feat: 重构音频系统 - 重命名AudioScheduler为SfxSystem并添加Accented音效类型

- 将AudioScheduler重命名为SfxSystem,统一命名规范
- 新增MixingType.Accented音效类型,支持强调音效独立混音
- 重构音频混合器层级: Master下新增Regular中间层
- SfxSystem使用外部AudioSourcePool,与MusicSystem隔离
- 修复ambiencePoolRoot父节点错误(原错误挂载到musicPoolRoot)
- Play方法支持onPlay回调
- 同步更新AudioObject.bytes二进制配置数据
This commit is contained in:
2026-04-03 11:53:15 +08:00
parent 7fc3282e80
commit 3d44ac939b
9 changed files with 173 additions and 35 deletions
@@ -14,7 +14,7 @@ namespace OCES.Audio
const string k_audioConfigPath = "AudioData";
const string k_audioResourcePath = "Audios";
AudioScheduler m_scheduler;
SfxSystem m_sfxSystem;
MusicSystem m_musicSystem;
AudioObjectConfig m_audioObjects;
@@ -26,16 +26,18 @@ namespace OCES.Audio
// 公开接口
// ─────────────────────────────────────────────
public void Play(uint audioId)
public void Play(uint audioId, Action onPlay = null)
{
AudioObject obj = this.m_audioObjects.QueryById(audioId);
if (obj != null)
Play(obj);
{
Play(obj, onPlay);
}
}
public void Play(AudioObject audioObject)
public void Play(AudioObject audioObject, Action onPlay = null)
{
this.m_scheduler.TryPlay(audioObject);
this.m_sfxSystem.TryPlay(audioObject, onPlay);
}
public void Play(int audioId)
@@ -126,10 +128,15 @@ namespace OCES.Audio
this.m_mixer = Resources.Load<AudioMixer>("Audios/Master");
// ── SFX 调度器 ──
this.m_scheduler = gameObject.AddComponent<AudioScheduler>();
// AudioSystem.cs 中
GameObject sfxPoolRoot = new("SfxSourcePool");
sfxPoolRoot.transform.SetParent(transform, false);
AudioSourcePool sfxPool = new(sfxPoolRoot.transform); // 不传 mixer group,让 SfxSystem 自己设置
this.m_sfxSystem = gameObject.AddComponent<SfxSystem>();
this.m_audioObjects = AudioConfigLoader.Load<AudioObjectConfig>($"{k_audioConfigPath}/AudioObject");
this.m_groups = AudioConfigLoader.Load<AudioGroupConfig>($"{k_audioConfigPath}/AudioGroup");
this.m_scheduler.Initialize(this.m_groups, this.m_mixer);
this.m_sfxSystem.Initialize(this.m_groups, this.m_mixer, sfxPool); // 传入 pool
// ── 音乐与环境音系统 ──
var segments = AudioConfigLoader.Load<MusicSegmentConfig>($"{k_audioConfigPath}/MusicSegment");
@@ -145,12 +152,12 @@ namespace OCES.Audio
// AudioSourcePool 由 MusicSystem 独占一个子节点,与 SFX pool 隔离
GameObject musicPoolRoot = new("MusicSourcePool");
musicPoolRoot.transform.SetParent(transform, false);
AudioMixerGroup musicGroup = this.m_mixer.FindMatchingGroups("Master/Music")[0];
AudioMixerGroup musicGroup = this.m_mixer.FindMatchingGroups("Master/Regular/Music")[0];
AudioSourcePool musicPool = new(musicPoolRoot.transform, musicGroup);
GameObject ambiencePoolRoot = new("AmbienceSourcePool");
musicPoolRoot.transform.SetParent(transform, false);
AudioMixerGroup ambienceGroup = this.m_mixer.FindMatchingGroups("Master/SFX/Ambience")[0];
ambiencePoolRoot.transform.SetParent(transform, false);
AudioMixerGroup ambienceGroup = this.m_mixer.FindMatchingGroups("Master/Regular/SFX/Ambience")[0];
AudioSourcePool ambiencePool = new(ambiencePoolRoot.transform, ambienceGroup);
this.m_musicSystem.Initialize(
@@ -17,8 +17,8 @@ namespace OCES.Audio
public enum MixingType
{
Sfx = 0,
Music,
Voice,
Accented,
}
/// <summary>
@@ -1,3 +1,4 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
@@ -7,9 +8,9 @@ using UnityEngine.Audio;
namespace OCES.Audio
{
/// <summary>
/// 音频调度器
/// 音效系统
/// </summary>
public class AudioScheduler : MonoBehaviour
public class SfxSystem : MonoBehaviour
{
public UnityEngine.UI.Text audioSystemTextBox;
@@ -27,8 +28,8 @@ namespace OCES.Audio
AudioGroupConfig m_groupConfig;
AudioMixerGroup m_sfxGroup;
AudioMixerGroup m_musicGroup;
AudioMixerGroup m_voiceGroup;
AudioMixerGroup m_accentSfxGroup;
AudioSourcePool m_pool;
AudioContainerSelector m_containerSelector;
PitchStepResolver m_pitchStepResolver;
@@ -50,7 +51,9 @@ namespace OCES.Audio
void IncrementClipCount(uint id)
{
this.m_clipConcurrentCount[id] = GetClipCount(id) + 1;
#if UNITY_EDITOR
Debug.Log($"{id} count added to {GetClipCount(id)}");
#endif
}
void DecrementClipCount(uint id)
@@ -64,18 +67,21 @@ namespace OCES.Audio
// 初始化
// ─────────────────────────────────────────────
public void Initialize(AudioGroupConfig groups, AudioMixer mixer)
public void Initialize(AudioGroupConfig groups, AudioMixer mixer, AudioSourcePool pool)
{
this.m_groupConfig = groups;
this.m_pool = new AudioSourcePool(transform);
this.m_pool = pool;
this.m_containerSelector = new AudioContainerSelector();
this.m_pitchStepResolver = new PitchStepResolver();
AudioMixerGroup[] sfx = Find("Master/SFX");
AudioMixerGroup[] sfx = Find("Master/Regular/SFX");
if (sfx.Length > 0) this.m_sfxGroup = sfx[0];
AudioMixerGroup[] voice = Find("Master/Voice");
AudioMixerGroup[] voice = Find("Master/Regular/Voice");
if (voice.Length > 0) this.m_voiceGroup = voice[0];
AudioMixerGroup[] accentSfx = Find("Master/SFX_Accent");
if (accentSfx.Length > 0) this.m_accentSfxGroup = accentSfx[0];
return;
AudioMixerGroup[] Find(string path) => mixer.FindMatchingGroups(path);
@@ -85,7 +91,7 @@ namespace OCES.Audio
// 节流 & 调度入口
// ─────────────────────────────────────────────
internal void TryPlay(AudioObject audioObject)
internal void TryPlay(AudioObject audioObject, Action onPlay = null)
{
double now = Time.realtimeSinceStartupAsDouble * 1000.0;
@@ -169,6 +175,7 @@ namespace OCES.Audio
float pitch = this.m_pitchStepResolver.ResolvePitch(audioObject, now); //算一下用不用变调
PlayNewSound(audioObject, pitch);
this.m_lastPlayTime[audioObject.Id] = now;
onPlay?.Invoke();
}
// ─────────────────────────────────────────────
@@ -263,6 +270,7 @@ namespace OCES.Audio
yield return new WaitForSeconds(audioObject.InitialDelay);
if (!this.m_activeSounds.Contains(active)) yield break;
active.Pitch = pitch;
ExecutePlay(active, isRegistered: true);
}
@@ -312,11 +320,21 @@ namespace OCES.Audio
/// </summary>
AudioMixerGroup GetMixerGroup(MixingType type) => type switch
{
MixingType.Music => this.m_musicGroup,
MixingType.Voice => this.m_voiceGroup,
_ => this.m_sfxGroup,
MixingType.Accented => this.m_accentSfxGroup,
_ => GetDefaultGroup(type),
};
AudioMixerGroup GetDefaultGroup(MixingType type)
{
if (type != MixingType.Sfx)
{
Debug.LogWarning($"[SfxSystem] Unrecognized MixingType: {type}, defaulting to SFX.");
}
return this.m_sfxGroup;
}
bool SetupSource(AudioSource source, AudioObject audioObject, float pitch, int clipIndex = 0)
{
AudioClip clip = Resources.Load<AudioClip>($"Audios/{audioObject.Name[clipIndex]}"); // TODO 抽象同一资源加载接口