feat: add PlayOnTrigger for music-synced audio playback

- Add PlayOnTrigger method to AudioSystem for scheduling audio playback on music sync events (beat/bar/grid)
- Rename ButtonInvoker to SetStateBind for better clarity
- Update PlaySoundBind to support both direct playback and trigger-based playback with callback flags
- Add CallbackFlags enum (MusicSyncBeat, MusicSyncBar, MusicSyncGrid)
- Update Metronome demo to use new callback flag naming convention
- Add test audio file sfx_notice_test.wav
- Update scene UI to demonstrate PlayOnTrigger functionality
This commit is contained in:
2026-04-16 14:39:58 +08:00
parent a4e6e6eccb
commit 91f1b18771
11 changed files with 102 additions and 127 deletions
@@ -103,6 +103,7 @@ public static class AudioObjectDefinitions
{ "au_sfx_ui_button_corePlay_clear_cloud1", 70 },
{ "au_sfx_ui_button_corePlay_clear_cloud2", 70 },
{ "au_sfx_ui_button_corePlay_clear_cloud3", 70 },
{ "sfx_notice_test", 71 },
};
public static readonly HashSet<string> AmbiguousNames = new()
@@ -127,6 +127,49 @@ namespace OCES.Audio
ActiveStates = this.m_musicSystem.ActiveStates;
}
public void PlayOnTrigger(uint audioId, CallbackFlags callbackFlags)
{
Action<uint> callback = null;
callback = (id) =>
{
// 播放音效
Play(audioId);
// 取消订阅,确保只触发一次
switch (callbackFlags)
{
case CallbackFlags.MusicSyncBeat:
OnBeat -= callback;
break;
case CallbackFlags.MusicSyncBar:
OnBar -= callback;
break;
case CallbackFlags.MusicSyncGrid:
OnGrid -= callback;
break;
}
};
// 订阅对应的事件
switch (callbackFlags)
{
case CallbackFlags.MusicSyncBeat:
OnBeat += callback;
break;
case CallbackFlags.MusicSyncBar:
OnBar += callback;
break;
case CallbackFlags.MusicSyncGrid:
OnGrid += callback;
break;
default:
Debug.LogWarning($"[AudioSystem] Unknown callback flag '{callbackFlags}'." +
$"Audio Container with ID {audioId} will be ignored.");
break;
}
}
// ─────────────────────────────────────────────
// 初始化
// ─────────────────────────────────────────────
@@ -86,9 +86,10 @@ namespace OCES.Audio
public partial class MusicPath : IPathEntry { }
public partial class AmbiencePath : IPathEntry { }
public class SwitchEntry
public enum CallbackFlags
{
public uint SwitchValue;
public uint AudioObjectId;
MusicSyncBeat = 1,
MusicSyncBar = 2,
MusicSyncGrid = 3,
}
}
+7 -3
View File
@@ -3,6 +3,10 @@ using UnityEngine;
namespace OCES
{
/// <summary>
/// Drag this component to any game object.
/// Then you will get a metronome :)
/// </summary>
public class Metronome : MonoBehaviour
{
void Start()
@@ -10,17 +14,17 @@ namespace OCES
AudioSystem.Instance.OnBeat += u =>
{
AudioSystem.Instance.Play(52);
Debug.Log($"Container {u} is OnBeat");
Debug.Log($"Container {u} is MusicSyncBeat");
};
AudioSystem.Instance.OnBar += u =>
{
AudioSystem.Instance.Play(53);
Debug.Log($"Container {u} is OnBar");
Debug.Log($"Container {u} is MusicSyncBar");
};
AudioSystem.Instance.OnGrid += u =>
{
AudioSystem.Instance.Play(54);
Debug.Log($"Container {u} is OnGrid");
Debug.Log($"Container {u} is MusicSyncGrid");
};
}
}
+11 -4
View File
@@ -2,16 +2,23 @@ using System.Collections;
using System.Collections.Generic;
using OCES.Audio;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
public class PlaySoundBind : MonoBehaviour
{
public CallbackFlags callbackFlags;
public InputField inputField;
public void OnButtonPressed()
public void PlaySound()
{
uint.TryParse(this.inputField.text, out uint hapticId);
AudioSystem.Instance.Play(hapticId);
uint.TryParse(this.inputField.text, out uint audioId);
AudioSystem.Instance.Play(audioId);
}
public void PlaySoundOnTrigger()
{
uint.TryParse(this.inputField.text, out uint audioId);
AudioSystem.Instance.PlayOnTrigger(audioId, this.callbackFlags);
}
}
@@ -5,7 +5,7 @@ using UnityEngine.Audio;
namespace OCES
{
public class ButtonInvoker : MonoBehaviour
public class SetStateBind : MonoBehaviour
{
public GameState targetGameState;
public bool enableLowpass;