using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace OCES.Audio
{
///
/// 音乐通道播放器。
/// 负责:切换目标 Container、等待节拍对齐、执行淡入淡出 Transition。
///
class MusicChannelPlayer
{
readonly MusicContainerConfig m_containerConfig;
readonly MusicTransitionConfig m_transitionConfig;
readonly MonoBehaviour m_coroutineHost;
readonly ChannelFader m_fader;
readonly BeatClock m_beatClock;
readonly List m_transitionCandidates = new();
Coroutine m_currentFadeInCoroutine;
Coroutine m_currentFadeOutCoroutine;
// 当前播放的 Container(用于读取 bpm/timeSig 做节拍对齐)
MusicContainer m_currentContainer;
// 正在进行的 transition 协程(防止重叠)
Coroutine m_transitionCoroutine;
internal MusicChannelPlayer(
MusicContainerConfig containerConfig,
MusicTransitionConfig transitionConfig,
LongAudioContainerPlayer player,
MonoBehaviour coroutineHost,
Action onBeat,
Action onBar,
Action onGrid)
{
this.m_containerConfig = containerConfig;
this.m_transitionConfig = transitionConfig;
this.m_coroutineHost = coroutineHost;
this.m_fader = new ChannelFader(player, coroutineHost);
this.m_beatClock = new BeatClock(coroutineHost, onBeat, onBar, onGrid);
player.OnBlendError += this.m_beatClock.OnBlendError;
}
// ─────────────────────────────────────────────
// 公开接口
// ─────────────────────────────────────────────
///
/// 切换到新的 Container。
///
internal void SwitchTo(uint newContainerId)
{
if (newContainerId == this.m_fader.CurrentContainerId && this.m_fader.CurrentHandle != null)
return; // 已经在播目标,无需切换
MusicTransition transition = ResolveTransition((int)this.m_fader.CurrentContainerId, (int)newContainerId);
//Debug.Log($"[MusicChannelPlayer] Switch from {this.m_fader.CurrentContainerId} to {newContainerId} with transition {transition.Id}");
if (this.m_transitionCoroutine != null)
this.m_coroutineHost.StopCoroutine(this.m_transitionCoroutine);
this.m_transitionCoroutine = this.m_coroutineHost.StartCoroutine(
DoTransition(newContainerId, transition));
}
///
/// 立即停止当前播放(无淡出)
///
internal void Stop()
{
this.m_beatClock.StopAll();
if (this.m_transitionCoroutine != null)
this.m_coroutineHost.StopCoroutine(this.m_transitionCoroutine);
this.m_fader.StopCurrent();
}
// ─────────────────────────────────────────────
// Transition 流程
// ─────────────────────────────────────────────
IEnumerator DoTransition(uint newContainerId, MusicTransition transition)
{
if (this.m_currentFadeInCoroutine != null)
{
this.m_coroutineHost.StopCoroutine(this.m_currentFadeInCoroutine);
this.m_currentFadeInCoroutine = null;
}
if (this.m_currentFadeOutCoroutine != null)
{
this.m_coroutineHost.StopCoroutine(this.m_currentFadeOutCoroutine);
this.m_currentFadeOutCoroutine = null;
}
// ── 构建 SyncPoint 状态 ──
SyncPointState syncState = new()
{
Mode = transition?.SyncPoint ?? SyncPoint.Start,
Ready = false,
};
//Debug.Log($"[MusicChannelPlayer] DoTransition: transition?.SyncPoint={transition?.SyncPoint}, Mode={syncState.Mode}");
if (syncState.Mode == SyncPoint.SameAsCurrentSegment)
{
// 旧 Container 不存在(如游戏首次启动),静默降级为 Start
if (this.m_fader.CurrentHandle == null)
{
syncState.Mode = SyncPoint.Start;
}
// Blend 类型不支持 SameAsCurrentSegment,降级为 Start
else if (this.m_currentContainer is { ContainerType: ContainerType.Blend })
{
Debug.LogWarning($"[MusicChannelPlayer] SyncPoint.SameAsCurrentSegment 不支持 Blend 类型 Container({this.m_currentContainer.Id}),降级为 Start");
syncState.Mode = SyncPoint.Start;
}
else
{
AudioSource oldSource = this.m_fader.CurrentHandle.GetFirstLeafSource();
if (oldSource && oldSource.clip)
{
syncState.BaseTimeSamples = oldSource.timeSamples;
syncState.BaseDspTime = AudioSettings.dspTime;
syncState.SampleRate = oldSource.clip.frequency;
}
else
{
Debug.LogWarning("[MusicChannelPlayer] SameAsCurrentSegment: 旧 Source 不存在,降级为 Start");
syncState.Mode = SyncPoint.Start;
}
}
}
// ── 1. 等待节拍对齐(由 Transition 的 AlignMode 决定)──
if (transition != null && this.m_currentContainer != null)
{
yield return this.m_coroutineHost.StartCoroutine(
WaitForAlignment(transition.AlignMode, this.m_currentContainer));
}
// ── 2 & 3. 淡出与淡入并行:两条分支从同一时刻起算各自的 Offset,互不等待 ──
if (newContainerId == this.m_fader.CurrentContainerId && this.m_fader.CurrentHandle != null) yield break;
// 如果等待期间被切回来了,就不淡变了
ContainerPlayHandle outgoing = this.m_fader.CurrentHandle;
float outVol = this.m_fader.CurrentVolume;
this.m_currentFadeOutCoroutine = this.m_coroutineHost.StartCoroutine(
this.m_fader.FadeOutBranch(outgoing, outVol, transition, syncState));
this.m_currentFadeInCoroutine = this.m_coroutineHost.StartCoroutine(
this.m_fader.FadeInBranch(newContainerId, transition, syncState,
onContainerStarted: () =>
{
MusicContainer container = this.m_containerConfig.QueryById(newContainerId);
float bpm = container.Bpm;
// SyncPoint: BeatClock 用调整后的 dspTime,对齐到音频实际播放位置
double dspTime;
if (syncState is { Mode: SyncPoint.SameAsCurrentSegment })
{
double elapsedSeconds = AudioSettings.dspTime - syncState.BaseDspTime;
int elapsedSamples = (int)(elapsedSeconds * syncState.SampleRate);
double audioTime = (double)(syncState.BaseTimeSamples + elapsedSamples) / syncState.SampleRate;
dspTime = AudioSettings.dspTime - audioTime;
}
else
{
dspTime = AudioSettings.dspTime;
}
this.m_currentContainer = container;
this.m_beatClock.Restart(container, bpm, dspTime);
}));
yield return this.m_currentFadeInCoroutine;
this.m_currentFadeInCoroutine = null;
}
// ─────────────────────────────────────────────
// 节拍对齐等待
// ─────────────────────────────────────────────
IEnumerator WaitForAlignment(AlignMode mode, MusicContainer container)
{
if (mode == AlignMode.Immediate || container.Bpm <= 0f)
yield break;
double target = this.m_beatClock.GetNextDspTime(mode);
yield return new WaitUntil(() => AudioSettings.dspTime >= target);
}
// ─────────────────────────────────────────────
// 工具
// ─────────────────────────────────────────────
///
/// 查询 Transition 配置,支持精确匹配和 -1 通配符。
///
MusicTransition ResolveTransition(int sourceContainerId, int destinationContainerId)
{
this.m_transitionCandidates.Clear();
foreach (MusicTransition transition in this.m_transitionConfig.MusicTransitionList())
{
bool sourceMatch = transition.SourceContainerID == sourceContainerId || transition.SourceContainerID < 0;
bool destMatch = transition.DestinationContainerID == destinationContainerId || transition.DestinationContainerID < 0;
if (sourceMatch && destMatch)
{
this.m_transitionCandidates.Add(transition);
}
}
if (this.m_transitionCandidates.Count == 0)
return this.m_transitionConfig.QueryById(1);
MusicTransition best = this.m_transitionCandidates[0];
for (int i = 1; i < this.m_transitionCandidates.Count; i++)
{
if (this.m_transitionCandidates[i].Id > best.Id)
best = this.m_transitionCandidates[i];
}
return best;
}
}
}