using System; using System.Collections; 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; Coroutine m_currentFadeInCoroutine; Coroutine m_currentFadeOutCoroutine; // 当前正在播放的句柄 ContainerPlayHandle m_currentHandle; uint m_currentContainerId; // 当前播放的 Container(用于读取 bpm/timeSig 做节拍对齐) MusicContainer m_currentContainer; // 当前播放开始的时间(用于计算当前播到哪个拍子) double m_playStartTime; // 正在进行的 transition 协程(防止重叠) Coroutine m_transitionCoroutine; internal MusicChannelPlayer( MusicContainerConfig containerConfig, MusicTransitionConfig transitionConfig, MusicContainerPlayer 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。 /// fromPathId / toPathId 用于查询 Transition 配置。 /// internal void SwitchTo(uint newContainerId, uint fromPathId, uint toPathId) { if (newContainerId == this.m_currentContainerId && this.m_currentHandle != null) return; // 已经在播目标,无需切换 MusicTransition transition = ResolveTransition(fromPathId, toPathId); 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 > 0f ? container.Bpm : 120f; // 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_playStartTime = dspTime; 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 999 通配符。 /// ID 规则:FromPathId × 1000 + ToPathId,999 表示任意。 /// MusicTransition ResolveTransition(uint fromPathId, uint toPathId) { // 优先精确匹配 uint exactId = fromPathId * 1000 + toPathId; MusicTransition exact = this.m_transitionConfig.QueryById(exactId); if (exact != null) return exact; // From 为任意 uint fromWildcard = 999u * 1000 + toPathId; MusicTransition fromWild = this.m_transitionConfig.QueryById(fromWildcard); if (fromWild != null) return fromWild; // To 为任意 uint toWildcard = fromPathId * 1000 + 999u; MusicTransition toWild = this.m_transitionConfig.QueryById(toWildcard); if (toWild != null) return toWild; // 全通配 const uint allWild = 999u * 1000 + 999u; return this.m_transitionConfig.QueryById(allWild); } } }