Merge branch 'main' into feature/MusicCallback

This commit is contained in:
2026-04-16 11:06:23 +08:00
257 changed files with 6616 additions and 479 deletions
@@ -9,9 +9,12 @@ namespace OCES.Audio
{
public const uint GameState = 1;
public const uint TileMaterial = 2;
public static void RegisterAllGameState()
{
StateGroupRegistry.Register<GameState>(1);
StateGroupRegistry.Register<TileMaterial>(2);
}
}
}
@@ -15,4 +15,11 @@ namespace OCES.Audio
Bass = 6, // 测试用值
}
public enum TileMaterial
{
Normal, // 普通牌
Ice, // 冰
Cloud, // 云
}
}
@@ -98,6 +98,7 @@ public partial class AudioObject : IBinarySerializable
/// 0 = 随机播放
/// 1 = 顺序播放
/// 2 = 混合播放
/// 3 = 切换播放
/// </summary>
public ContainerType ContainerType { get; set; }
@@ -130,6 +131,33 @@ public partial class AudioObject : IBinarySerializable
/// </summary>
public bool RandomType { get; set; }
/// <summary>
/// Volume Step阈值 ms
/// </summary>
public uint VolumeStepThreshold { get; set; }
/// <summary>
/// 起始音量
/// dB
/// </summary>
public int Volume { get; set; }
/// <summary>
/// 音量变化幅度
/// dB
/// </summary>
public int VolumeStep { get; set; }
/// <summary>
/// 要绑定的 StateGroup ID
/// </summary>
public uint SwitchGroupId { get; set; }
/// <summary>
/// 匹配失败时的备用 AudioObject ID
/// </summary>
public uint DefaultSwitchId { get; set; }
public void DeSerialize(BinaryReader reader)
{
@@ -166,6 +194,11 @@ public partial class AudioObject : IBinarySerializable
BlendCrossFadeType = (BlendCrossFadeType)reader.ReadByte();
LimitRepetition = reader.ReadByte();
RandomType = reader.ReadBoolean();
VolumeStepThreshold = reader.ReadUInt32();
Volume = reader.ReadInt32();
VolumeStep = reader.ReadInt32();
SwitchGroupId = reader.ReadUInt32();
DefaultSwitchId = reader.ReadUInt32();
}
public void Serialize(BinaryWriter writer)
@@ -202,6 +235,11 @@ public partial class AudioObject : IBinarySerializable
writer.Write((byte)BlendCrossFadeType);
writer.Write(LimitRepetition);
writer.Write(RandomType);
writer.Write(VolumeStepThreshold);
writer.Write(Volume);
writer.Write(VolumeStep);
writer.Write(SwitchGroupId);
writer.Write(DefaultSwitchId);
}
}
@@ -69,53 +69,40 @@ public static class AudioObjectDefinitions
{ "Bar", 52 },
{ "Beat", 53 },
{ "Grid", 54 },
{ "sfx_amb_desert", 2000 },
{ "sfx_amb_forest", 2001 },
{ "sfx_anim_common_item_fly", 3000 },
{ "sfx_anim_corePlay_character_footstep_grass", 3001 },
{ "sfx_anim_corePlay_character_footstep_sand", 3002 },
{ "sfx_anim_corePlay_character_footstep_stone", 3003 },
{ "sfx_anim_corePlay_fireBall", 3004 },
{ "sfx_anim_corePlay_freeze", 3005 },
{ "sfx_anim_corePlay_getIn_devil", 3006 },
{ "sfx_anim_corePlay_getIn_dragon", 3007 },
{ "sfx_anim_corePlay_getIn_ghost", 3008 },
{ "sfx_anim_corePlay_newBoxFromStorage", 3009 },
{ "sfx_anim_corePlay_shield_broke_wood", 3010 },
{ "sfx_anim_corePlay_shield_broke_crystal", 3011 },
{ "sfx_anim_corePlay_shield_broke_eggRoll", 3012 },
{ "sfx_anim_corePlay_shield_show_crystal", 3013 },
{ "sfx_anim_corePlay_shield_show_eggRoll", 3014 },
{ "sfx_anim_corePlay_shield_show_wood", 3015 },
{ "sfx_anim_corePlay_shield_underAttack_wood", 3016 },
{ "sfx_anim_corePlay_shield_underAttack_crystal", 3017 },
{ "sfx_anim_corePlay_shield_underAttack_eggRoll", 3018 },
{ "sfx_anim_corePlay_slow", 3019 },
{ "sfx_anim_corePlay_speedUp", 3020 },
{ "sfx_anim_corePlay_useProp_", 3021 },
{ "sfx_anim_cutScene_in", 3022 },
{ "sfx_anim_cutScene_out", 3023 },
{ "sfx_notice_common_negative", 4000 },
{ "sfx_notice_corePlay_losing", 4001 },
{ "sfx_notice_corePlay_restart", 4002 },
{ "sfx_notice_corePlay_warning", 4003 },
{ "sfx_notice_guide", 4004 },
{ "sfx_notice_spinWheel_click", 4005 },
{ "sfx_notice_spinWheel_getReward", 4006 },
{ "sfx_notice_corePlay_levelStart_hard", 4007 },
{ "sfx_ui_labelSwitch_home", 5000 },
{ "sfx_ui_panel_common_close", 5001 },
{ "sfx_ui_panel_common_open", 5002 },
{ "sfx_ui_panel_continue_open", 5003 },
{ "sfx_ui_panel_corePlay_guide_open", 5004 },
{ "sfx_ui_panel_initPack_open", 5005 },
{ "sfx_ui_panel_piggyBank_close", 5006 },
{ "sfx_ui_panel_piggyBank_open", 5007 },
{ "sfx_ui_panel_removeAds_open", 5008 },
{ "0", 5009 },
{ "sfx_ui_panel_summerPack_open", 5010 },
{ "sfx_ui_panel_unlockItem_open", 5011 },
{ "voice_princess_fear", 9000 },
{ "NVDice", 55 },
{ "NVHeartbeats", 56 },
{ "au_sfx_notice_level_countDown_edge", 57 },
{ "au_sfx_notice_level_countDown_time", 58 },
{ "0,62", 59 },
{ "1,65", 59 },
{ "2,68", 59 },
{ "0,63", 60 },
{ "1,66", 60 },
{ "2,69", 60 },
{ "0,64", 61 },
{ "1,67", 61 },
{ "2,70", 61 },
{ "au_coreplay_choose_v120_a", 62 },
{ "au_coreplay_unchoose_v120_a", 63 },
{ "au_coreplay_clear_v120_a", 64 },
{ "au_sfx_ui_button_corePlay_choose_ice1", 65 },
{ "au_sfx_ui_button_corePlay_choose_ice2", 65 },
{ "au_sfx_ui_button_corePlay_choose_ice3", 65 },
{ "au_sfx_ui_button_corePlay_unchoose_ice1", 66 },
{ "au_sfx_ui_button_corePlay_unchoose_ice2", 66 },
{ "au_sfx_ui_button_corePlay_unchoose_ice3", 66 },
{ "au_sfx_ui_button_corePlay_clear_ice1", 67 },
{ "au_sfx_ui_button_corePlay_clear_ice2", 67 },
{ "au_sfx_ui_button_corePlay_clear_ice3", 67 },
{ "au_sfx_ui_button_corePlay_choose_cloud1", 68 },
{ "au_sfx_ui_button_corePlay_choose_cloud2", 68 },
{ "au_sfx_ui_button_corePlay_choose_cloud3", 68 },
{ "au_sfx_ui_button_corePlay_unchoose_cloud1", 69 },
{ "au_sfx_ui_button_corePlay_unchoose_cloud2", 69 },
{ "au_sfx_ui_button_corePlay_unchoose_cloud3", 69 },
{ "au_sfx_ui_button_corePlay_clear_cloud1", 70 },
{ "au_sfx_ui_button_corePlay_clear_cloud2", 70 },
{ "au_sfx_ui_button_corePlay_clear_cloud3", 70 },
};
public static readonly HashSet<string> AmbiguousNames = new()
@@ -143,6 +130,33 @@ public static class AudioObjectDefinitions
"Chinese Number 08",
"Chinese Number 09",
"Chinese Number 10",
"0,62",
"1,65",
"2,68",
"0,63",
"1,66",
"2,69",
"0,64",
"1,67",
"2,70",
"au_sfx_ui_button_corePlay_choose_ice1",
"au_sfx_ui_button_corePlay_choose_ice2",
"au_sfx_ui_button_corePlay_choose_ice3",
"au_sfx_ui_button_corePlay_unchoose_ice1",
"au_sfx_ui_button_corePlay_unchoose_ice2",
"au_sfx_ui_button_corePlay_unchoose_ice3",
"au_sfx_ui_button_corePlay_clear_ice1",
"au_sfx_ui_button_corePlay_clear_ice2",
"au_sfx_ui_button_corePlay_clear_ice3",
"au_sfx_ui_button_corePlay_choose_cloud1",
"au_sfx_ui_button_corePlay_choose_cloud2",
"au_sfx_ui_button_corePlay_choose_cloud3",
"au_sfx_ui_button_corePlay_unchoose_cloud1",
"au_sfx_ui_button_corePlay_unchoose_cloud2",
"au_sfx_ui_button_corePlay_unchoose_cloud3",
"au_sfx_ui_button_corePlay_clear_cloud1",
"au_sfx_ui_button_corePlay_clear_cloud2",
"au_sfx_ui_button_corePlay_clear_cloud3",
};
}
}
@@ -0,0 +1,71 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace OCES.Audio
{
public partial class AudioObjectConfig
{
Dictionary<uint, Dictionary<int, uint>> m_switchMapping;
internal void PreParseSwitchMappings()
{
this.m_switchMapping = new Dictionary<uint, Dictionary<int, uint>>();
foreach (AudioObject audioObject in AudioObjectList())
{
if (audioObject.ContainerType != ContainerType.Switch) continue;
this.m_switchMapping[audioObject.Id] = ParseSwitchMapping(audioObject);
}
}
public AudioObject GetMappingResult(uint switchContainerId, Enum enumState)
{
if (!this.m_switchMapping.TryGetValue(switchContainerId, out Dictionary<int, uint> switchMapping))
return null;
return switchMapping.TryGetValue(enumState.GetHashCode(), out uint audioObjectId) ? QueryById(audioObjectId) : null;
}
Dictionary<int, uint> ParseSwitchMapping(AudioObject switchContainer)
{
Dictionary<int, uint> switchMapping = new();
foreach (string name in switchContainer.Name)
{
string[] parts = name.Split(',');
if(parts.Length != 2)
{
Debug.LogWarning($"[AudioSystem] 无法解析 Switch Container {switchContainer.Id} 的映射关系!请检查表");
continue;
}
if (!int.TryParse(parts[0].Trim(), out int stateValue))
{
Debug.LogWarning($"[AudioSystem] 无法解析 映射关系!请查表");
continue;
}
if (!uint.TryParse(parts[1].Trim(), out uint childId))
{
Debug.LogWarning("");
continue;
}
switchMapping.Add(stateValue, childId);
}
return switchMapping;
}
internal AudioObject GetDefaultSwitchOrFallback(AudioObject switchContainer)
{
if (switchContainer.DefaultSwitchId == 0)
return null;
AudioObject defaultChildAudioObject = QueryById(switchContainer.DefaultSwitchId);
if (defaultChildAudioObject != null)
return defaultChildAudioObject;
Debug.LogWarning($"[AudioSystem] DefaultSwitch AudioObject {switchContainer.DefaultSwitchId} 不存在。");
return null;
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 68c35969f92d4bb0ba3239d852115c53
timeCreated: 1776244015
@@ -1,6 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.IO;
using UnityEngine;
using UnityEngine.Audio;
using DG.Tweening;
@@ -10,7 +10,9 @@ namespace OCES.Audio
public class AudioSystem : MonoBehaviour
{
public static AudioSystem Instance { get; private set; }
// ReSharper disable once MemberCanBePrivate.Global
public IReadOnlyDictionary<Type, Enum> ActiveStates { get; private set; }
const string k_audioConfigPath = "AudioData";
const string k_audioResourcePath = "Audios";
@@ -21,7 +23,7 @@ namespace OCES.Audio
AudioGroupConfig m_groups;
AudioMixer m_mixer;
Tween m_lowpassTween;
// ─────────────────────────────────────────────
// 公开接口
// ─────────────────────────────────────────────
@@ -42,6 +44,16 @@ namespace OCES.Audio
public void Play(AudioObject audioObject, Action onPlay = null)
{
if (audioObject.ContainerType == ContainerType.Switch)
{
audioObject = ResolveSwitchContainer(audioObject);
if (audioObject == null)
{
Debug.Log("[AudioSystem] 无法解析Switch Container,检查配置表!");
return;
}
}
this.m_sfxSystem.TryPlay(audioObject, onPlay);
}
@@ -49,8 +61,7 @@ namespace OCES.Audio
{
Play((uint)audioId);
}
[Obsolete("Use Play(uint) instead")]
public void Play(string audioName)
{
@@ -114,6 +125,7 @@ namespace OCES.Audio
public void SetState<TEnum>(TEnum state) where TEnum : Enum
{
this.m_musicSystem.OnStateChanged(state);
ActiveStates = this.m_musicSystem.ActiveStates;
}
// ─────────────────────────────────────────────
@@ -139,6 +151,7 @@ namespace OCES.Audio
AudioSourcePool sfxPool = new(sfxPoolRoot.transform); // 不传 mixer group,让 SfxSystem 自己设置
this.m_sfxSystem = gameObject.AddComponent<SfxSystem>();
this.m_audioObjects = AudioConfigLoader.Load<AudioObjectConfig>($"{k_audioConfigPath}/AudioObject");
this.m_audioObjects.PreParseSwitchMappings();
this.m_groups = AudioConfigLoader.Load<AudioGroupConfig>($"{k_audioConfigPath}/AudioGroup");
this.m_sfxSystem.Initialize(this.m_groups, this.m_mixer, sfxPool); // 传入 pool
@@ -182,19 +195,67 @@ namespace OCES.Audio
// ── 注册 StateGroup ──
EnumIds.RegisterAllGameState();
ActiveStates = new Dictionary<Type, Enum>();
// ── 启动默认音乐与环境音 ──
// 触发一次初始状态,让音乐系统从默认状态开始匹配
SetState(GameState.Home);
//SetState(GameState.Home);
}
AudioObject ResolveSwitchContainer(AudioObject switchContainer)
{
// 遍历 ActiveStates 找到 TypeId 匹配的枚举类型
Enum currentStateValue = null;
bool foundGroup = false;
foreach (KeyValuePair<Type, Enum> keyValuePair in ActiveStates)
{
if (StateGroupRegistry.GetTypeId(keyValuePair.Key) != switchContainer.SwitchGroupId) continue;
currentStateValue = keyValuePair.Value;
foundGroup = true;
break;
}
if (!foundGroup)
{
Debug.LogWarning($"[AudioSystem] Switch Container {switchContainer.Id} 找不到 TypeId={switchContainer.SwitchGroupId} 对应的状态组。");
return this.m_audioObjects.GetDefaultSwitchOrFallback(switchContainer);
}
// 解析AudioObject对象
AudioObject childContainer = this.m_audioObjects.GetMappingResult(switchContainer.Id, currentStateValue);
return childContainer ?? this.m_audioObjects.GetDefaultSwitchOrFallback(switchContainer);
}
}
static class AudioConfigLoader
public static class AudioConfigLoader
{
public static Dictionary<uint, T> Load<T>(string path, Func<T, uint> keySelector)
public static T Load<T>(string configPath, string fileName)
where T : IBinarySerializable, new()
{
string json = System.IO.File.ReadAllText(path);
var wrapper = JsonUtility.FromJson<AudioObjectArrayWrapper<T>>(json);
return wrapper.AudioObjects.ToDictionary(keySelector);
string path = Path.Combine(
Application.dataPath, "Resources", configPath, fileName);
if (!File.Exists(path))
{
Debug.LogError($"[AudioImportTool] 找不到配置文件: {path}");
return default;
}
try
{
T config = new T();
using MemoryStream ms = new(File.ReadAllBytes(path));
using BinaryReader reader = new(ms);
config.DeSerialize(reader);
return config;
}
catch (Exception e)
{
Debug.LogError($"[AudioImportTool] 配置表反序列化失败 {fileName}: {e.Message}");
return default;
}
}
public static T Load<T>(string tableName) where T : IBinarySerializable, new()
@@ -6,7 +6,7 @@ using UnityEngine.UI;
namespace OCES.Audio.Editor
{
#if UNITY_EDITOR
#if UNITY_EDITOR || DEVELOPMENT_BUILD
public sealed class DebugInfoCollector : MonoBehaviour
{
@@ -14,7 +14,7 @@ namespace OCES.Audio.Editor
public Dictionary<uint, int> ClipConcurrentCount = new();
public List<ActiveSound> ActiveSounds = new();
public Dictionary<Type, int> ActiveStates = new();
public Dictionary<Type, Enum> ActiveStates = new();
readonly StringBuilder m_stringBuilder = new();
Text m_textComponent;
@@ -35,10 +35,9 @@ namespace OCES.Audio.Editor
this.m_stringBuilder.Clear();
this.m_stringBuilder.AppendLine("Current States:");
foreach (KeyValuePair<Type, int> activeState in this.ActiveStates)
foreach (KeyValuePair<Type, Enum> activeState in this.ActiveStates)
{
string enumName = Enum.GetName(activeState.Key, activeState.Value) ?? activeState.Value.ToString();
this.m_stringBuilder.AppendLine($"{activeState.Key.Name} is {enumName}");
this.m_stringBuilder.AppendLine($"{activeState.Key.Name} is {activeState.Value}");
}
this.m_stringBuilder.AppendLine();
@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 74dabdb41aa034e7b958b53e70d9ae0d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,198 @@
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
namespace OCES.Audio
{
public static class AudioImportTool
{
const string k_audioResourcePath = "Audios";
const string k_audioConfigPath = "AudioData";
static string AudioAbsolutePath
{
get { return Path.Combine(Application.dataPath, "Resources", k_audioResourcePath); }
}
static string ConfigAbsolutePath
{
get { return Path.Combine(Application.dataPath, "Resources", k_audioConfigPath); }
}
[MenuItem("Tools/Audio/Apply Audio Import Settings")]
public static void RunFromMenu()
{
if (EditorUtility.DisplayDialog(
"Apply Audio Import Settings",
$"将对 {AudioAbsolutePath} 下所有文件重新应用导入设置,确认继续?",
"确认", "取消"))
{
Run();
}
}
/// <summary>
/// Executes the audio import tool from the command line in batch mode.
/// This method is designed to be called via Unity's -executeMethod command line argument
/// and serves as the entry point for automated audio import workflows.
/// It initializes the process and delegates to the main Run method to apply
/// audio import settings to all supported audio files in the configured directory.
/// </summary>
public static void RunCli()
{
Debug.Log("[AudioImportTool] CLI 模式启动");
Run();
}
public static void Run()
{
// 1. 加载配置表
var audioObjectConfig = AudioConfigLoader.Load<AudioObjectConfig>(ConfigAbsolutePath, "AudioObject.bytes");
var musicSegmentConfig = AudioConfigLoader.Load<MusicSegmentConfig>(ConfigAbsolutePath, "MusicSegment.bytes");
if (audioObjectConfig == null || musicSegmentConfig == null)
{
Debug.LogError("[AudioImportTool] 配置表加载失败,终止");
return;
}
// 2. 扫描文件
List<string> supportedExtensions = new() { ".wav", ".ogg" };
DirectoryInfo dir = new(AudioAbsolutePath);
FileInfo[] files = dir.GetFiles().Where(f => supportedExtensions.Contains(f.Extension.ToLower())).ToArray();
int total = files.Length, processed = 0, failed = 0;
AssetDatabase.StartAssetEditing(); // 批量操作,暂停自动刷新
try
{
foreach (FileInfo file in files)
{
// 转成 Assets/... 相对路径供 AssetDatabase 使用
string assetPath = "Assets" + file.FullName
.Replace(Application.dataPath, "")
.Replace("\\", "/");
EditorUtility.DisplayProgressBar(
"Audio Import Tool",
$"处理: {file.Name} ({processed}/{total})",
(float)processed / total);
bool ok = ProcessFile(assetPath, file.Name, audioObjectConfig, musicSegmentConfig);
if (ok) processed++;
else failed++;
}
}
finally
{
EditorUtility.ClearProgressBar();
AssetDatabase.StopAssetEditing();
AssetDatabase.SaveAssets();
}
Debug.Log($"[AudioImportTool] 完成:{processed} 成功,{failed} 失败,共 {total} 个文件");
}
static bool ProcessFile(
string assetPath, string fileName,
AudioObjectConfig audioObjectConfig, MusicSegmentConfig musicSegmentConfig)
{
AudioImporter importer = AssetImporter.GetAtPath(assetPath) as AudioImporter;
if (!importer)
{
Debug.LogWarning($"[AudioImportTool] 无法获取 AudioImporter: {assetPath}");
return false;
}
AudioClip clip = AssetDatabase.LoadAssetAtPath<AudioClip>(assetPath);
if (!clip)
{
Debug.LogWarning($"[AudioImportTool] 无法加载 AudioClip: {assetPath}");
return false;
}
float duration = clip.length;
string fileNameNoExt = Path.GetFileNameWithoutExtension(fileName);
AudioCategory category = ClassifyAudio(fileNameNoExt, audioObjectConfig, musicSegmentConfig, out AudioObject audioObject);
importer.ClearSampleSettingOverride("Android");
importer.ClearSampleSettingOverride("iOS");
AudioImporterSampleSettings settings = importer.defaultSampleSettings;
settings.compressionFormat = AudioCompressionFormat.Vorbis;
settings.sampleRateSetting = AudioSampleRateSetting.OverrideSampleRate;
settings.preloadAudioData = audioObject?.Haptic != 0;
switch (category)
{
case AudioCategory.Music:
settings.sampleRateOverride = 44100;
settings.quality = 0.13f;
settings.loadType = duration switch
{
<= 5 => AudioClipLoadType.DecompressOnLoad,
>= 15 => AudioClipLoadType.Streaming,
_ => AudioClipLoadType.CompressedInMemory,
};
break;
case AudioCategory.Voice:
case AudioCategory.SFX:
default:
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
settings.quality = 0.5f;
settings.loadType = duration switch
{
>= 15 => AudioClipLoadType.Streaming,
_ => AudioClipLoadType.DecompressOnLoad,
};
break;
}
importer.defaultSampleSettings = settings;
importer.forceToMono = false;
importer.SaveAndReimport();
return true;
}
enum AudioCategory { Music, SFX, Voice }
static AudioCategory ClassifyAudio(
string fileName, // 不含扩展名
AudioObjectConfig audioObjectConfig,
MusicSegmentConfig musicSegmentConfig,
out AudioObject matchedObject)
{
matchedObject = null;
// 1. MusicSegment 表命中 → Music
MusicSegment segment = musicSegmentConfig.MusicSegmentList()
.FirstOrDefault(musicSegment => musicSegment.Name == fileName);
if (segment != null)
return AudioCategory.Music;
// 2. AudioObject 表命中 → 按 MixingType
AudioObject audioObject = audioObjectConfig.AudioObjectList()
.FirstOrDefault(audioObject => audioObject.Name != null && audioObject.Name.Contains(fileName));
if (audioObject != null)
{
matchedObject = audioObject;
return audioObject.MixingType == MixingType.Voice
? AudioCategory.Voice
: AudioCategory.SFX; // SFX + Accent 都走 SFX 分支
}
// 3. 文件名 fallback
string lower = fileName.ToLowerInvariant();
if (lower.Contains("music") || lower.Contains("bgm"))
return AudioCategory.Music;
if (lower.Contains("sfx"))
return AudioCategory.SFX;
if (lower.Contains("voice"))
return AudioCategory.Voice;
// 4. 完全兜底
Debug.LogWarning($"[AudioImportTool] 无法分类: {fileName},默认当作 SFX 处理");
return AudioCategory.SFX;
}
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 114d56912b8874446b70f4c83af327b1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -29,6 +29,7 @@ namespace OCES.Audio
Random = 0,
Sequence,
Blend,
Switch,
}
public enum BlendCrossFadeType
@@ -84,19 +85,10 @@ namespace OCES.Audio
public partial class MusicPath : IPathEntry { }
public partial class AmbiencePath : IPathEntry { }
public partial class MusicContainerConfig
public class SwitchEntry
{
/// <summary>
/// 解析拍号字符串(如 "4/4", "3/4"),返回每小节拍数。
/// </summary>
public static int GetBeatsPerBar(string timeSig)
{
if (string.IsNullOrEmpty(timeSig)) return 4;
string[] parts = timeSig.Split('/');
if (parts.Length >= 1 && int.TryParse(parts[0], out int beats))
return beats;
return 4;
}
public uint SwitchValue;
public uint AudioObjectId;
}
}
@@ -9,8 +9,10 @@ namespace OCES.Audio
/// </summary>
public class MusicStateRouter
{
// key: StateGroup enum Typevalue: 当前激活的 enum 整数值
readonly Dictionary<Type, int> m_activeStates = new();
// key: StateGroup enum Typevalue: 当前激活的 enum 值
readonly Dictionary<Type, Enum> m_activeStates = new();
readonly MusicPathConfig m_musicPaths;
readonly AmbiencePathConfig m_ambiencePaths;
@@ -18,6 +20,7 @@ namespace OCES.Audio
// 上一次匹配到的 PathId,用于 Transition 表的 FromPathId 查询
public uint LastMusicPathId { get; private set; }
public uint LastAmbiencePathId { get; private set; }
internal IReadOnlyDictionary<Type, Enum> ActiveStates { get { return this.m_activeStates; }}
public MusicStateRouter(MusicPathConfig musicPaths, AmbiencePathConfig ambiencePaths)
{
@@ -31,8 +34,8 @@ namespace OCES.Audio
public void SetState<TEnum>(TEnum state, out uint musicContainerId, out uint ambienceContainerId)
where TEnum : Enum
{
// Dictionary<Type, int> 天然保证同一 StateGroup 只保留最新值,直接覆盖即可
this.m_activeStates[typeof(TEnum)] = Convert.ToInt32(state);
// Dictionary<Type, Enum> 天然保证同一 StateGroup 只保留最新值,直接覆盖即可
this.m_activeStates[typeof(TEnum)] = state;
musicContainerId = MatchBestPath(this.m_musicPaths.MusicPathList(), out uint musicPathId);
ambienceContainerId = MatchBestPath(this.m_ambiencePaths.AmbiencePathList(), out uint ambiencePathId);
@@ -99,9 +102,9 @@ namespace OCES.Audio
}
bool conditionMet = false;
foreach (KeyValuePair<Type, int> kv in this.m_activeStates)
foreach (KeyValuePair<Type, Enum> kv in this.m_activeStates)
{
if (StateGroupRegistry.GetTypeId(kv.Key) != typeId || kv.Value != stateValue)
if (StateGroupRegistry.GetTypeId(kv.Key) != typeId || Convert.ToInt32(kv.Value) != stateValue)
continue;
conditionMet = true;
break;
@@ -1,4 +1,5 @@
using System;
using System.Collections.Generic;
using UnityEngine;
namespace OCES.Audio
@@ -20,6 +21,11 @@ namespace OCES.Audio
// 记录上一次两个通道各自匹配到的 PathId,用于查 Transition 表
uint m_lastMusicPathId;
uint m_lastAmbiencePathId;
internal IReadOnlyDictionary<Type, Enum> ActiveStates
{
get { return this.m_stateRouter.ActiveStates; }
}
internal void Initialize(
MusicSegmentConfig segments,
@@ -2,6 +2,8 @@ using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using OCES.Audio.HandWritten;
using OCES.Haptic;
using UnityEngine;
using UnityEngine.Audio;
@@ -33,6 +35,7 @@ namespace OCES.Audio
AudioSourcePool m_pool;
AudioContainerSelector m_containerSelector;
PitchStepResolver m_pitchStepResolver;
VolumeStepResolver m_volumeStepResolver;
#if UNITY_EDITOR
void Update()
@@ -74,6 +77,7 @@ namespace OCES.Audio
this.m_pool = pool;
this.m_containerSelector = new AudioContainerSelector();
this.m_pitchStepResolver = new PitchStepResolver();
this.m_volumeStepResolver = new VolumeStepResolver();
AudioMixerGroup[] sfx = Find("Master/Regular/SFX");
if (sfx.Length > 0) this.m_sfxGroup = sfx[0];
@@ -173,7 +177,8 @@ namespace OCES.Audio
// 执行播放
float pitch = this.m_pitchStepResolver.ResolvePitch(audioObject, now); //算一下用不用变调
PlayNewSound(audioObject, pitch);
float volume = this.m_volumeStepResolver.ResolveVolume(audioObject, now);
PlayNewSound(audioObject, pitch, volume);
this.m_lastPlayTime[audioObject.Id] = now;
onPlay?.Invoke();
}
@@ -182,12 +187,13 @@ namespace OCES.Audio
// 播放逻辑
// ─────────────────────────────────────────────
void PlayNewSound(AudioObject audioObject, float pitch)
void PlayNewSound(AudioObject audioObject, float pitch, float volume)
{
ActiveSound active = new()
{
AudioObject = audioObject,
Pitch = pitch,
Volume = volume,
State = ActiveSoundState.Pending,
StartTime = Time.realtimeSinceStartupAsDouble,
};
@@ -207,7 +213,7 @@ namespace OCES.Audio
/// <summary>
/// 连续容器播放协程(Random / Sequence 持续模式)
/// </summary>
IEnumerator PlayContainerContinuous(AudioSource source, AudioObject audioObject, ActiveSound chainActive, int startIndex, float pitch)
IEnumerator PlayContainerContinuous(AudioSource source, AudioObject audioObject, ActiveSound chainActive, int startIndex)
{
bool isRandom = audioObject.ContainerType == ContainerType.Random;
@@ -229,7 +235,7 @@ namespace OCES.Audio
limitRepetition);
// 配置并播放
if (!SetupSource(source, audioObject, pitch, index))
if (!SetupSource(source, chainActive, index))
{
Debug.LogError($"音频文件未找到:{audioObject.Name[index]}");
yield break;
@@ -255,6 +261,7 @@ namespace OCES.Audio
this.m_pool.ReturnToPool(source.gameObject);
//Debug.Log($"[Container - Continuous] 协程正常结束: {audioObject.Name[0]}");
// TryStopHaptic(audioObject.Haptic);
yield break;
}
}
@@ -334,8 +341,9 @@ namespace OCES.Audio
return this.m_sfxGroup;
}
bool SetupSource(AudioSource source, AudioObject audioObject, float pitch, int clipIndex = 0)
bool SetupSource(AudioSource source, ActiveSound activeSound, int clipIndex = 0)
{
AudioObject audioObject = activeSound.AudioObject;
AudioClip clip = Resources.Load<AudioClip>($"Audios/{audioObject.Name[clipIndex]}"); // TODO 抽象同一资源加载接口
if (!clip)
{
@@ -347,7 +355,8 @@ namespace OCES.Audio
source.loop = audioObject.LoopCount < 0;
source.priority = audioObject.Priority;
source.outputAudioMixerGroup = GetMixerGroup(audioObject.MixingType);
source.pitch = pitch;
source.pitch = activeSound.Pitch;
source.volume = activeSound.Volume;
return true;
}
@@ -364,6 +373,15 @@ namespace OCES.Audio
IncrementClipCount(activeSound.AudioObject.Id);
}
if (activeSound.AudioObject.ContainerType == ContainerType.Blend)
{
Debug.LogWarning($"[Haptic System] Blend container {activeSound.AudioObject.Id} should not have haptic feedback!");
}
else
{
TryStartHaptic(activeSound);
}
activeSound.Coroutine = StartCoroutine(RemoveWhenFinished(activeSound));
}
@@ -371,6 +389,7 @@ namespace OCES.Audio
{
AudioObject audioObject = active.AudioObject;
float pitch = active.Pitch;
float volume = active.Volume;
// =======================
// Blend(每个clip一个ActiveSound
@@ -385,10 +404,11 @@ namespace OCES.Audio
{
AudioObject = audioObject,
Pitch = pitch,
State = ActiveSoundState.Playing
Volume = volume,
State = ActiveSoundState.Playing,
};
if (!SetupSource(source, audioObject, pitch, i))
if (!SetupSource(source, child, i))
{
this.m_pool.ReturnToPool(source.gameObject);
continue;
@@ -424,7 +444,7 @@ namespace OCES.Audio
int start = audioObject.ContainerType == ContainerType.Random ? -1 : 0;
active.Coroutine = StartCoroutine(
PlayContainerContinuous(sourceSingle, audioObject, active, start, pitch)
PlayContainerContinuous(sourceSingle, audioObject, active, start)
);
return;
@@ -437,12 +457,12 @@ namespace OCES.Audio
{
ContainerType.Random => m_containerSelector.PickShuffleIndex(audioObject),
ContainerType.Sequence => m_containerSelector.GetNextSequenceIndex(audioObject),
_ => 0
_ => 0,
};
if (!SetupSource(sourceSingle, audioObject, pitch, index))
if (!SetupSource(sourceSingle, active, index))
{
m_pool.ReturnToPool(sourceSingle.gameObject);
this.m_pool.ReturnToPool(sourceSingle.gameObject);
return;
}
@@ -491,7 +511,17 @@ namespace OCES.Audio
this.m_pool.ReturnToPool(active.Source.gameObject);
}
static void TryStartHaptic(ActiveSound active)
{
uint hapticId = active.AudioObject.Haptic;
if (hapticId == 0) return;
HapticSystem.Instance.Play(hapticId, isDirectCall: false);
}
static void TryStopHaptic(uint hapticId)
{
HapticSystem.Instance.Stop(hapticId);
}
}
/// <summary>
@@ -506,6 +536,7 @@ namespace OCES.Audio
public int CurrentLoopCount;
public Coroutine Coroutine;
public float Pitch;
public float Volume;
public ActiveSoundState State;
}
}
@@ -0,0 +1,40 @@
using System.Collections.Generic;
using UnityEngine;
namespace OCES.Audio.HandWritten
{
public class VolumeStepResolver
{
readonly Dictionary<uint, int> m_volumeStepCounts = new();
readonly Dictionary<uint, double> m_volumeStepLastTime = new();
internal float ResolveVolume(AudioObject audioObject, double time)
{
// 计算一下配置的音量是多少
float baseVolume = Mathf.Pow(10,audioObject.Volume / 20f);
// 优化版。看看表现,要是确实Mathf.Pow造成性能卡点了就用这个。
//float baseVolume = audioObject.Volume == 0 ? 1f : Mathf.Pow(10,audioObject.Volume / 20f);
if (audioObject.VolumeStepThreshold == 0) //没配置VolumeStep
{
return baseVolume;
}
// 超时了,或者没播过
if (!this.m_volumeStepLastTime.TryGetValue(audioObject.Id, out double lastVolumeStepTime)
|| time - lastVolumeStepTime > audioObject.VolumeStepThreshold)
{
this.m_volumeStepCounts[audioObject.Id] = 0;
this.m_volumeStepLastTime[audioObject.Id] = time;
return baseVolume;
}
//命中了
int volumeStepCount = this.m_volumeStepCounts[audioObject.Id];
volumeStepCount = this.m_volumeStepCounts[audioObject.Id] = volumeStepCount + 1;
this.m_volumeStepLastTime[audioObject.Id] = time;
return Mathf.Clamp(Mathf.Pow(10, (audioObject.Volume + audioObject.VolumeStep * volumeStepCount) / 20f), 0f, 1f);
}
}
}
@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0059d6fc851c474a97bc05f6385f9a48
timeCreated: 1776067889