feat: AudioSettings 独立出配置文件,而不是零散在代码各处。
This commit is contained in:
@@ -2883,6 +2883,7 @@ MonoBehaviour:
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startWithMusic: 1
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startMusicWith: 0
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logLevel: 0
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extendSettings: {fileID: 11400000, guid: de80878c933394e2da0966a1466fd793, type: 2}
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--- !u!4 &2093584671
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Transform:
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m_ObjectHideFlags: 0
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@@ -0,0 +1,71 @@
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using UnityEngine;
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using System.IO;
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namespace OCES.Audio
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{
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/// <summary>
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/// 音频系统扩展配置,集中管理所有路径和可调参数。
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/// 资产位置:Assets/Settings/AudioExtendSettings.asset
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/// 编辑入口:Project Settings > Audio Extend
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/// 运行时注入:AudioSystem.Awake() 将 Inspector 引用注入 _instance
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/// </summary>
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public class AudioExtendSettings : ScriptableObject
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{
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// ========== Resource Paths ==========
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[Header("Resource Paths")]
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[Tooltip("Resources 子目录:音频配置文件(.bytes)")]
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public string audioConfigPath = "AudioData";
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[Tooltip("Resources 子目录:音频资源文件(.wav/.ogg)")]
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public string audioResourcePath = "Audios";
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[Tooltip("Resources 路径:AudioMixer 资产")]
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public string audioMixerPath = "Audios/Master";
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// ========== AudioMixer Group Paths ==========
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[Header("AudioMixer Groups")]
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public string sfxGroupPath = "Master/Regular/SFX";
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public string voiceGroupPath = "Master/Regular/Voice";
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public string accentSfxGroupPath = "Master/SFX_Accent";
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public string musicGroupPath = "Master/Regular/Music";
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public string ambienceGroupPath = "Master/Regular/SFX/Ambience";
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// ========== AudioMixer Parameters ==========
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[Header("Lowpass Filter")]
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public string lowpassParamName = "LowpassFreq";
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public float lowpassEnabledCutoff = 440f;
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public float lowpassDisabledCutoff = 22000f;
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public float lowpassTweenDuration = 0.2f;
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// ========== Audio Import ==========
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[Header("Audio Import Settings")]
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public AudioCompressionFormat compressionFormat = AudioCompressionFormat.Vorbis;
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public uint sfxSampleRate = 22050;
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public uint musicSampleRate = 44100;
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public float musicQuality = 0.13f;
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public float sfxQuality = 0.5f;
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public float decompressThreshold = 5f; // ≤ 此值 → DecompressOnLoad
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public float streamingThreshold = 15f; // ≥ 此值 → Streaming
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// ========== Fade ==========
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[Header("Fade")]
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public DG.Tweening.Ease defaultFadeOutEase = DG.Tweening.Ease.InSine;
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public DG.Tweening.Ease defaultFadeInEase = DG.Tweening.Ease.OutSine;
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// ── Singleton ──
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public static AudioExtendSettings Instance { get; internal set; }
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// 便利属性:拼接完整路径
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public string FullAudioResourcePath
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{
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get { return Path.Combine(Application.dataPath, "Resources", this.audioResourcePath); }
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}
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public string FullAudioConfigPath
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{
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get { return Path.Combine(Application.dataPath, "Resources", this.audioConfigPath); }
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 79becf8778e048058fe7cc1f3a5e021b
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timeCreated: 1778750086
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@@ -20,8 +20,7 @@ namespace OCES.Audio
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internal ResourceLoader ResourceLoader;
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const string k_audioConfigPath = "AudioData";
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const string k_audioResourcePath = "Audios";
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[SerializeField] AudioExtendSettings extendSettings;
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SfxSystem m_sfxSystem;
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MusicSystem m_musicSystem;
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@@ -99,14 +98,16 @@ namespace OCES.Audio
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public void SetLowpass(bool enable)
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{
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float target = enable ? 440f : 22000f;
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float target = enable
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? AudioExtendSettings.Instance.lowpassEnabledCutoff
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: AudioExtendSettings.Instance.lowpassDisabledCutoff;
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// Kill existing tween to avoid stacking
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if (this.m_lowpassTween != null && this.m_lowpassTween.IsActive())
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this.m_lowpassTween.Kill();
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// Get current value as start
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if (!this.m_mixer.GetFloat("LowpassFreq", out float current))
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if (!this.m_mixer.GetFloat(AudioExtendSettings.Instance.lowpassParamName, out float current))
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current = target;
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float startLog = Mathf.Log10(current);
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@@ -118,10 +119,10 @@ namespace OCES.Audio
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{
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startLog = x;
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float value = Mathf.Pow(10f, startLog);
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this.m_mixer.SetFloat("LowpassFreq", value);
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this.m_mixer.SetFloat(AudioExtendSettings.Instance.lowpassParamName, value);
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},
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endLog,
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0.2f // duration in seconds
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AudioExtendSettings.Instance.lowpassTweenDuration // duration in seconds
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).SetEase(Ease.OutCubic);
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}
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@@ -275,6 +276,8 @@ namespace OCES.Audio
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void Awake()
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{
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AudioExtendSettings.Instance = this.extendSettings;
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if ((bool)Instance && Instance != this)
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{
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Destroy(gameObject);
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@@ -285,27 +288,29 @@ namespace OCES.Audio
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this.ResourceLoader = gameObject.AddComponent<ResourceLoader>();
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this.m_mixer = this.ResourceLoader.LoadSync<AudioMixer>("Audios/Master");
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string audioConfigPath = AudioExtendSettings.Instance.audioConfigPath;
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this.m_mixer = this.ResourceLoader.LoadSync<AudioMixer>(AudioExtendSettings.Instance.audioMixerPath);
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// ── SFX 调度器 ──
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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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AudioSourcePool sfxPool = new(sfxPoolRoot.transform);
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this.m_sfxSystem = gameObject.AddComponent<SfxSystem>();
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this.m_audioObjects = AudioConfigLoader.Load<AudioObjectConfig>($"{k_audioConfigPath}/AudioObject");
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this.m_audioObjects = AudioConfigLoader.Load<AudioObjectConfig>($"{audioConfigPath}/AudioObject");
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this.m_audioObjects.PreParseSwitchMappings();
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this.m_groups = AudioConfigLoader.Load<AudioGroupConfig>($"{k_audioConfigPath}/AudioGroup");
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this.m_sfxSystem.Initialize(this.m_groups, this.m_mixer, sfxPool); // 传入 pool
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this.m_groups = AudioConfigLoader.Load<AudioGroupConfig> ($"{audioConfigPath}/AudioGroup");
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this.m_sfxSystem.Initialize(this.m_groups, this.m_mixer, sfxPool);
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// ── 音乐与环境音系统 ──
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var segments = AudioConfigLoader.Load<MusicSegmentConfig>($"{k_audioConfigPath}/MusicSegment");
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var containers = AudioConfigLoader.Load<MusicContainerConfig>($"{k_audioConfigPath}/MusicContainer");
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var musicPaths = AudioConfigLoader.Load<MusicPathConfig>($"{k_audioConfigPath}/MusicPath");
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var ambiencePaths = AudioConfigLoader.Load<AmbiencePathConfig>($"{k_audioConfigPath}/AmbiencePath");
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var musicTransitions = AudioConfigLoader.Load<MusicTransitionConfig>($"{k_audioConfigPath}/MusicTransition");
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var ambienceTransitions = AudioConfigLoader.Load<AmbienceTransitionConfig>($"{k_audioConfigPath}/AmbienceTransition");
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var segments = AudioConfigLoader.Load<MusicSegmentConfig> ($"{audioConfigPath}/MusicSegment");
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var containers = AudioConfigLoader.Load<MusicContainerConfig> ($"{audioConfigPath}/MusicContainer");
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var musicPaths = AudioConfigLoader.Load<MusicPathConfig> ($"{audioConfigPath}/MusicPath");
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var ambiencePaths = AudioConfigLoader.Load<AmbiencePathConfig> ($"{audioConfigPath}/AmbiencePath");
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var musicTransitions = AudioConfigLoader.Load<MusicTransitionConfig> ($"{audioConfigPath}/MusicTransition");
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var ambienceTransitions = AudioConfigLoader.Load<AmbienceTransitionConfig> ($"{audioConfigPath}/AmbienceTransition");
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//运行时数据验证
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segments.Validate();
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@@ -317,12 +322,12 @@ 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/Regular/Music")[0];
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AudioMixerGroup musicGroup = this.m_mixer.FindMatchingGroups(AudioExtendSettings.Instance.musicGroupPath)[0];
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AudioSourcePool musicPool = new(musicPoolRoot.transform, musicGroup);
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GameObject ambiencePoolRoot = new("AmbienceSourcePool");
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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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AudioMixerGroup ambienceGroup = this.m_mixer.FindMatchingGroups(AudioExtendSettings.Instance.ambienceGroupPath)[0];
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AudioSourcePool ambiencePool = new(ambiencePoolRoot.transform, ambienceGroup);
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this.m_musicSystem.Initialize(
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@@ -0,0 +1,60 @@
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using UnityEngine;
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using UnityEditor;
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namespace OCES.Audio.Editor
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{
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static class AudioExtendSettingsProvider
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{
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const string k_assetPath = "Assets/Settings/AudioExtendSettings.asset";
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[SettingsProvider]
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static SettingsProvider Create()
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{
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return new SettingsProvider("Project/Audio Extend", SettingsScope.Project)
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{
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label = "Audio Extend",
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guiHandler = searchContext =>
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{
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var settings = AssetDatabase.LoadAssetAtPath<AudioExtendSettings>(k_assetPath);
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if (settings == null)
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{
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EditorGUILayout.HelpBox(
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$"未找到 AudioExtendSettings.asset\n期望路径: {k_assetPath}",
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MessageType.Warning);
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if (GUILayout.Button("创建默认配置"))
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CreateDefaultAsset();
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return;
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}
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SerializedObject so = new SerializedObject(settings);
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SerializedProperty prop = so.GetIterator();
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prop.NextVisible(true); // 跳过 Script 字段
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EditorGUI.BeginChangeCheck();
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while (prop.NextVisible(false))
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EditorGUILayout.PropertyField(prop, true);
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if (EditorGUI.EndChangeCheck())
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{
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so.ApplyModifiedProperties();
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EditorUtility.SetDirty(settings);
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AssetDatabase.SaveAssets();
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}
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},
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keywords = new[] { "Audio", "SFX", "Music", "Mixer", "Path", "Import" }
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};
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}
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[MenuItem("Tools/Audio/Create AudioExtendSettings Asset")]
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static void CreateDefaultAsset()
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{
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if (!AssetDatabase.IsValidFolder("Assets/Settings"))
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AssetDatabase.CreateFolder("Assets", "Settings");
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var asset = ScriptableObject.CreateInstance<AudioExtendSettings>();
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AssetDatabase.CreateAsset(asset, k_assetPath);
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AssetDatabase.SaveAssets();
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Debug.Log($"[AudioExtend] 已创建默认配置:{k_assetPath}");
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}
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}
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}
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 862f5cacec834b47a75da0d8ba2710f1
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timeCreated: 1778757352
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@@ -9,16 +9,9 @@ namespace OCES.Audio
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public static class AudioImportTool
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{
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const string k_audioResourcePath = "Audios";
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const string k_audioConfigPath = "AudioData";
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static string AudioAbsolutePath
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{
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get { return Path.Combine(Application.dataPath, "Resources", k_audioResourcePath); }
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}
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static string ConfigAbsolutePath
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{
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get { return Path.Combine(Application.dataPath, "Resources", k_audioConfigPath); }
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get { return Path.Combine(Application.dataPath, "Resources", AudioExtendSettings.Instance.audioConfigPath); }
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}
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[MenuItem("Tools/Audio/Apply Audio Import Settings")]
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@@ -26,7 +19,7 @@ namespace OCES.Audio
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{
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if (EditorUtility.DisplayDialog(
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"Apply Audio Import Settings",
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$"将对 {AudioAbsolutePath} 下所有文件重新应用导入设置,确认继续?",
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$"将对 {AudioExtendSettings.Instance.FullAudioResourcePath} 下所有文件重新应用导入设置,确认继续?",
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"确认", "取消"))
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{
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Run();
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@@ -49,8 +42,12 @@ namespace OCES.Audio
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public static void Run()
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{
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// 1. 加载配置表
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var audioObjectConfig = AudioConfigLoader.Load<AudioObjectConfig>(ConfigAbsolutePath, "AudioObject.bytes");
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var musicSegmentConfig = AudioConfigLoader.Load<MusicSegmentConfig>(ConfigAbsolutePath, "MusicSegment.bytes");
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var audioObjectConfig =
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AudioConfigLoader.Load<AudioObjectConfig>(AudioExtendSettings.Instance.FullAudioConfigPath,
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"AudioObject.bytes");
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var musicSegmentConfig =
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AudioConfigLoader.Load<MusicSegmentConfig>(AudioExtendSettings.Instance.FullAudioConfigPath,
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"MusicSegment.bytes");
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if (audioObjectConfig == null || musicSegmentConfig == null)
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{
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Debug.LogError("[AudioImportTool] 配置表加载失败,终止");
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@@ -59,7 +56,7 @@ namespace OCES.Audio
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// 2. 扫描文件
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List<string> supportedExtensions = new() { ".wav", ".ogg" };
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DirectoryInfo dir = new(AudioAbsolutePath);
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DirectoryInfo dir = new(AudioExtendSettings.Instance.FullAudioResourcePath);
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FileInfo[] files = dir.GetFiles().Where(f => supportedExtensions.Contains(f.Extension.ToLower())).ToArray();
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int total = files.Length, processed = 0, failed = 0;
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@@ -119,32 +116,37 @@ namespace OCES.Audio
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importer.ClearSampleSettingOverride("iOS");
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AudioImporterSampleSettings settings = importer.defaultSampleSettings;
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settings.compressionFormat = AudioCompressionFormat.Vorbis;
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settings.compressionFormat = AudioExtendSettings.Instance.compressionFormat;
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settings.sampleRateSetting = AudioSampleRateSetting.OverrideSampleRate;
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settings.preloadAudioData = audioObject?.Haptic != 0;
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switch (category)
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{
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case AudioCategory.Music:
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settings.sampleRateOverride = 44100;
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settings.quality = 0.13f;
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settings.loadType = duration switch
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settings.sampleRateOverride = AudioExtendSettings.Instance.musicSampleRate;
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settings.quality = AudioExtendSettings.Instance.musicQuality;
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if (duration <= AudioExtendSettings.Instance.decompressThreshold)
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{
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<= 5 => AudioClipLoadType.DecompressOnLoad,
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>= 15 => AudioClipLoadType.Streaming,
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_ => AudioClipLoadType.CompressedInMemory,
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};
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settings.loadType = AudioClipLoadType.DecompressOnLoad;
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}else if (duration >= AudioExtendSettings.Instance.streamingThreshold)
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{
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settings.loadType = AudioClipLoadType.Streaming;
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}
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else
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{
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settings.loadType = AudioClipLoadType.CompressedInMemory;
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}
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break;
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case AudioCategory.Voice:
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case AudioCategory.SFX:
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default:
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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
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settings.quality = 0.5f;
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settings.loadType = duration switch
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{
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>= 15 => AudioClipLoadType.Streaming,
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_ => AudioClipLoadType.DecompressOnLoad,
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};
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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
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settings.quality = AudioExtendSettings.Instance.sfxQuality;
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settings.loadType = duration >= AudioExtendSettings.Instance.streamingThreshold
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? AudioClipLoadType.Streaming
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: AudioClipLoadType.DecompressOnLoad;
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break;
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}
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@@ -194,7 +194,7 @@ namespace OCES.Audio
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continue;
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src.volume = fromVolume;
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src.DOFade(0f, duration - elapsed).SetEase(Ease.InSine); //TODO 支持读表
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src.DOFade(0f, duration - elapsed).SetEase(AudioExtendSettings.Instance.defaultFadeOutEase); //TODO 支持读表
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}
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yield return null;
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}
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@@ -236,7 +236,7 @@ namespace OCES.Audio
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if (DOTween.IsTweening(src))
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continue;
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src.volume = 0f;
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src.DOFade(1f, duration - elapsed).SetEase(Ease.OutSine); //TODO 支持读表
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src.DOFade(1f, duration - elapsed).SetEase(AudioExtendSettings.Instance.defaultFadeInEase); //TODO 支持读表
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}
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yield return null;
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@@ -342,7 +342,7 @@ namespace OCES.Audio
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// AudioClip clip = Resources.Load<AudioClip>($"Audios/{segment.Name}");
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AudioClip clip = null;
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AudioSystem.Instance.ResourceLoader.LoadAsync<AudioClip>($"Audios/{segment.Name}", loadedClip =>
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AudioSystem.Instance.ResourceLoader.LoadAsync<AudioClip>($"{AudioExtendSettings.Instance.audioResourcePath}/{segment.Name}", loadedClip =>
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{
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clip = loadedClip;
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});
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@@ -16,7 +16,9 @@ namespace OCES.Audio
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{
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foreach (MusicSegment segment in this.m_musicSegmentInfos.Values)
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{
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AudioClip clip = AudioSystem.Instance.ResourceLoader.LoadSync<AudioClip>($"Audios/{segment.Name}");
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AudioClip clip =
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AudioSystem.Instance.ResourceLoader.LoadSync<AudioClip>(
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$"{AudioExtendSettings.Instance.audioResourcePath}/{segment.Name}");
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if (!clip)
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{
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Debug.LogError($"[MusicSegmentConfig] 音频文件未找到: {segment.Name}, SegmentId: {segment.Id}");
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@@ -15,8 +15,6 @@ namespace OCES.Audio
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{
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public UnityEngine.UI.Text audioSystemTextBox;
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const int k_maxGlobalConcurrent = 128;
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//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"。
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readonly Dictionary<uint, double> m_lastPlayTime = new();
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readonly Dictionary<uint, int> m_clipConcurrentCount = new();
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@@ -78,11 +76,11 @@ namespace OCES.Audio
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this.m_pitchStepResolver = new PitchStepResolver();
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this.m_volumeStepResolver = new VolumeStepResolver();
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AudioMixerGroup[] sfx = Find("Master/Regular/SFX");
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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]}");
|
||||
|
||||
@@ -0,0 +1,35 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
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 @@
|
||||
fileFormatVersion: 2
|
||||
guid: de80878c933394e2da0966a1466fd793
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user