue(audionName, out AudioSourcePool asp))
  192. {
  193. asp.Finish();
  194. }
  195. AudioBundleInfo audioBundleInfo = await GetAduionBundleInfo(audionName);
  196. AssetHandle audioClip = await audioBundleInfo.GetAudioClip();
  197. if (audioClip == null)
  198. {
  199. return null;
  200. }
  201. AudioSourcePool audioSourcePool = GetAudioSourcePool();
  202. audioSourcePool.Play(audionName, audioClip, isLoop, speed);
  203. _currPlayAudio[audionName] = audioSourcePool;
  204. return audioSourcePool;
  205. }
  206. }
  207. public void Play(string audionName, bool isLoop)
  208. {
  209. PlayAudio(audionName, isLoop);
  210. }
  211. public void TimeLinePlayAudio(string audioName, bool isLoop, float speed)
  212. {
  213. PlayAudio(audioName, isLoop);
  214. }
  215. }
  216. }