AudioManager.cs 8.0 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. _allAduionBundleInfos.Add(audionName, audioBundleInfo);
  92. await audioBundleInfo.GetAudioClip();
  93. return audioBundleInfo;
  94. }
  95. public void Recycle(AudioSourcePool audioSourcePool)
  96. {
  97. if (!_audioSourcePools.Contains(audioSourcePool))
  98. {
  99. _audioSourcePools.Enqueue(audioSourcePool);
  100. }
  101. _currPlayAudio.Remove(audioSourcePool.CurrPlayName);
  102. }
  103. private AudioSourcePool GetAudioSourcePool()
  104. {
  105. if (_audioSourcePools.Count <= 0)
  106. {
  107. AudioSourcePool audioSourcePool = new AudioSourcePool();
  108. audioSourcePool.Init(_root.transform);
  109. return audioSourcePool;
  110. }
  111. AudioSourcePool asp = _audioSourcePools.Dequeue();
  112. return asp;
  113. }
  114. public void Stop(string audionName)
  115. {
  116. // for (int i = 0; i < _currPlayAudio.Count; i++)
  117. // {
  118. // if (_currPlayAudio[i].CurrPlayName.Equals(audionName))
  119. // {
  120. // _currPlayAudio[i].Finish();
  121. // i--;
  122. // }
  123. // }
  124. }
  125. public async void PlayBGM(string bgmName)
  126. {
  127. if (_currBgm != null && _currBgm.CurrPlayName != null && _currBgm.CurrPlayName.Equals(bgmName))
  128. {
  129. return;
  130. }
  131. if (_currBgm != null && _currBgm.IsPlay)
  132. {
  133. _bgmQueue.Add(_currBgm.CurrPlayName);
  134. }
  135. AudioBundleInfo audioBundleInfo = await GetAduionBundleInfo(bgmName);
  136. AssetHandle audioClip = await audioBundleInfo.GetAudioClip();
  137. if (_currBgm == null)
  138. {
  139. _currBgm = GetAudioSourcePool();
  140. }
  141. _currBgm.Play(bgmName, audioClip, true, audioBundleInfo._volume);
  142. }
  143. public void PauseBGM()
  144. {
  145. if (_currBgm != null)
  146. {
  147. _currBgm.Pause();
  148. }
  149. }
  150. public void UnPauseBGM()
  151. {
  152. if (_currBgm != null)
  153. {
  154. _currBgm.UnPause();
  155. }
  156. }
  157. public async void StopBGM(string bgmName)
  158. {
  159. if (_currBgm == null || _currBgm._currPlayName == null)
  160. {
  161. return;
  162. }
  163. if (_currBgm.CurrPlayName.Equals(bgmName))
  164. {
  165. _currBgm.Stop();
  166. if (_bgmQueue.Count > 0)
  167. {
  168. string nextBgmName = _bgmQueue[^1];
  169. _bgmQueue.RemoveAt(_bgmQueue.Count - 1);
  170. PlayBGM(nextBgmName);
  171. }
  172. return;
  173. }
  174. if (_bgmQueue.Count > 0)
  175. {
  176. for (int i = _bgmQueue.Count - 1; i >= 0; i--)
  177. {
  178. if (_bgmQueue[i].Equals(bgmName))
  179. {
  180. _bgmQueue.RemoveAt(i);
  181. }
  182. }
  183. }
  184. }
  185. public async CTask<AudioSourcePool> PlayAudio(string audionName, bool isLoop = false, float speed = 1)
  186. {
  187. if (string.IsNullOrEmpty(audionName))
  188. {
  189. return null;
  190. }
  191. using (await CoroutineLockComponent.Instance.Wait(audionName))
  192. {
  193. if (_currPlayAudio.TryGetValue(audionName, out AudioSourcePool asp))
  194. {
  195. if (asp.Progress() < 0.2)
  196. {
  197. return null;
  198. }
  199. asp.Finish();
  200. }
  201. AudioBundleInfo audioBundleInfo = await GetAduionBundleInfo(audionName);
  202. AssetHandle audioClip = await audioBundleInfo.GetAudioClip();
  203. if (audioClip == null)
  204. {
  205. return null;
  206. }
  207. AudioSourcePool audioSourcePool = GetAudioSourcePool();
  208. audioSourcePool.Play(audionName, audioClip, isLoop, audioBundleInfo._volume,speed);
  209. _currPlayAudio[audionName] = audioSourcePool;
  210. return audioSourcePool;
  211. }
  212. }
  213. public void Play(string audionName, bool isLoop)
  214. {
  215. PlayAudio(audionName, isLoop);
  216. }
  217. public void TimeLinePlayAudio(string audioName, bool isLoop, float speed)
  218. {
  219. PlayAudio(audioName, isLoop);
  220. }
  221. }
  222. }