feature: change playing sound property

This commit is contained in:
2026-04-23 19:32:06 +08:00
parent e0ab4e4f7e
commit 769f5f3d2e
5 changed files with 242 additions and 43 deletions
+53 -43
View File
@@ -271,7 +271,7 @@ MonoBehaviour:
m_HorizontalOverflow: 0
m_VerticalOverflow: 0
m_LineSpacing: 1
m_Text: Disable Lowpass
m_Text: Reset Pitch
--- !u!222 &351150078
CanvasRenderer:
m_ObjectHideFlags: 0
@@ -967,9 +967,9 @@ GameObject:
- component: {fileID: 876276286}
- component: {fileID: 876276285}
- component: {fileID: 876276284}
- component: {fileID: 876276283}
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m_Layer: 5
m_Name: LowpassEnable
m_Name: TestButton
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@@ -995,21 +995,6 @@ RectTransform:
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 160, y: 30}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &876276283
MonoBehaviour:
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m_Name:
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enableLowpass: 1
buttonText: {fileID: 1985546676}
--- !u!114 &876276284
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -1054,14 +1039,14 @@ MonoBehaviour:
m_OnClick:
m_PersistentCalls:
m_Calls:
- m_Target: {fileID: 2093584670}
m_TargetAssemblyTypeName: OCES.Audio.AudioSystem, Assembly-CSharp
m_MethodName: Play
m_Mode: 3
- m_Target: {fileID: 876276287}
m_TargetAssemblyTypeName: SetPropertyBind, Assembly-CSharp
m_MethodName: SetPitch
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 11
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
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@@ -1104,6 +1089,20 @@ CanvasRenderer:
m_PrefabAsset: {fileID: 0}
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m_CullTransparentMesh: 1
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m_Name:
m_EditorClassIdentifier:
inputField: {fileID: 1490886059}
targetValue: 0
--- !u!1 &1013617498
GameObject:
m_ObjectHideFlags: 0
@@ -2559,7 +2558,7 @@ MonoBehaviour:
m_HorizontalOverflow: 0
m_VerticalOverflow: 0
m_LineSpacing: 1
m_Text: Enable Lowpass
m_Text: Set Pitch
--- !u!222 &1985546677
CanvasRenderer:
m_ObjectHideFlags: 0
@@ -2672,9 +2671,9 @@ GameObject:
- component: {fileID: 1989157237}
- component: {fileID: 1989157236}
- component: {fileID: 1989157235}
- component: {fileID: 1989157234}
- component: {fileID: 1989157238}
m_Layer: 5
m_Name: LowpassDisable
m_Name: TestButton
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
@@ -2700,21 +2699,6 @@ RectTransform:
m_AnchoredPosition: {x: 0, y: 0}
m_SizeDelta: {x: 160, y: 30}
m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &1989157234
MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 2ce47fe7df364a8fa37501256e5b5155, type: 3}
m_Name:
m_EditorClassIdentifier:
targetGameState: 0
enableLowpass: 0
buttonText: {fileID: 351150077}
--- !u!114 &1989157235
MonoBehaviour:
m_ObjectHideFlags: 0
@@ -2758,7 +2742,19 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1989157236}
m_OnClick:
m_PersistentCalls:
m_Calls: []
m_Calls:
- m_Target: {fileID: 1989157238}
m_TargetAssemblyTypeName: SetPropertyBind, Assembly-CSharp
m_MethodName: ResetPitch
m_Mode: 1
m_Arguments:
m_ObjectArgument: {fileID: 0}
m_ObjectArgumentAssemblyTypeName: UnityEngine.Object, UnityEngine
m_IntArgument: 0
m_FloatArgument: 0
m_StringArgument:
m_BoolArgument: 0
m_CallState: 2
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MonoBehaviour:
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@@ -2797,6 +2793,20 @@ CanvasRenderer:
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m_Name:
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inputField: {fileID: 1490886059}
targetValue: 0
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GameObject:
m_ObjectHideFlags: 0
@@ -2827,7 +2837,7 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: 5ce1f814dd5d46d48bc33c18ba11c44c, type: 3}
m_Name:
m_EditorClassIdentifier:
startWithMusic: 1
startWithMusic: 0
logLevel: 0
--- !u!4 &2093584671
Transform:
@@ -179,6 +179,92 @@ namespace OCES.Audio
this.m_sfxSystem.Stop(audioId);
}
/// <summary>
/// 设置指定音频ID的音量
/// </summary>
/// <param name="audioId">音频ID</param>
/// <param name="targetVolume">目标音量 (0.0 - 1.0)</param>
public void SetVolume(uint audioId, float targetVolume)
{
if (targetVolume is < 0 or > 1)
{
Debug.LogWarning($"[AudioSystem] Volume '{targetVolume}' is out of range [0, 1].");
return;
}
this.m_sfxSystem.SetVolume(audioId, targetVolume);
}
/// <summary>
/// 设置指定音频ID的音量
/// </summary>
/// <param name="audioId">音频ID</param>
/// <param name="targetVolume">目标音量 (0.0 - 1.0)</param>
public void SetVolume(int audioId, float targetVolume)
{
SetVolume((uint)audioId, targetVolume);
}
/// <summary>
/// 设置指定音频ID的音高
/// </summary>
/// <param name="audioId">音频ID</param>
/// <param name="targetPitch">目标音高 (通常 1.0 为正常音高, -3 ~ 3)</param>
public void SetPitch(uint audioId, float targetPitch)
{
if (targetPitch is < -3 or > 3)
{
Debug.LogWarning($"[AudioSystem] Pitch '{targetPitch}' is out of range [-3, 3].");
return;
}
this.m_sfxSystem.SetPitch(audioId, targetPitch);
}
/// <summary>
/// 设置指定音频ID的音高
/// </summary>
/// <param name="audioId">音频ID</param>
/// <param name="targetPitch">目标音高 (通常 1.0 为正常音高)</param>
public void SetPitch(int audioId, float targetPitch)
{
SetPitch((uint)audioId, targetPitch);
}
/// <summary>
/// 重置指定音频ID的音量为默认值
/// </summary>
/// <param name="audioId">音频ID</param>
public void ResetVolume(uint audioId)
{
this.m_sfxSystem.ResetVolume(audioId);
}
/// <summary>
/// 重置指定音频ID的音量为默认值
/// </summary>
/// <param name="audioId">音频ID</param>
public void ResetVolume(int audioId)
{
ResetVolume((uint)audioId);
}
/// <summary>
/// 重置指定音频ID的音高为默认值
/// </summary>
/// <param name="audioId">音频ID</param>
public void ResetPitch(uint audioId)
{
this.m_sfxSystem.ResetPitch(audioId);
}
/// <summary>
/// 重置指定音频ID的音高为默认值
/// </summary>
/// <param name="audioId">音频ID</param>
public void ResetPitch(int audioId)
{
ResetPitch((uint)audioId);
}
// ─────────────────────────────────────────────
// 初始化
// ─────────────────────────────────────────────
@@ -99,6 +99,62 @@ namespace OCES.Audio
}
}
internal void SetVolume(uint audioId, float targetVolume)
{
List<ActiveSound> targets = this.m_activeSounds.FindAll(activeSound => activeSound.AudioObject.Id == audioId);
foreach (ActiveSound target in targets)
{
target.Volume = targetVolume;
if (target.Source)
{
target.Source.volume = targetVolume;
}
}
}
internal void SetPitch(uint audioId, float targetPitch)
{
List<ActiveSound> targets = this.m_activeSounds.FindAll(activeSound => activeSound.AudioObject.Id == audioId);
foreach (ActiveSound target in targets)
{
target.Pitch = targetPitch;
if (target.Source)
{
target.Source.pitch = targetPitch;
}
}
}
internal void ResetVolume(uint audioId)
{
double now = Time.realtimeSinceStartupAsDouble * 1000.0;
List<ActiveSound> targets = this.m_activeSounds.FindAll(activeSound => activeSound.AudioObject.Id == audioId);
foreach (ActiveSound target in targets)
{
float defaultVolume = this.m_volumeStepResolver.ResolveVolume(target.AudioObject, now);
target.Volume = defaultVolume;
if (target.Source)
{
target.Source.volume = defaultVolume;
}
}
}
internal void ResetPitch(uint audioId)
{
double now = Time.realtimeSinceStartupAsDouble * 1000.0;
List<ActiveSound> targets = this.m_activeSounds.FindAll(activeSound => activeSound.AudioObject.Id == audioId);
foreach (ActiveSound target in targets)
{
float defaultPitch = this.m_pitchStepResolver.ResolvePitch(target.AudioObject, now);
target.Pitch = defaultPitch;
if (target.Source != null)
{
target.Source.pitch = defaultPitch;
}
}
}
// ─────────────────────────────────────────────
// 节流 & 调度入口
// ─────────────────────────────────────────────
+36
View File
@@ -0,0 +1,36 @@
using System.Collections;
using System.Collections.Generic;
using OCES.Audio;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
public class SetPropertyBind : MonoBehaviour
{
public InputField inputField;
public float targetValue;
public void SetVolume()
{
uint.TryParse(this.inputField.text, out uint audioId);
AudioSystem.Instance.SetVolume(audioId, this.targetValue);
}
public void SetPitch()
{
uint.TryParse(this.inputField.text, out uint audioId);
AudioSystem.Instance.SetPitch(audioId, this.targetValue);
}
public void ResetVolume()
{
uint.TryParse(this.inputField.text, out uint audioId);
AudioSystem.Instance.ResetVolume(audioId);
}
public void ResetPitch()
{
uint.TryParse(this.inputField.text, out uint audioId);
AudioSystem.Instance.ResetPitch(audioId);
}
}
@@ -0,0 +1,11 @@
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