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
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@@ -14,7 +14,7 @@ namespace OCES.Audio
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const string k_audioConfigPath = "AudioData";
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const string k_audioResourcePath = "Audios";
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AudioScheduler m_scheduler;
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SfxSystem m_sfxSystem;
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MusicSystem m_musicSystem;
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AudioObjectConfig m_audioObjects;
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@@ -26,16 +26,18 @@ namespace OCES.Audio
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// 公开接口
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// ─────────────────────────────────────────────
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public void Play(uint audioId)
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public void Play(uint audioId, Action onPlay = null)
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{
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AudioObject obj = this.m_audioObjects.QueryById(audioId);
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if (obj != null)
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Play(obj);
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{
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Play(obj, onPlay);
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}
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}
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public void Play(AudioObject audioObject)
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public void Play(AudioObject audioObject, Action onPlay = null)
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{
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this.m_scheduler.TryPlay(audioObject);
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this.m_sfxSystem.TryPlay(audioObject, onPlay);
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}
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public void Play(int audioId)
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@@ -126,10 +128,15 @@ namespace OCES.Audio
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this.m_mixer = Resources.Load<AudioMixer>("Audios/Master");
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// ── SFX 调度器 ──
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this.m_scheduler = gameObject.AddComponent<AudioScheduler>();
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// AudioSystem.cs 中
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GameObject sfxPoolRoot = new("SfxSourcePool");
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sfxPoolRoot.transform.SetParent(transform, false);
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AudioSourcePool sfxPool = new(sfxPoolRoot.transform); // 不传 mixer group,让 SfxSystem 自己设置
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this.m_sfxSystem = gameObject.AddComponent<SfxSystem>();
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this.m_audioObjects = AudioConfigLoader.Load<AudioObjectConfig>($"{k_audioConfigPath}/AudioObject");
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this.m_groups = AudioConfigLoader.Load<AudioGroupConfig>($"{k_audioConfigPath}/AudioGroup");
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this.m_scheduler.Initialize(this.m_groups, this.m_mixer);
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this.m_sfxSystem.Initialize(this.m_groups, this.m_mixer, sfxPool); // 传入 pool
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// ── 音乐与环境音系统 ──
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var segments = AudioConfigLoader.Load<MusicSegmentConfig>($"{k_audioConfigPath}/MusicSegment");
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@@ -145,12 +152,12 @@ namespace OCES.Audio
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// AudioSourcePool 由 MusicSystem 独占一个子节点,与 SFX pool 隔离
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GameObject musicPoolRoot = new("MusicSourcePool");
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musicPoolRoot.transform.SetParent(transform, false);
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AudioMixerGroup musicGroup = this.m_mixer.FindMatchingGroups("Master/Music")[0];
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AudioMixerGroup musicGroup = this.m_mixer.FindMatchingGroups("Master/Regular/Music")[0];
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AudioSourcePool musicPool = new(musicPoolRoot.transform, musicGroup);
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GameObject ambiencePoolRoot = new("AmbienceSourcePool");
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musicPoolRoot.transform.SetParent(transform, false);
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AudioMixerGroup ambienceGroup = this.m_mixer.FindMatchingGroups("Master/SFX/Ambience")[0];
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ambiencePoolRoot.transform.SetParent(transform, false);
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AudioMixerGroup ambienceGroup = this.m_mixer.FindMatchingGroups("Master/Regular/SFX/Ambience")[0];
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AudioSourcePool ambiencePool = new(ambiencePoolRoot.transform, ambienceGroup);
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this.m_musicSystem.Initialize(
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