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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace OCES.Audio
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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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public class ChannelFader
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{
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readonly MusicContainerPlayer m_player;
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readonly MonoBehaviour m_coroutineHost;
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public ContainerPlayHandle CurrentHandle { get; private set; }
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public uint CurrentContainerId { get; private set; }
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public float CurrentVolume { get; private set; }
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public ChannelFader(MusicContainerPlayer player, MonoBehaviour coroutineHost)
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{
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this.m_player = player;
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this.m_coroutineHost = coroutineHost;
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}
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void StartNew(uint containerId, float startVolume)
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{
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CurrentContainerId = containerId;
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CurrentVolume = startVolume;
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CurrentHandle = this.m_player.Play(containerId);
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}
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public void StopCurrent()
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{
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StopHandle(CurrentHandle);
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CurrentHandle = null;
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CurrentContainerId = 0;
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}
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void StopHandle(ContainerPlayHandle handle)
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{
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if (handle == null) return;
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this.m_player.Stop(handle);
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}
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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, float fadeOutOffset, float fadeOutTime)
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{
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if (outgoingHandle == null) yield break;
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if (fadeOutOffset > 0f)
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{
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Debug.Log($"Waiting for {fadeOutOffset} to fade out.");
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yield return new WaitForSeconds(fadeOutOffset);
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}
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if (fadeOutTime > 0f )
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yield return this.m_coroutineHost.StartCoroutine(
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FadeOut(outgoingHandle, outgoingVolume, fadeOutTime));
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else
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StopHandle(outgoingHandle);
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}
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/// <summary>
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/// 淡入分支:等待 FadeInOffset 后启动新音乐并淡入。
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/// 主协程 yield return 此分支,以便 DoTransition 在新音乐就绪后才结束。
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/// </summary>
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internal IEnumerator FadeInBranch(uint newContainerId, float fadeInOffset, float fadeInTime, Action onContainerStarted = null)
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{
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if (fadeInOffset > 0f)
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{
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Debug.Log($"Waiting {fadeInOffset} to fade in.");
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yield return new WaitForSeconds(fadeInOffset);
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}
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if (newContainerId == 0)
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{
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CurrentHandle = null;
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CurrentContainerId = 0;
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yield break;
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}
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float startVolume = fadeInTime > 0f ? 0f : 1f;
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StartNew(newContainerId, startVolume);
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if (fadeInTime > 0f )
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{
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yield return this.m_coroutineHost.StartCoroutine(
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FadeIn(CurrentHandle, fadeInTime));
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}
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}
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IEnumerator FadeOut(ContainerPlayHandle handle, float fromVolume, float duration)
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{
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Debug.Log($"Fading out in {duration} seconds.");
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if (handle == null || handle.Cancelled) yield break;
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float elapsed = 0f;
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List<AudioSource> sources = new();
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handle.CollectActiveSources(sources);
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while (elapsed < duration)
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{
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if (handle.Cancelled) break;
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / duration);
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float vol = Mathf.Lerp(fromVolume, 0f, t);
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foreach (AudioSource src in sources)
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if (src) src.volume = vol;
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yield return null;
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}
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StopHandle(handle);
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}
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IEnumerator FadeIn(ContainerPlayHandle handle, float duration)
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{
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Debug.Log($"Fading In {duration} seconds.");
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if (handle == null || handle.Cancelled) yield break;
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float elapsed = 0f;
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List<AudioSource> sources = new();
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while (elapsed < duration)
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{
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if (handle.Cancelled) yield break;
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elapsed += Time.deltaTime;
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float t = Mathf.Clamp01(elapsed / duration);
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// 每帧重新收集(Blend 模式下新 source 可能中途加入)
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sources.Clear();
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handle.CollectActiveSources(sources);
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foreach (AudioSource src in sources)
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if (src) src.volume = Mathf.Lerp(0f, 1f, t);
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yield return null;
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}
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// 确保最终音量准确
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sources.Clear();
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handle.CollectActiveSources(sources);
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foreach (AudioSource src in sources)
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if (src) src.volume = 1f;
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CurrentVolume = 1f;
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}
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}
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}
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