feat: implement audio object definitions and refactor audio system
- Add AudioObjectDefinitions.cs with name-to-ID mappings and ambiguity detection - Update AudioSystem.cs to support Play(uint) and deprecated Play(string) with warnings - Rename PitchStepManager to PitchStepResolver and update all references - Refactor generated code to use 'this.' prefix and foreach loops - Remove TestEnum from audio enums and IDs - Update SampleScene.unity to use new AudioSystem namespace and rain sound parameter - Optimize binary serialization in generated audio classes
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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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public class PitchStepResolver
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{
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readonly Dictionary<uint, int> m_pitchStepCounts = new();
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readonly Dictionary<uint, double> m_pitchStepLastTime = new();
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internal float ResolvePitch(AudioObject audioObject, double time)
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{
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if (audioObject.PitchStep == 0 || audioObject.PitchStepThreshold == 0) //没配置PitchStep
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{
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return 1f;
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}
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// 超时了,或者没播过
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if (!this.m_pitchStepLastTime.TryGetValue(audioObject.Id, out double lastPitchStepTime)
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|| time - lastPitchStepTime > audioObject.PitchStepThreshold)
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{
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this.m_pitchStepCounts[audioObject.Id] = 0;
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this.m_pitchStepLastTime[audioObject.Id] = time;
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return 1f;
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}
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//命中了
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int pitchStepCount = this.m_pitchStepCounts[audioObject.Id];
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pitchStepCount = this.m_pitchStepCounts[audioObject.Id] = Mathf.Min(pitchStepCount + 1, audioObject.PitchStepLimit);
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this.m_pitchStepLastTime[audioObject.Id] = time;
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return Mathf.Pow(2, audioObject.PitchStep * pitchStepCount / 12f);
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}
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}
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}
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