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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#if UNITY_EDITOR
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#if UNITY_EDITOR || DEVELOPMENT_BUILD
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void Update()
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{
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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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{
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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)
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{
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StopSound(stopTarget);
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}
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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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@@ -197,16 +205,7 @@ namespace OCES.Audio
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State = ActiveSoundState.Pending,
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StartTime = Time.realtimeSinceStartupAsDouble,
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};
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if (audioObject.InitialDelay > 0)
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{
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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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ExecutePlay(active);
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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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{
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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
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List<int> remainingPool = isRandom ? new List<int>(Enumerable.Range(0, audioObject.Name.Count)) : null;
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@@ -241,7 +244,15 @@ namespace OCES.Audio
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yield break;
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}
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StartPlayback(source);
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if (chainActive.State == ActiveSoundState.Pending)
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{
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chainActive.State = ActiveSoundState.Playing;
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StartPlayback(source, audioObject.InitialDelay);
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}
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else
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{
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StartPlayback(source);
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}
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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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}
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}
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}
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static void StartPlayback(AudioSource source)
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static void StartPlayback(AudioSource source, float delay = 0f)
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{
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source.Play();
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if (delay > 0f)
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source.PlayDelayed(delay);
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else
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source.Play();
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}
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IEnumerator PlayAfterDelay(ActiveSound active, AudioObject audioObject)
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{
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Debug.Log($"Delaying for {audioObject.InitialDelay} second(s).");
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yield return new WaitForSeconds(audioObject.InitialDelay);
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if (!this.m_activeSounds.Contains(active)) yield break;
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ExecutePlay(active, isRegistered: true);
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}
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// ─────────────────────────────────────────────
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// 工具方法
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@@ -373,7 +378,7 @@ namespace OCES.Audio
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IncrementClipCount(activeSound.AudioObject.Id);
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}
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if (activeSound.AudioObject.ContainerType == ContainerType.Blend)
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if (activeSound.AudioObject.ContainerType == ContainerType.Blend && activeSound.AudioObject.Haptic > 0)
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{
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Debug.LogWarning($"[Haptic System] Blend container {activeSound.AudioObject.Id} should not have haptic feedback!");
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}
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@@ -414,7 +419,7 @@ namespace OCES.Audio
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continue;
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}
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StartPlayback(source);
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StartPlayback(source, audioObject.InitialDelay);
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RegisterActiveSound(child, source);
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}
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@@ -466,7 +471,7 @@ namespace OCES.Audio
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return;
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}
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StartPlayback(sourceSingle);
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StartPlayback(sourceSingle, active.AudioObject.InitialDelay);
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RegisterActiveSound(active, sourceSingle, isRegistered);
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}
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IEnumerator RemoveWhenFinished(ActiveSound active)
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@@ -496,7 +501,7 @@ namespace OCES.Audio
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StartPlayback(active.Source);
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return true;
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}
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void StopSound(ActiveSound active)
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{
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if (active.Coroutine != null)
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@@ -1,7 +1,7 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace OCES.Audio.HandWritten
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namespace OCES.Audio
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{
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public class VolumeStepResolver
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{
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