feat: SyncPoint.SameAsCurrentSegment music transition
- Add SameAsCurrentSegment mode to align new container's timeSamples with the old container's playback position, accounting for FadeInOffset - Fix BeatClock callback burst when Restart is called with a past dspTime - Add GetFirstLeafSource() for resolving playback position across nested containers - Manual BeatClock.Restart replaces OnContainerEntered subscription for accurate timing with SyncPoint
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@@ -2579,6 +2579,7 @@ GameObject:
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m_Component:
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- component: {fileID: 2093584671}
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- component: {fileID: 2093584670}
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- component: {fileID: 2093584672}
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m_Layer: 0
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m_Name: AudioSystem
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m_TagString: Untagged
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@@ -2613,6 +2614,18 @@ Transform:
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m_Children: []
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &2093584672
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2093584669}
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m_Enabled: 0
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: a3d8ad76f12545caa287f26889c674e3, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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--- !u!1660057539 &9223372036854775807
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SceneRoots:
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m_ObjectHideFlags: 0
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@@ -244,7 +244,7 @@ namespace OCES.Audio
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{
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// ── 启动默认音乐与环境音 ──
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// 触发一次初始状态,让音乐系统从默认状态开始匹配
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//SetState(GameState.Home);
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SetState(GameState.Home);
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}
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AudioObject ResolveSwitchContainer(AudioObject switchContainer)
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@@ -65,7 +65,8 @@ namespace OCES.Audio
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IEnumerator BeatCoroutine()
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{
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long index = 0; // 从第 1 拍开始,第 0 拍是起始点本身
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double elapsed = AudioSettings.dspTime - this.m_startDspTime;
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long index = elapsed > 0.05 ? (long)(elapsed / this.m_secondsPerBeat) : 0;
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while (true)
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{
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double nextTime = this.m_startDspTime + index * this.m_secondsPerBeat;
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@@ -84,10 +85,12 @@ namespace OCES.Audio
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IEnumerator BarCoroutine()
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{
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long index = 0;
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double elapsed = AudioSettings.dspTime - this.m_startDspTime;
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double secondsPerBar = this.m_secondsPerBeat * this.m_beatsPerBar;
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long index = elapsed > 0.05 ? (long)(elapsed / secondsPerBar) : 0;
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while (true)
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{
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double nextTime = this.m_startDspTime + index * this.m_secondsPerBeat * this.m_beatsPerBar;
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double nextTime = this.m_startDspTime + index * secondsPerBar;
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yield return new WaitUntil(() => AudioSettings.dspTime >= nextTime - 0.02);
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while (AudioSettings.dspTime < nextTime)
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@@ -102,10 +105,12 @@ namespace OCES.Audio
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IEnumerator GridCoroutine()
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{
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long index = 0;
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double elapsed = AudioSettings.dspTime - this.m_startDspTime;
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double secondsPerGrid = this.m_secondsPerBeat * this.m_beatsPerBar * this.m_barsPerGrid;
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long index = elapsed > 0.05 ? (long)(elapsed / secondsPerGrid) : 0;
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while (true)
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{
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double nextTime = this.m_startDspTime + index * this.m_secondsPerBeat * this.m_beatsPerBar * this.m_barsPerGrid;
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double nextTime = this.m_startDspTime + index * secondsPerGrid;
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yield return new WaitUntil(() => AudioSettings.dspTime >= nextTime - 0.02);
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while (AudioSettings.dspTime < nextTime)
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@@ -6,6 +6,18 @@ using DG.Tweening;
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namespace OCES.Audio
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{
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/// <summary>
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/// SyncPoint 协调状态,在 FadeOutBranch 和 FadeInBranch 之间共享。
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/// </summary>
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internal class SyncPointState
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{
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public SyncPoint Mode;
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public int BaseTimeSamples; // 读取旧 Source 时的 timeSamples
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public double BaseDspTime; // 读取旧 Source 时的 dspTime
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public int SampleRate; // 旧 Source 的采样率
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public bool Ready;
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}
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/// <summary>
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/// 与Transition无关的音量/生命周期管理逻辑
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/// </summary>
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@@ -47,7 +59,11 @@ namespace OCES.Audio
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/// <summary>
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/// 淡出分支:fire-and-forget,由调用方 StartCoroutine
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/// </summary>
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internal IEnumerator FadeOutBranch(ContainerPlayHandle outgoingHandle, float outgoingVolume, ITransitionConfig transition)
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internal IEnumerator FadeOutBranch(
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ContainerPlayHandle outgoingHandle,
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float outgoingVolume,
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ITransitionConfig transition,
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SyncPointState syncState = null)
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{
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if (outgoingHandle == null) yield break;
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@@ -68,7 +84,7 @@ namespace OCES.Audio
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/// 淡入分支:等待 FadeInOffset 后启动新音乐并淡入。
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/// 主协程 yield return 此分支,以便 DoTransition 在新音乐就绪后才结束。
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/// </summary>
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internal IEnumerator FadeInBranch(uint newContainerId, ITransitionConfig transition, Action onContainerStarted = null)
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internal IEnumerator FadeInBranch(uint newContainerId, ITransitionConfig transition, SyncPointState syncState = null, Action onContainerStarted = null)
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{
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if (transition?.FadeInOffset > 0f)
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{
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@@ -80,11 +96,40 @@ namespace OCES.Audio
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{
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CurrentHandle = null;
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CurrentContainerId = 0;
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if (syncState != null) syncState.Ready = true;
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yield break;
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}
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float startVolume = transition?.FadeInTime > 0f ? 0f : 1f;
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StartNew(newContainerId, startVolume);
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// SyncPoint: 获取新 Segment 的 AudioSource 并设置 timeSamples
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if (syncState is { Mode: SyncPoint.SameAsCurrentSegment })
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{
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AudioSource newSource = CurrentHandle?.GetFirstLeafSource();
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if (newSource != null && newSource.clip != null)
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{
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// 计算从读取旧 Source 到现在经过的 samples
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double elapsedSeconds = AudioSettings.dspTime - syncState.BaseDspTime;
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int elapsedSamples = (int)(elapsedSeconds * syncState.SampleRate);
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int targetTimeSamples = syncState.BaseTimeSamples + elapsedSamples;
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if (targetTimeSamples < newSource.clip.samples)
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{
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newSource.timeSamples = targetTimeSamples;
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}
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else
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{
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Debug.LogError($"[ChannelFader] SyncPoint.SameAsCurrentSegment: 新音频 samples({newSource.clip.samples}) <= 目标 samples({targetTimeSamples}),降级为 Start");
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}
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}
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else
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{
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Debug.LogError($"[ChannelFader] SyncPoint.SameAsCurrentSegment: 未能获取新 Segment 的 AudioSource,降级为 Start");
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}
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syncState.Ready = true;
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}
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onContainerStarted?.Invoke();
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if (transition?.FadeInTime > 0f)
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@@ -47,7 +47,6 @@ namespace OCES.Audio
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this.m_fader = new ChannelFader(player, coroutineHost);
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this.m_beatClock = new BeatClock(coroutineHost, onBeat, onBar, onGrid);
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player.OnContainerEntered += this.m_beatClock.Restart;
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player.OnBlendError += this.m_beatClock.OnBlendError;
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}
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@@ -104,6 +103,45 @@ namespace OCES.Audio
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this.m_currentFadeOutCoroutine = null;
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}
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// ── 构建 SyncPoint 状态 ──
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SyncPointState syncState = new()
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{
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Mode = transition?.SyncPoint ?? SyncPoint.Start,
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Ready = false,
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};
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//Debug.Log($"[MusicChannelPlayer] DoTransition: transition?.SyncPoint={transition?.SyncPoint}, Mode={syncState.Mode}");
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if (syncState.Mode == SyncPoint.SameAsCurrentSegment)
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{
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// 旧 Container 不存在(如游戏首次启动),静默降级为 Start
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if (this.m_fader.CurrentHandle == null)
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{
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syncState.Mode = SyncPoint.Start;
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}
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// Blend 类型不支持 SameAsCurrentSegment,降级为 Start
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else if (this.m_currentContainer is { ContainerType: ContainerType.Blend })
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{
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Debug.LogWarning($"[MusicChannelPlayer] SyncPoint.SameAsCurrentSegment 不支持 Blend 类型 Container({this.m_currentContainer.Id}),降级为 Start");
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syncState.Mode = SyncPoint.Start;
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}
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else
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{
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AudioSource oldSource = this.m_fader.CurrentHandle.GetFirstLeafSource();
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if (oldSource && oldSource.clip)
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{
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syncState.BaseTimeSamples = oldSource.timeSamples;
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syncState.BaseDspTime = AudioSettings.dspTime;
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syncState.SampleRate = oldSource.clip.frequency;
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}
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else
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{
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Debug.LogWarning("[MusicChannelPlayer] SameAsCurrentSegment: 旧 Source 不存在,降级为 Start");
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syncState.Mode = SyncPoint.Start;
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}
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}
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}
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// ── 1. 等待节拍对齐(由 Transition 的 AlignMode 决定)──
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if (transition != null && this.m_currentContainer != null)
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{
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@@ -119,15 +157,32 @@ namespace OCES.Audio
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float outVol = this.m_fader.CurrentVolume;
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this.m_currentFadeOutCoroutine = this.m_coroutineHost.StartCoroutine(
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this.m_fader.FadeOutBranch(outgoing, outVol, transition));
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this.m_fader.FadeOutBranch(outgoing, outVol, transition, syncState));
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this.m_currentFadeInCoroutine = this.m_coroutineHost.StartCoroutine(
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this.m_fader.FadeInBranch(newContainerId, transition,
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this.m_fader.FadeInBranch(newContainerId, transition, syncState,
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onContainerStarted: () =>
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{
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// Music 独有:记录新 container 和播放起始时间
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this.m_currentContainer = this.m_containerConfig.QueryById(newContainerId);
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this.m_playStartTime = AudioSettings.dspTime;
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MusicContainer container = this.m_containerConfig.QueryById(newContainerId);
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float bpm = container.Bpm > 0f ? container.Bpm : 120f;
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// SyncPoint: BeatClock 用调整后的 dspTime,对齐到音频实际播放位置
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double dspTime;
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if (syncState is { Mode: SyncPoint.SameAsCurrentSegment })
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{
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double elapsedSeconds = AudioSettings.dspTime - syncState.BaseDspTime;
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int elapsedSamples = (int)(elapsedSeconds * syncState.SampleRate);
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double audioTime = (double)(syncState.BaseTimeSamples + elapsedSamples) / syncState.SampleRate;
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dspTime = AudioSettings.dspTime - audioTime;
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}
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else
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{
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dspTime = AudioSettings.dspTime;
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}
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this.m_currentContainer = container;
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this.m_playStartTime = dspTime;
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this.m_beatClock.Restart(container, bpm, dspTime);
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}));
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yield return this.m_currentFadeInCoroutine;
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this.m_currentFadeInCoroutine = null;
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@@ -147,23 +202,28 @@ namespace OCES.Audio
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double secondsPerBeat = 60.0 / container.Bpm;
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if (mode == AlignMode.Beat)
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switch (mode)
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{
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case AlignMode.Beat:
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{
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double beatsElapsed = elapsed / secondsPerBeat;
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double nextBeat = System.Math.Ceiling(beatsElapsed);
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double nextBeat = Math.Ceiling(beatsElapsed);
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double waitSeconds = (nextBeat - beatsElapsed) * secondsPerBeat;
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if (waitSeconds > 0.001)
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yield return new WaitForSeconds((float)waitSeconds);
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break;
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}
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else if (mode == AlignMode.Bar)
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case AlignMode.Bar:
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{
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int beatsPerBar = MusicContainerConfig.GetBeatsPerBar(container.TimeSig);
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double secondsPerBar = secondsPerBeat * beatsPerBar;
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double barsElapsed = elapsed / secondsPerBar;
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double nextBar = System.Math.Ceiling(barsElapsed);
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double nextBar = Math.Ceiling(barsElapsed);
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double waitSeconds = (nextBar - barsElapsed) * secondsPerBar;
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if (waitSeconds > 0.001)
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yield return new WaitForSeconds((float)waitSeconds);
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break;
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}
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}
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}
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@@ -411,5 +411,20 @@ namespace OCES.Audio
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foreach (ContainerPlayHandle child in this.ChildHandles)
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child.CollectActiveSources(result);
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}
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/// <summary>
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/// 获取第一个正在播放的 Leaf Segment 的 AudioSource。
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/// 递归遍历子句柄,优先取当前层级的 ActiveSources,找不到再深入子层级。
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/// </summary>
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internal AudioSource GetFirstLeafSource()
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{
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if (this.ActiveSources.Count > 0) return this.ActiveSources[0];
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foreach (ContainerPlayHandle child in this.ChildHandles)
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{
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AudioSource src = child.GetFirstLeafSource();
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if (src) return src;
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}
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return null;
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}
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}
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}
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@@ -55,7 +55,7 @@ namespace OCES.Audio
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{
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this.m_clipConcurrentCount[id] = GetClipCount(id) + 1;
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#if UNITY_EDITOR
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Debug.Log($"{id} count added to {GetClipCount(id)}");
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//Debug.Log($"{id} count added to {GetClipCount(id)}");
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#endif
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}
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@@ -7,7 +7,7 @@ namespace OCES
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{
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public class SetStateBind : MonoBehaviour
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{
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public TileMaterial targetGameState;
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public GameState targetGameState;
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public bool enableLowpass;
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public Text buttonText;
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