refactor: 重构 Transition 查询逻辑,移除 PathId 改用 ContainerId 匹配

This commit is contained in:
2026-04-28 15:30:01 +08:00
parent fccd6c9e0e
commit 0f30f98846
13 changed files with 204 additions and 78 deletions
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{
"$schema": "https://opencode.ai/config.json",
"mcp": {
"Rider": {
"type": "remote",
"url": "http://127.0.0.1:64342/sse",
"headers": {},
"enabled": true
}
}
}
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# AGENTS.md — AudioSystem (OCES)
## Project
Unity 2022.3.62f3, URP, C#. Custom audio & haptic middleware under the namespace **OCES**.
## Architecture
```
Assets/Scripts/OCES/
├── Audio/
│ ├── Generated/ ← AUTO-GENERATED, do not edit
│ └── HandWritten/ ← hand-written runtime code
│ ├── LongAudio/ ← music & ambience systems
│ └── Editor/ ← AudioImportTool
├── Haptic/
│ ├── Generated/ ← AUTO-GENERATED, do not edit
│ └── Handwritten/ ← hand-written runtime code
├── Metronome.cs ← demo/test helper
├── PlaySoundBind.cs ← UI bind helpers
├── SetStateBind.cs
└── SetPropertyBind.cs
```
## Generated code boundary — critical
Everything under `Assets/Scripts/OCES/*/Generated/` is auto-generated from Excel data tables. Every file has the header comment: `auto generated by tools(注意:千万不要手动修改本文件)`.
- **Generated files**: data classes (`AudioObject`, `AudioGroup`, `MusicSegment`, etc.), config loader tables, `AudioConsts.cs` (Cues IDs, NameDictionaries, Parameters enums), `FileManager.cs`
- **If you need to change data**: edit the source `.xlsx` in `DataTables/`, then re-run the ExcelTool to regenerate `.bytes` configs + C# classes
- **Partial class pattern**: `AudioObject.cs` and config classes exist in both `Generated/` (serialization) and `HandWritten/` (runtime logic like switch resolution). Add runtime methods to the `HandWritten/` partial, never to `Generated/`
## Data pipeline
```
DataTables/*.xlsx (gitignored, source of truth for game data)
↓ ExcelTool
Resources/AudioData/*.bytes ← binary configs loaded at runtime via AudioConfigLoader
Resources/HapticData/*.bytes
↓ also generates
Assets/Scripts/OCES/*/Generated/*.cs ← C# data classes + AudioConsts
```
`Tools/` and `DataTables/` are gitignored. The Excel tool and source spreadsheets live outside version control.
## Duplicate types — intentional
`FileManager` and `IBinarySerializable` exist independently in both `OCES.Audio` and `OCES.Haptic` namespaces. They are not shared. When adding haptic code, use `OCES.Haptic.IBinarySerializable`; for audio, use `OCES.Audio.IBinarySerializable`.
## AudioMixer group paths
The mixer hierarchy is hard-referenced by path strings. These must match exactly:
- `Master/Regular/SFX` — default SFX group
- `Master/Regular/Voice` — voice group
- `Master/SFX_Accent` — accent SFX
- `Master/Regular/Music` — music pool
- `Master/Regular/SFX/Ambience` — ambience pool
## API conventions
- `AudioSystem.Instance.Play(uint audioId)` is the primary API. Use `Cues.Play_*` constants from `AudioConsts.cs`.
- `Play(string)` is `[Obsolete]` — string-based lookup is ambiguous for shared/duplicate names.
- `AudioSystem.Instance.SetState<TEnum>(TEnum state)` drives music/ambience switching. New state enums must be registered via `StateGroupRegistry.Register<TEnum>(typeId)` in `Parameters.EnumIds.RegisterAllGameState()`.
- `HapticSystem.Instance.Play(uint hapticId)` is typically called automatically by SfxSystem when an `AudioObject.Haptic` field is set; direct calls are for debugging only.
## Editor tools
- **AudioImportTool**: batch-applies import settings (sample rate, compression, load type) to all audio files in `Resources/Audios/`. Menu: `Tools/Audio/Apply Audio Import Settings`. CLI entry: `OCES.Audio.AudioImportTool.RunCli`.
- **ExcelTool** (commented out menu item): `Assets/Editor/ExcelTool.cs` — invokes external shell script to regenerate data from Excel. Currently disabled (`[UnityEditor.MenuItem]` is commented out).
## Third-party dependencies
- **DOTween** (`Assets/Scripts/DG/DOTween/`) — used for low-pass filter tweening and cross-fades
- **NiceVibrations / Lofelt** (`Assets/Scripts/Lofelt/NiceVibrations/`) — haptic feedback with native plugins per platform (`Assets/Plugins/{Android,iOS,macOS,Windows}/`)
## Audio file naming conventions
- `au_sfx_*` — sound effects
- `au_bgm_*` — background music
- `au_music_*` — music segments (used by the interactive music system)
- `au_stream.ogg` — streaming audio
## Resources paths
- Audio clips: `Resources/Audios/` (loaded via `Resources.Load<AudioClip>`)
- Audio configs: `Resources/AudioData/` (loaded via `AudioConfigLoader.Load<T>`)
- Haptic configs: `Resources/HapticData/`
- Haptic clips: `Resources/Haptics/` (`.haptic` files for advanced haptic playback)
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@@ -13,10 +13,22 @@ namespace OCES.Audio
public partial class AmbienceTransition : IBinarySerializable
{
/// <summary>
/// FromPathId x 1000 + ToPathId
///
/// </summary>
public uint Id { get; set; }
/// <summary>
/// 从哪个Container出
/// 0 = None-1 = 任意
/// </summary>
public int SourceContainerID { get; set; }
/// <summary>
/// 到哪个Container
/// 0 = None-1 = 任意
/// </summary>
public int DestinationContainerID { get; set; }
/// <summary>
/// 淡出总时长(s)
/// </summary>
@@ -41,6 +53,8 @@ public partial class AmbienceTransition : IBinarySerializable
public void DeSerialize(BinaryReader reader)
{
Id = reader.ReadUInt32();
SourceContainerID = reader.ReadInt32();
DestinationContainerID = reader.ReadInt32();
FadeOutTime = reader.ReadSingle();
FadeOutOffset = reader.ReadSingle();
FadeInTime = reader.ReadSingle();
@@ -50,6 +64,8 @@ public partial class AmbienceTransition : IBinarySerializable
public void Serialize(BinaryWriter writer)
{
writer.Write(Id);
writer.Write(SourceContainerID);
writer.Write(DestinationContainerID);
writer.Write(FadeOutTime);
writer.Write(FadeOutOffset);
writer.Write(FadeInTime);
@@ -13,10 +13,22 @@ namespace OCES.Audio
public partial class MusicTransition : IBinarySerializable
{
/// <summary>
/// FromPathId x 1000 + ToPathId
///
/// </summary>
public uint Id { get; set; }
/// <summary>
/// 从哪个Container出
/// 0 = None-1 = 任意
/// </summary>
public int SourceContainerID { get; set; }
/// <summary>
/// 到哪个Container
/// 0 = None-1 = 任意
/// </summary>
public int DestinationContainerID { get; set; }
/// <summary>
/// 淡出总时长(s)
/// </summary>
@@ -60,6 +72,8 @@ public partial class MusicTransition : IBinarySerializable
public void DeSerialize(BinaryReader reader)
{
Id = reader.ReadUInt32();
SourceContainerID = reader.ReadInt32();
DestinationContainerID = reader.ReadInt32();
FadeOutTime = reader.ReadSingle();
FadeOutOffset = reader.ReadSingle();
FadeInTime = reader.ReadSingle();
@@ -72,6 +86,8 @@ public partial class MusicTransition : IBinarySerializable
public void Serialize(BinaryWriter writer)
{
writer.Write(Id);
writer.Write(SourceContainerID);
writer.Write(DestinationContainerID);
writer.Write(FadeOutTime);
writer.Write(FadeOutOffset);
writer.Write(FadeInTime);
@@ -1,4 +1,5 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace OCES.Audio
@@ -12,6 +13,7 @@ namespace OCES.Audio
readonly AmbienceTransitionConfig m_transitionConfig;
readonly MonoBehaviour m_coroutineHost;
readonly ChannelFader m_fader;
readonly List<AmbienceTransition> m_transitionCandidates = new();
ContainerPlayHandle m_currentHandle;
Coroutine m_transitionCoroutine;
@@ -22,7 +24,7 @@ namespace OCES.Audio
internal AmbienceChannelPlayer(
AmbienceTransitionConfig transitionConfig,
MusicContainerPlayer player,
LongAudioContainerPlayer player,
MonoBehaviour coroutineHost)
{
this.m_transitionConfig = transitionConfig;
@@ -34,12 +36,12 @@ namespace OCES.Audio
// 公开接口
// ─────────────────────────────────────────────
internal void SwitchTo(uint newContainerId, uint fromPathId, uint toPathId)
internal void SwitchTo(uint newContainerId)
{
if (newContainerId == this.m_currentContainerId && this.m_currentHandle != null)
return;
AmbienceTransition transition = ResolveTransition(fromPathId, toPathId);
AmbienceTransition transition = ResolveTransition((int)this.m_currentContainerId, (int)newContainerId);
if (this.m_transitionCoroutine != null)
this.m_coroutineHost.StopCoroutine(this.m_transitionCoroutine);
@@ -93,26 +95,29 @@ namespace OCES.Audio
// 工具
// ─────────────────────────────────────────────
AmbienceTransition ResolveTransition(uint fromPathId, uint toPathId)
AmbienceTransition ResolveTransition(int sourceContainerId, int destinationContainerId)
{
// 优先精确匹配
uint exactId = fromPathId * 1000 + toPathId;
AmbienceTransition exact = this.m_transitionConfig.QueryById(exactId);
if (exact != null) return exact;
this.m_transitionCandidates.Clear();
foreach (AmbienceTransition transition in this.m_transitionConfig.AmbienceTransitionList())
{
bool sourceMatch = transition.SourceContainerID == sourceContainerId || transition.SourceContainerID < 0;
bool destMatch = transition.DestinationContainerID == destinationContainerId || transition.DestinationContainerID < 0;
if (sourceMatch && destMatch)
{
this.m_transitionCandidates.Add(transition);
}
}
// From 为任意
uint fromWildcard = 999u * 1000 + toPathId;
AmbienceTransition fromWild = this.m_transitionConfig.QueryById(fromWildcard);
if (fromWild != null) return fromWild;
if (this.m_transitionCandidates.Count == 0)
return this.m_transitionConfig.QueryById(1);
// To 为任意
uint toWildcard = fromPathId * 1000 + 999u;
AmbienceTransition toWild = this.m_transitionConfig.QueryById(toWildcard);
if (toWild != null) return toWild;
// 全通配
const uint allWild = 999u * 1000 + 999u;
return this.m_transitionConfig.QueryById(allWild);
AmbienceTransition best = this.m_transitionCandidates[0];
for (int i = 1; i < this.m_transitionCandidates.Count; i++)
{
if (this.m_transitionCandidates[i].Id > best.Id)
best = this.m_transitionCandidates[i];
}
return best;
}
}
}
@@ -23,14 +23,14 @@ namespace OCES.Audio
/// </summary>
public class ChannelFader
{
readonly MusicContainerPlayer m_player;
readonly LongAudioContainerPlayer m_player;
readonly MonoBehaviour m_coroutineHost;
internal ContainerPlayHandle CurrentHandle { get; private set; }
public uint CurrentContainerId { get; private set; }
public float CurrentVolume { get; private set; }
internal ChannelFader(MusicContainerPlayer player, MonoBehaviour coroutineHost)
internal ChannelFader(LongAudioContainerPlayer player, MonoBehaviour coroutineHost)
{
this.m_player = player;
this.m_coroutineHost = coroutineHost;
@@ -12,7 +12,7 @@ namespace OCES.Audio
/// 被 MusicChannelPlayer 和 AmbienceChannelPlayer 共同使用。
/// 不持有状态机逻辑,只负责"把这个 Container 播完"。
/// </summary>
class MusicContainerPlayer
class LongAudioContainerPlayer
{
readonly MusicContainerConfig m_containerConfig;
readonly MusicSegmentConfig m_segmentConfig;
@@ -33,7 +33,7 @@ namespace OCES.Audio
// Random 模式的不放回历史,key = containerId
readonly Dictionary<uint, HashSet<uint>> m_randomHistory = new();
public MusicContainerPlayer(
public LongAudioContainerPlayer(
MusicContainerConfig containerConfig,
MusicSegmentConfig segmentConfig,
AudioSourcePool pool,
@@ -58,7 +58,7 @@ namespace OCES.Audio
MusicContainer container = this.m_containerConfig.QueryById(containerId);
if (container == null)
{
Debug.LogError($"[MusicContainerPlayer] 找不到 ContainerId: {containerId}");
Debug.LogError($"[LongAudioContainerPlayer] 找不到 ContainerId: {containerId}");
onFinished?.Invoke();
return null;
}
@@ -105,7 +105,7 @@ namespace OCES.Audio
Action onFinished)
{
float effectiveBpm = container.Bpm > 0f ? container.Bpm : inheritedBpm;
//Debug.Log($"[MusicContainerPlayer] OnContainerEntered firing, container={container.Id}, subscribers={OnContainerEntered != null}");
//Debug.Log($"[LongAudioContainerPlayer] OnContainerEntered firing, container={container.Id}, subscribers={OnContainerEntered != null}");
OnContainerEntered?.Invoke(container, effectiveBpm, AudioSettings.dspTime);
int loopsCompleted = 0;
@@ -314,7 +314,7 @@ namespace OCES.Audio
MusicSegment segment = this.m_segmentConfig.QueryById(segmentId);
if (segment == null)
{
Debug.LogError($"[MusicContainerPlayer] 找不到 SegmentId: {segmentId}");
Debug.LogError($"[LongAudioContainerPlayer] 找不到 SegmentId: {segmentId}");
onFinished?.Invoke();
return null;
}
@@ -322,7 +322,7 @@ namespace OCES.Audio
AudioClip clip = Resources.Load<AudioClip>($"Audios/{segment.Name}");
if (!clip)
{
Debug.LogError($"[MusicContainerPlayer] 音频文件未找到: {segment.Name}");
Debug.LogError($"[LongAudioContainerPlayer] 音频文件未找到: {segment.Name}");
onFinished?.Invoke();
return null;
}
@@ -1,5 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace OCES.Audio
@@ -15,27 +17,21 @@ namespace OCES.Audio
readonly MonoBehaviour m_coroutineHost;
readonly ChannelFader m_fader;
readonly BeatClock m_beatClock;
readonly List<MusicTransition> m_transitionCandidates = new();
Coroutine m_currentFadeInCoroutine;
Coroutine m_currentFadeOutCoroutine;
// 当前正在播放的句柄
ContainerPlayHandle m_currentHandle;
uint m_currentContainerId;
// 当前播放的 Container(用于读取 bpm/timeSig 做节拍对齐)
MusicContainer m_currentContainer;
// 当前播放开始的时间(用于计算当前播到哪个拍子)
double m_playStartTime;
// 正在进行的 transition 协程(防止重叠)
Coroutine m_transitionCoroutine;
internal MusicChannelPlayer(
MusicContainerConfig containerConfig,
MusicTransitionConfig transitionConfig,
MusicContainerPlayer player,
LongAudioContainerPlayer player,
MonoBehaviour coroutineHost,
Action<uint> onBeat,
Action<uint> onBar,
@@ -56,14 +52,14 @@ namespace OCES.Audio
/// <summary>
/// 切换到新的 Container。
/// fromPathId / toPathId 用于查询 Transition 配置。
/// </summary>
internal void SwitchTo(uint newContainerId, uint fromPathId, uint toPathId)
internal void SwitchTo(uint newContainerId)
{
if (newContainerId == this.m_currentContainerId && this.m_currentHandle != null)
if (newContainerId == this.m_fader.CurrentContainerId && this.m_fader.CurrentHandle != null)
return; // 已经在播目标,无需切换
MusicTransition transition = ResolveTransition(fromPathId, toPathId);
MusicTransition transition = ResolveTransition((int)this.m_fader.CurrentContainerId, (int)newContainerId);
//Debug.Log($"[MusicChannelPlayer] Switch from {this.m_fader.CurrentContainerId} to {newContainerId} with transition {transition.Id}");
if (this.m_transitionCoroutine != null)
this.m_coroutineHost.StopCoroutine(this.m_transitionCoroutine);
@@ -181,7 +177,6 @@ namespace OCES.Audio
}
this.m_currentContainer = container;
this.m_playStartTime = dspTime;
this.m_beatClock.Restart(container, bpm, dspTime);
}));
yield return this.m_currentFadeInCoroutine;
@@ -206,29 +201,31 @@ namespace OCES.Audio
// ─────────────────────────────────────────────
/// <summary>
/// 查询 Transition 配置,支持精确匹配和 999 通配符。
/// ID 规则:FromPathId × 1000 + ToPathId999 表示任意。
/// 查询 Transition 配置,支持精确匹配和 -1 通配符。
/// </summary>
MusicTransition ResolveTransition(uint fromPathId, uint toPathId)
MusicTransition ResolveTransition(int sourceContainerId, int destinationContainerId)
{
// 优先精确匹配
uint exactId = fromPathId * 1000 + toPathId;
MusicTransition exact = this.m_transitionConfig.QueryById(exactId);
if (exact != null) return exact;
this.m_transitionCandidates.Clear();
foreach (MusicTransition transition in this.m_transitionConfig.MusicTransitionList())
{
bool sourceMatch = transition.SourceContainerID == sourceContainerId || transition.SourceContainerID < 0;
bool destMatch = transition.DestinationContainerID == destinationContainerId || transition.DestinationContainerID < 0;
if (sourceMatch && destMatch)
{
this.m_transitionCandidates.Add(transition);
}
}
// From 为任意
uint fromWildcard = 999u * 1000 + toPathId;
MusicTransition fromWild = this.m_transitionConfig.QueryById(fromWildcard);
if (fromWild != null) return fromWild;
if (this.m_transitionCandidates.Count == 0)
return this.m_transitionConfig.QueryById(1);
// To 为任意
uint toWildcard = fromPathId * 1000 + 999u;
MusicTransition toWild = this.m_transitionConfig.QueryById(toWildcard);
if (toWild != null) return toWild;
// 全通配
const uint allWild = 999u * 1000 + 999u;
return this.m_transitionConfig.QueryById(allWild);
MusicTransition best = this.m_transitionCandidates[0];
for (int i = 1; i < this.m_transitionCandidates.Count; i++)
{
if (this.m_transitionCandidates[i].Id > best.Id)
best = this.m_transitionCandidates[i];
}
return best;
}
}
}
@@ -18,9 +18,7 @@ namespace OCES.Audio
internal event Action<uint> OnBar;
internal event Action<uint> OnGrid;
// 记录上一次两个通道各自匹配到的 PathId,用于查 Transition 表
uint m_lastMusicPathId;
uint m_lastAmbiencePathId;
internal IReadOnlyDictionary<Type, Enum> ActiveStates
{
@@ -37,12 +35,12 @@ namespace OCES.Audio
AudioSourcePool musicPool,
AudioSourcePool ambiencePool)
{
MusicContainerPlayer musicContainerPlayer = new(containers, segments, musicPool, this);
MusicContainerPlayer ambientContainerPlayer = new(containers, segments, ambiencePool, this);
LongAudioContainerPlayer longAudioContainerPlayer = new(containers, segments, musicPool, this);
LongAudioContainerPlayer ambientContainerPlayer = new(containers, segments, ambiencePool, this);
this.m_stateRouter = new MusicStateRouter(musicPaths, ambiencePaths);
this.m_musicChannel = new MusicChannelPlayer(
containers, musicTransitions, musicContainerPlayer, this,
containers, musicTransitions, longAudioContainerPlayer, this,
id => OnBeat?.Invoke(id),
id => OnBar?.Invoke(id),
id => OnGrid?.Invoke(id));
@@ -61,14 +59,8 @@ namespace OCES.Audio
out uint musicContainerId,
out uint ambienceContainerId);
uint newMusicPathId = this.m_stateRouter.LastMusicPathId;
uint newAmbiencePathId = this.m_stateRouter.LastAmbiencePathId;
this.m_musicChannel.SwitchTo(musicContainerId, this.m_lastMusicPathId, newMusicPathId);
this.m_ambienceChannel.SwitchTo(ambienceContainerId, this.m_lastAmbiencePathId, newAmbiencePathId);
this.m_lastMusicPathId = newMusicPathId;
this.m_lastAmbiencePathId = newAmbiencePathId;
this.m_musicChannel.SwitchTo(musicContainerId);
this.m_ambienceChannel.SwitchTo(ambienceContainerId);
}
}
}