refactor: use PlayDelayed API for audio delay and add Stop by ID support
- Replace PlayAfterDelay coroutine with AudioSource.PlayDelayed - Add Stop(audioId) public API - Add startWithMusic toggle - Clean up namespace and debug macros
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@@ -66,6 +66,7 @@ public static class AudioObjectDefinitions
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{ "Chinese Number 08", 49 },
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{ "Chinese Number 09", 49 },
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{ "Chinese Number 10", 49 },
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{ "Japanese Number 02", 51 },
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{ "Bar", 52 },
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{ "Beat", 53 },
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{ "Grid", 54 },
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@@ -104,6 +105,7 @@ public static class AudioObjectDefinitions
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{ "au_sfx_ui_button_corePlay_clear_cloud2", 70 },
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{ "au_sfx_ui_button_corePlay_clear_cloud3", 70 },
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{ "sfx_notice_test", 71 },
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{ "Spanish Number 03", 73 },
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};
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public static readonly HashSet<string> AmbiguousNames = new()
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@@ -10,8 +10,12 @@ namespace OCES.Audio
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public class AudioSystem : MonoBehaviour
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{
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public static AudioSystem Instance { get; private set; }
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public bool startWithMusic;
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public ConsoleLogLevel logLevel;
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// ReSharper disable once MemberCanBePrivate.Global
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public IReadOnlyDictionary<Type, Enum> ActiveStates { get; private set; }
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public enum ConsoleLogLevel { Off, Log, Warning, Error } //TODO 实现这个功能
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const string k_audioConfigPath = "AudioData";
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const string k_audioResourcePath = "Audios";
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@@ -170,6 +174,11 @@ namespace OCES.Audio
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}
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}
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public void Stop(uint audioId)
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{
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this.m_sfxSystem.Stop(audioId);
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}
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// ─────────────────────────────────────────────
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// 初始化
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// ─────────────────────────────────────────────
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@@ -244,7 +253,10 @@ 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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if (this.startWithMusic)
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{
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SetState(GameState.Home);
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}
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}
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AudioObject ResolveSwitchContainer(AudioObject switchContainer)
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@@ -12,9 +12,9 @@ namespace OCES.Audio
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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 int BaseTimeSamples; // 读取Source Segment 的 timeSamples
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public double BaseDspTime; // 读取Source Segment 的 dspTime
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public int SampleRate; // Source Segment 的采样率
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public bool Ready;
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}
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@@ -107,9 +107,9 @@ namespace OCES.Audio
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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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if (newSource && newSource.clip)
|
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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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// 计算从读取Source Segment 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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@@ -2,7 +2,6 @@ using System;
|
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using System.Collections;
|
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using System.Collections.Generic;
|
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using System.Linq;
|
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using OCES.Audio.HandWritten;
|
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using OCES.Haptic;
|
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using UnityEngine;
|
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using UnityEngine.Audio;
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@@ -37,7 +36,7 @@ namespace OCES.Audio
|
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PitchStepResolver m_pitchStepResolver;
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VolumeStepResolver m_volumeStepResolver;
|
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|
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#if UNITY_EDITOR
|
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
|
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void Update()
|
||||
{
|
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Editor.DebugInfoCollector.Instance.ActiveSounds = this.m_activeSounds;
|
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@@ -91,6 +90,15 @@ namespace OCES.Audio
|
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AudioMixerGroup[] Find(string path) => mixer.FindMatchingGroups(path);
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}
|
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internal void Stop(uint audioId)
|
||||
{
|
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List<ActiveSound> stopTargets = this.m_activeSounds.FindAll(activeSound => activeSound.AudioObject.Id == audioId);
|
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foreach (ActiveSound stopTarget in stopTargets)
|
||||
{
|
||||
StopSound(stopTarget);
|
||||
}
|
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}
|
||||
|
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// ─────────────────────────────────────────────
|
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// 节流 & 调度入口
|
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// ─────────────────────────────────────────────
|
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@@ -198,15 +206,6 @@ namespace OCES.Audio
|
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StartTime = Time.realtimeSinceStartupAsDouble,
|
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};
|
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|
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if (audioObject.InitialDelay > 0)
|
||||
{
|
||||
this.m_activeSounds.Add(active);
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IncrementClipCount(audioObject.Id);
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active.Coroutine = StartCoroutine(PlayAfterDelay(active, audioObject));
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return;
|
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}
|
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|
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ExecutePlay(active);
|
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}
|
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|
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@@ -216,6 +215,10 @@ namespace OCES.Audio
|
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IEnumerator PlayContainerContinuous(AudioSource source, AudioObject audioObject, ActiveSound chainActive, int startIndex)
|
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{
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bool isRandom = audioObject.ContainerType == ContainerType.Random;
|
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if (chainActive.AudioObject.InitialDelay > 0)
|
||||
{
|
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chainActive.State = ActiveSoundState.Pending;
|
||||
}
|
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|
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// 初始化 Random 模式的辅助结构
|
||||
List<int> remainingPool = isRandom ? new List<int>(Enumerable.Range(0, audioObject.Name.Count)) : null;
|
||||
@@ -241,7 +244,15 @@ namespace OCES.Audio
|
||||
yield break;
|
||||
}
|
||||
|
||||
StartPlayback(source);
|
||||
if (chainActive.State == ActiveSoundState.Pending)
|
||||
{
|
||||
chainActive.State = ActiveSoundState.Playing;
|
||||
StartPlayback(source, audioObject.InitialDelay);
|
||||
}
|
||||
else
|
||||
{
|
||||
StartPlayback(source);
|
||||
}
|
||||
|
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yield return new WaitWhile(() => source.isPlaying);
|
||||
|
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@@ -266,20 +277,14 @@ namespace OCES.Audio
|
||||
}
|
||||
}
|
||||
}
|
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static void StartPlayback(AudioSource source)
|
||||
static void StartPlayback(AudioSource source, float delay = 0f)
|
||||
{
|
||||
source.Play();
|
||||
if (delay > 0f)
|
||||
source.PlayDelayed(delay);
|
||||
else
|
||||
source.Play();
|
||||
}
|
||||
|
||||
IEnumerator PlayAfterDelay(ActiveSound active, AudioObject audioObject)
|
||||
{
|
||||
Debug.Log($"Delaying for {audioObject.InitialDelay} second(s).");
|
||||
yield return new WaitForSeconds(audioObject.InitialDelay);
|
||||
|
||||
if (!this.m_activeSounds.Contains(active)) yield break;
|
||||
|
||||
ExecutePlay(active, isRegistered: true);
|
||||
}
|
||||
|
||||
// ─────────────────────────────────────────────
|
||||
// 工具方法
|
||||
@@ -373,7 +378,7 @@ namespace OCES.Audio
|
||||
IncrementClipCount(activeSound.AudioObject.Id);
|
||||
}
|
||||
|
||||
if (activeSound.AudioObject.ContainerType == ContainerType.Blend)
|
||||
if (activeSound.AudioObject.ContainerType == ContainerType.Blend && activeSound.AudioObject.Haptic > 0)
|
||||
{
|
||||
Debug.LogWarning($"[Haptic System] Blend container {activeSound.AudioObject.Id} should not have haptic feedback!");
|
||||
}
|
||||
@@ -414,7 +419,7 @@ namespace OCES.Audio
|
||||
continue;
|
||||
}
|
||||
|
||||
StartPlayback(source);
|
||||
StartPlayback(source, audioObject.InitialDelay);
|
||||
RegisterActiveSound(child, source);
|
||||
}
|
||||
|
||||
@@ -466,7 +471,7 @@ namespace OCES.Audio
|
||||
return;
|
||||
}
|
||||
|
||||
StartPlayback(sourceSingle);
|
||||
StartPlayback(sourceSingle, active.AudioObject.InitialDelay);
|
||||
RegisterActiveSound(active, sourceSingle, isRegistered);
|
||||
}
|
||||
IEnumerator RemoveWhenFinished(ActiveSound active)
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace OCES.Audio.HandWritten
|
||||
namespace OCES.Audio
|
||||
{
|
||||
public class VolumeStepResolver
|
||||
{
|
||||
|
||||
@@ -16,6 +16,12 @@ public class PlaySoundBind : MonoBehaviour
|
||||
AudioSystem.Instance.Play(audioId);
|
||||
}
|
||||
|
||||
public void StopSound()
|
||||
{
|
||||
uint.TryParse(this.inputField.text, out uint audioId);
|
||||
AudioSystem.Instance.Stop(audioId);
|
||||
}
|
||||
|
||||
public void PlaySoundOnTrigger()
|
||||
{
|
||||
uint.TryParse(this.inputField.text, out uint audioId);
|
||||
|
||||
Reference in New Issue
Block a user