feat: AudioSettings 独立出配置文件,而不是零散在代码各处。

This commit is contained in:
2026-05-14 20:22:00 +08:00
parent 410e6b0a4f
commit 5e0a4aef64
13 changed files with 251 additions and 60 deletions
+1
View File
@@ -2883,6 +2883,7 @@ MonoBehaviour:
startWithMusic: 1
startMusicWith: 0
logLevel: 0
extendSettings: {fileID: 11400000, guid: de80878c933394e2da0966a1466fd793, type: 2}
--- !u!4 &2093584671
Transform:
m_ObjectHideFlags: 0
@@ -0,0 +1,71 @@
using UnityEngine;
using System.IO;
namespace OCES.Audio
{
/// <summary>
/// 音频系统扩展配置,集中管理所有路径和可调参数。
/// 资产位置:Assets/Settings/AudioExtendSettings.asset
/// 编辑入口:Project Settings > Audio Extend
/// 运行时注入:AudioSystem.Awake() 将 Inspector 引用注入 _instance
/// </summary>
public class AudioExtendSettings : ScriptableObject
{
// ========== Resource Paths ==========
[Header("Resource Paths")]
[Tooltip("Resources 子目录:音频配置文件(.bytes")]
public string audioConfigPath = "AudioData";
[Tooltip("Resources 子目录:音频资源文件(.wav/.ogg")]
public string audioResourcePath = "Audios";
[Tooltip("Resources 路径:AudioMixer 资产")]
public string audioMixerPath = "Audios/Master";
// ========== AudioMixer Group Paths ==========
[Header("AudioMixer Groups")]
public string sfxGroupPath = "Master/Regular/SFX";
public string voiceGroupPath = "Master/Regular/Voice";
public string accentSfxGroupPath = "Master/SFX_Accent";
public string musicGroupPath = "Master/Regular/Music";
public string ambienceGroupPath = "Master/Regular/SFX/Ambience";
// ========== AudioMixer Parameters ==========
[Header("Lowpass Filter")]
public string lowpassParamName = "LowpassFreq";
public float lowpassEnabledCutoff = 440f;
public float lowpassDisabledCutoff = 22000f;
public float lowpassTweenDuration = 0.2f;
// ========== Audio Import ==========
[Header("Audio Import Settings")]
public AudioCompressionFormat compressionFormat = AudioCompressionFormat.Vorbis;
public uint sfxSampleRate = 22050;
public uint musicSampleRate = 44100;
public float musicQuality = 0.13f;
public float sfxQuality = 0.5f;
public float decompressThreshold = 5f; // ≤ 此值 → DecompressOnLoad
public float streamingThreshold = 15f; // ≥ 此值 → Streaming
// ========== Fade ==========
[Header("Fade")]
public DG.Tweening.Ease defaultFadeOutEase = DG.Tweening.Ease.InSine;
public DG.Tweening.Ease defaultFadeInEase = DG.Tweening.Ease.OutSine;
// ── Singleton ──
public static AudioExtendSettings Instance { get; internal set; }
// 便利属性:拼接完整路径
public string FullAudioResourcePath
{
get { return Path.Combine(Application.dataPath, "Resources", this.audioResourcePath); }
}
public string FullAudioConfigPath
{
get { return Path.Combine(Application.dataPath, "Resources", this.audioConfigPath); }
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 79becf8778e048058fe7cc1f3a5e021b
timeCreated: 1778750086
@@ -19,9 +19,8 @@ namespace OCES.Audio
public enum ConsoleLogLevel { Off, Log, Warning, Error } //TODO 实现这个功能
internal ResourceLoader ResourceLoader;
const string k_audioConfigPath = "AudioData";
const string k_audioResourcePath = "Audios";
[SerializeField] AudioExtendSettings extendSettings;
SfxSystem m_sfxSystem;
MusicSystem m_musicSystem;
@@ -99,14 +98,16 @@ namespace OCES.Audio
public void SetLowpass(bool enable)
{
float target = enable ? 440f : 22000f;
float target = enable
? AudioExtendSettings.Instance.lowpassEnabledCutoff
: AudioExtendSettings.Instance.lowpassDisabledCutoff;
// Kill existing tween to avoid stacking
if (this.m_lowpassTween != null && this.m_lowpassTween.IsActive())
this.m_lowpassTween.Kill();
// Get current value as start
if (!this.m_mixer.GetFloat("LowpassFreq", out float current))
if (!this.m_mixer.GetFloat(AudioExtendSettings.Instance.lowpassParamName, out float current))
current = target;
float startLog = Mathf.Log10(current);
@@ -118,10 +119,10 @@ namespace OCES.Audio
{
startLog = x;
float value = Mathf.Pow(10f, startLog);
this.m_mixer.SetFloat("LowpassFreq", value);
this.m_mixer.SetFloat(AudioExtendSettings.Instance.lowpassParamName, value);
},
endLog,
0.2f // duration in seconds
AudioExtendSettings.Instance.lowpassTweenDuration // duration in seconds
).SetEase(Ease.OutCubic);
}
@@ -275,6 +276,8 @@ namespace OCES.Audio
void Awake()
{
AudioExtendSettings.Instance = this.extendSettings;
if ((bool)Instance && Instance != this)
{
Destroy(gameObject);
@@ -284,28 +287,30 @@ namespace OCES.Audio
DontDestroyOnLoad(gameObject);
this.ResourceLoader = gameObject.AddComponent<ResourceLoader>();
string audioConfigPath = AudioExtendSettings.Instance.audioConfigPath;
this.m_mixer = this.ResourceLoader.LoadSync<AudioMixer>("Audios/Master");
this.m_mixer = this.ResourceLoader.LoadSync<AudioMixer>(AudioExtendSettings.Instance.audioMixerPath);
// ── SFX 调度器 ──
// 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
AudioSourcePool sfxPool = new(sfxPoolRoot.transform);
this.m_sfxSystem = gameObject.AddComponent<SfxSystem>();
this.m_audioObjects = AudioConfigLoader.Load<AudioObjectConfig>($"{k_audioConfigPath}/AudioObject");
this.m_audioObjects = AudioConfigLoader.Load<AudioObjectConfig>($"{audioConfigPath}/AudioObject");
this.m_audioObjects.PreParseSwitchMappings();
this.m_groups = AudioConfigLoader.Load<AudioGroupConfig>($"{k_audioConfigPath}/AudioGroup");
this.m_sfxSystem.Initialize(this.m_groups, this.m_mixer, sfxPool); // 传入 pool
this.m_groups = AudioConfigLoader.Load<AudioGroupConfig> ($"{audioConfigPath}/AudioGroup");
this.m_sfxSystem.Initialize(this.m_groups, this.m_mixer, sfxPool);
// ── 音乐与环境音系统 ──
var segments = AudioConfigLoader.Load<MusicSegmentConfig>($"{k_audioConfigPath}/MusicSegment");
var containers = AudioConfigLoader.Load<MusicContainerConfig>($"{k_audioConfigPath}/MusicContainer");
var musicPaths = AudioConfigLoader.Load<MusicPathConfig>($"{k_audioConfigPath}/MusicPath");
var ambiencePaths = AudioConfigLoader.Load<AmbiencePathConfig>($"{k_audioConfigPath}/AmbiencePath");
var musicTransitions = AudioConfigLoader.Load<MusicTransitionConfig>($"{k_audioConfigPath}/MusicTransition");
var ambienceTransitions = AudioConfigLoader.Load<AmbienceTransitionConfig>($"{k_audioConfigPath}/AmbienceTransition");
var segments = AudioConfigLoader.Load<MusicSegmentConfig> ($"{audioConfigPath}/MusicSegment");
var containers = AudioConfigLoader.Load<MusicContainerConfig> ($"{audioConfigPath}/MusicContainer");
var musicPaths = AudioConfigLoader.Load<MusicPathConfig> ($"{audioConfigPath}/MusicPath");
var ambiencePaths = AudioConfigLoader.Load<AmbiencePathConfig> ($"{audioConfigPath}/AmbiencePath");
var musicTransitions = AudioConfigLoader.Load<MusicTransitionConfig> ($"{audioConfigPath}/MusicTransition");
var ambienceTransitions = AudioConfigLoader.Load<AmbienceTransitionConfig> ($"{audioConfigPath}/AmbienceTransition");
//运行时数据验证
segments.Validate();
@@ -317,12 +322,12 @@ 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/Regular/Music")[0];
AudioMixerGroup musicGroup = this.m_mixer.FindMatchingGroups(AudioExtendSettings.Instance.musicGroupPath)[0];
AudioSourcePool musicPool = new(musicPoolRoot.transform, musicGroup);
GameObject ambiencePoolRoot = new("AmbienceSourcePool");
ambiencePoolRoot.transform.SetParent(transform, false);
AudioMixerGroup ambienceGroup = this.m_mixer.FindMatchingGroups("Master/Regular/SFX/Ambience")[0];
AudioMixerGroup ambienceGroup = this.m_mixer.FindMatchingGroups(AudioExtendSettings.Instance.ambienceGroupPath)[0];
AudioSourcePool ambiencePool = new(ambiencePoolRoot.transform, ambienceGroup);
this.m_musicSystem.Initialize(
@@ -429,4 +434,4 @@ namespace OCES.Audio
return default;
}
}
}
}
@@ -0,0 +1,60 @@
using UnityEngine;
using UnityEditor;
namespace OCES.Audio.Editor
{
static class AudioExtendSettingsProvider
{
const string k_assetPath = "Assets/Settings/AudioExtendSettings.asset";
[SettingsProvider]
static SettingsProvider Create()
{
return new SettingsProvider("Project/Audio Extend", SettingsScope.Project)
{
label = "Audio Extend",
guiHandler = searchContext =>
{
var settings = AssetDatabase.LoadAssetAtPath<AudioExtendSettings>(k_assetPath);
if (settings == null)
{
EditorGUILayout.HelpBox(
$"未找到 AudioExtendSettings.asset\n期望路径: {k_assetPath}",
MessageType.Warning);
if (GUILayout.Button("创建默认配置"))
CreateDefaultAsset();
return;
}
SerializedObject so = new SerializedObject(settings);
SerializedProperty prop = so.GetIterator();
prop.NextVisible(true); // 跳过 Script 字段
EditorGUI.BeginChangeCheck();
while (prop.NextVisible(false))
EditorGUILayout.PropertyField(prop, true);
if (EditorGUI.EndChangeCheck())
{
so.ApplyModifiedProperties();
EditorUtility.SetDirty(settings);
AssetDatabase.SaveAssets();
}
},
keywords = new[] { "Audio", "SFX", "Music", "Mixer", "Path", "Import" }
};
}
[MenuItem("Tools/Audio/Create AudioExtendSettings Asset")]
static void CreateDefaultAsset()
{
if (!AssetDatabase.IsValidFolder("Assets/Settings"))
AssetDatabase.CreateFolder("Assets", "Settings");
var asset = ScriptableObject.CreateInstance<AudioExtendSettings>();
AssetDatabase.CreateAsset(asset, k_assetPath);
AssetDatabase.SaveAssets();
Debug.Log($"[AudioExtend] 已创建默认配置:{k_assetPath}");
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 862f5cacec834b47a75da0d8ba2710f1
timeCreated: 1778757352
@@ -9,16 +9,9 @@ namespace OCES.Audio
public static class AudioImportTool
{
const string k_audioResourcePath = "Audios";
const string k_audioConfigPath = "AudioData";
static string AudioAbsolutePath
{
get { return Path.Combine(Application.dataPath, "Resources", k_audioResourcePath); }
}
static string ConfigAbsolutePath
{
get { return Path.Combine(Application.dataPath, "Resources", k_audioConfigPath); }
get { return Path.Combine(Application.dataPath, "Resources", AudioExtendSettings.Instance.audioConfigPath); }
}
[MenuItem("Tools/Audio/Apply Audio Import Settings")]
@@ -26,7 +19,7 @@ namespace OCES.Audio
{
if (EditorUtility.DisplayDialog(
"Apply Audio Import Settings",
$"将对 {AudioAbsolutePath} 下所有文件重新应用导入设置,确认继续?",
$"将对 {AudioExtendSettings.Instance.FullAudioResourcePath} 下所有文件重新应用导入设置,确认继续?",
"确认", "取消"))
{
Run();
@@ -49,8 +42,12 @@ namespace OCES.Audio
public static void Run()
{
// 1. 加载配置表
var audioObjectConfig = AudioConfigLoader.Load<AudioObjectConfig>(ConfigAbsolutePath, "AudioObject.bytes");
var musicSegmentConfig = AudioConfigLoader.Load<MusicSegmentConfig>(ConfigAbsolutePath, "MusicSegment.bytes");
var audioObjectConfig =
AudioConfigLoader.Load<AudioObjectConfig>(AudioExtendSettings.Instance.FullAudioConfigPath,
"AudioObject.bytes");
var musicSegmentConfig =
AudioConfigLoader.Load<MusicSegmentConfig>(AudioExtendSettings.Instance.FullAudioConfigPath,
"MusicSegment.bytes");
if (audioObjectConfig == null || musicSegmentConfig == null)
{
Debug.LogError("[AudioImportTool] 配置表加载失败,终止");
@@ -59,7 +56,7 @@ namespace OCES.Audio
// 2. 扫描文件
List<string> supportedExtensions = new() { ".wav", ".ogg" };
DirectoryInfo dir = new(AudioAbsolutePath);
DirectoryInfo dir = new(AudioExtendSettings.Instance.FullAudioResourcePath);
FileInfo[] files = dir.GetFiles().Where(f => supportedExtensions.Contains(f.Extension.ToLower())).ToArray();
int total = files.Length, processed = 0, failed = 0;
@@ -119,32 +116,37 @@ namespace OCES.Audio
importer.ClearSampleSettingOverride("iOS");
AudioImporterSampleSettings settings = importer.defaultSampleSettings;
settings.compressionFormat = AudioCompressionFormat.Vorbis;
settings.compressionFormat = AudioExtendSettings.Instance.compressionFormat;
settings.sampleRateSetting = AudioSampleRateSetting.OverrideSampleRate;
settings.preloadAudioData = audioObject?.Haptic != 0;
switch (category)
{
case AudioCategory.Music:
settings.sampleRateOverride = 44100;
settings.quality = 0.13f;
settings.loadType = duration switch
settings.sampleRateOverride = AudioExtendSettings.Instance.musicSampleRate;
settings.quality = AudioExtendSettings.Instance.musicQuality;
if (duration <= AudioExtendSettings.Instance.decompressThreshold)
{
<= 5 => AudioClipLoadType.DecompressOnLoad,
>= 15 => AudioClipLoadType.Streaming,
_ => AudioClipLoadType.CompressedInMemory,
};
settings.loadType = AudioClipLoadType.DecompressOnLoad;
}else if (duration >= AudioExtendSettings.Instance.streamingThreshold)
{
settings.loadType = AudioClipLoadType.Streaming;
}
else
{
settings.loadType = AudioClipLoadType.CompressedInMemory;
}
break;
case AudioCategory.Voice:
case AudioCategory.SFX:
default:
settings.sampleRateOverride = 22050; // 音效2022.3.62f3没有32kHz这一档,要是有的话这一档其实最合适
settings.quality = 0.5f;
settings.loadType = duration switch
{
>= 15 => AudioClipLoadType.Streaming,
_ => AudioClipLoadType.DecompressOnLoad,
};
settings.sampleRateOverride = AudioExtendSettings.Instance.sfxSampleRate; // 音效2022.3.62f3没有32kHz这一档,要是有的话这一档其实最合适
settings.quality = AudioExtendSettings.Instance.sfxQuality;
settings.loadType = duration >= AudioExtendSettings.Instance.streamingThreshold
? AudioClipLoadType.Streaming
: AudioClipLoadType.DecompressOnLoad;
break;
}
@@ -194,7 +194,7 @@ namespace OCES.Audio
continue;
src.volume = fromVolume;
src.DOFade(0f, duration - elapsed).SetEase(Ease.InSine); //TODO 支持读表
src.DOFade(0f, duration - elapsed).SetEase(AudioExtendSettings.Instance.defaultFadeOutEase); //TODO 支持读表
}
yield return null;
}
@@ -236,7 +236,7 @@ namespace OCES.Audio
if (DOTween.IsTweening(src))
continue;
src.volume = 0f;
src.DOFade(1f, duration - elapsed).SetEase(Ease.OutSine); //TODO 支持读表
src.DOFade(1f, duration - elapsed).SetEase(AudioExtendSettings.Instance.defaultFadeInEase); //TODO 支持读表
}
yield return null;
@@ -342,7 +342,7 @@ namespace OCES.Audio
// AudioClip clip = Resources.Load<AudioClip>($"Audios/{segment.Name}");
AudioClip clip = null;
AudioSystem.Instance.ResourceLoader.LoadAsync<AudioClip>($"Audios/{segment.Name}", loadedClip =>
AudioSystem.Instance.ResourceLoader.LoadAsync<AudioClip>($"{AudioExtendSettings.Instance.audioResourcePath}/{segment.Name}", loadedClip =>
{
clip = loadedClip;
});
@@ -16,7 +16,9 @@ namespace OCES.Audio
{
foreach (MusicSegment segment in this.m_musicSegmentInfos.Values)
{
AudioClip clip = AudioSystem.Instance.ResourceLoader.LoadSync<AudioClip>($"Audios/{segment.Name}");
AudioClip clip =
AudioSystem.Instance.ResourceLoader.LoadSync<AudioClip>(
$"{AudioExtendSettings.Instance.audioResourcePath}/{segment.Name}");
if (!clip)
{
Debug.LogError($"[MusicSegmentConfig] 音频文件未找到: {segment.Name}, SegmentId: {segment.Id}");
@@ -14,9 +14,7 @@ namespace OCES.Audio
public class SfxSystem : MonoBehaviour
{
public UnityEngine.UI.Text audioSystemTextBox;
const int k_maxGlobalConcurrent = 128;
//记录某个 AudioObject 最近一次触发播放的时刻,用于 MinInterval 节流判断,是"上次什么时候播过"。
readonly Dictionary<uint, double> m_lastPlayTime = new();
readonly Dictionary<uint, int> m_clipConcurrentCount = new();
@@ -78,11 +76,11 @@ namespace OCES.Audio
this.m_pitchStepResolver = new PitchStepResolver();
this.m_volumeStepResolver = new VolumeStepResolver();
AudioMixerGroup[] sfx = Find("Master/Regular/SFX");
AudioMixerGroup[] sfx = Find(AudioExtendSettings.Instance.sfxGroupPath);
if (sfx.Length > 0) this.m_sfxGroup = sfx[0];
AudioMixerGroup[] voice = Find("Master/Regular/Voice");
AudioMixerGroup[] voice = Find(AudioExtendSettings.Instance.voiceGroupPath);
if (voice.Length > 0) this.m_voiceGroup = voice[0];
AudioMixerGroup[] accentSfx = Find("Master/SFX_Accent");
AudioMixerGroup[] accentSfx = Find(AudioExtendSettings.Instance.accentSfxGroupPath);
if (accentSfx.Length > 0) this.m_accentSfxGroup = accentSfx[0];
return;
@@ -224,7 +222,8 @@ namespace OCES.Audio
}
// 第四层:全局并发控制
if (this.m_activeSounds.Count >= k_maxGlobalConcurrent)
//从Unity原生Audio Settings中读取最大发音数限制
if (this.m_activeSounds.Count >= AudioSettings.GetConfiguration().numVirtualVoices)
{
this.m_tempLowerPriority.Clear();
foreach (ActiveSound activeSound in this.m_activeSounds)
@@ -405,7 +404,9 @@ namespace OCES.Audio
bool SetupSource(AudioSource source, ActiveSound activeSound, int clipIndex = 0)
{
AudioObject audioObject = activeSound.AudioObject;
AudioClip clip = AudioSystem.Instance.ResourceLoader.LoadSync<AudioClip>($"Audios/{audioObject.Name[clipIndex]}");
AudioClip clip =
AudioSystem.Instance.ResourceLoader.LoadSync<AudioClip>(
$"{AudioExtendSettings.Instance.audioResourcePath}/{audioObject.Name[clipIndex]}");
if (!clip)
{
Debug.LogError($"音频文件未找到:{audioObject.Name[clipIndex]}");
+35
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@@ -0,0 +1,35 @@
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
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m_Enabled: 1
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m_Script: {fileID: 11500000, guid: 79becf8778e048058fe7cc1f3a5e021b, type: 3}
m_Name: AudioExtendSettings
m_EditorClassIdentifier:
audioConfigPath: AudioData
audioResourcePath: Audios
audioMixerPath: Audios/Master
sfxGroupPath: Master/Regular/SFX
voiceGroupPath: Master/Regular/Voice
accentSfxGroupPath: Master/SFX_Accent
musicGroupPath: Master/Regular/Music
ambienceGroupPath: Master/Regular/SFX/Ambience
lowpassParamName: LowpassFreq
lowpassEnabledCutoff: 440
lowpassDisabledCutoff: 22000
lowpassTweenDuration: 0.2
compressionFormat: 1
sfxSampleRate: 22050
musicSampleRate: 44100
musicQuality: 0.13
sfxQuality: 0.5
decompressThreshold: 5
streamingThreshold: 15
defaultFadeOutEase: 2
defaultFadeInEase: 3
@@ -0,0 +1,8 @@
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