using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
namespace OCES.Audio
{
///
/// SyncPoint 协调状态,在 FadeOutBranch 和 FadeInBranch 之间共享。
///
internal class SyncPointState
{
public SyncPoint Mode;
public int BaseTimeSamples; // 读取Source Segment 的 timeSamples
public double BaseDspTime; // 读取Source Segment 的 dspTime
public int SampleRate; // Source Segment 的采样率
public bool Ready;
}
///
/// 与Transition无关的音量/生命周期管理逻辑
///
public class ChannelFader
{
readonly LongAudioContainerPlayer m_player;
readonly MonoBehaviour m_coroutineHost;
internal ContainerPlayHandle CurrentHandle { get; private set; }
public uint CurrentContainerId { get; private set; }
public float CurrentVolume { get; private set; }
internal ChannelFader(LongAudioContainerPlayer player, MonoBehaviour coroutineHost)
{
this.m_player = player;
this.m_coroutineHost = coroutineHost;
}
void StartNew(uint containerId, float startVolume)
{
CurrentContainerId = containerId;
CurrentVolume = startVolume;
CurrentHandle = this.m_player.Play(containerId);
}
public void StopCurrent()
{
StopHandle(CurrentHandle);
CurrentHandle = null;
CurrentContainerId = 0;
}
void StopHandle(ContainerPlayHandle handle)
{
if (handle == null) return;
this.m_player.Stop(handle);
}
///
/// 淡出分支:fire-and-forget,由调用方 StartCoroutine
///
internal IEnumerator FadeOutBranch(
ContainerPlayHandle outgoingHandle,
float outgoingVolume,
ITransitionConfig transition,
SyncPointState syncState = null)
{
if (outgoingHandle == null) yield break;
if (transition?.FadeOutOffset > 0f)
{
//Debug.Log($"Waiting for {transition.FadeOutOffset} to fade out.");
yield return new WaitForSeconds(transition.FadeOutOffset);
}
if (transition?.FadeOutTime > 0f )
yield return this.m_coroutineHost.StartCoroutine(
FadeOut(outgoingHandle, outgoingVolume, transition.FadeOutTime));
else
StopHandle(outgoingHandle);
}
///
/// 淡入分支:等待 FadeInOffset 后启动新音乐并淡入。
/// 主协程 yield return 此分支,以便 DoTransition 在新音乐就绪后才结束。
///
internal IEnumerator FadeInBranch(uint newContainerId, ITransitionConfig transition, SyncPointState syncState = null, Action onContainerStarted = null)
{
if (transition?.FadeInOffset > 0f)
{
//Debug.Log($"Waiting {transition.FadeInOffset} to fade in.");
yield return new WaitForSeconds(transition.FadeInOffset);
}
if (newContainerId == 0)
{
CurrentHandle = null;
CurrentContainerId = 0;
if (syncState != null) syncState.Ready = true;
yield break;
}
float startVolume = transition?.FadeInTime > 0f ? 0f : 1f;
StartNew(newContainerId, startVolume);
// SyncPoint: 获取新 Segment 的 AudioSource 并设置 timeSamples
if (syncState is { Mode: SyncPoint.SameAsCurrentSegment })
{
AudioSource newSource = CurrentHandle?.GetFirstLeafSource();
if (newSource && newSource.clip)
{
// 计算从读取Source Segment 到现在经过的 samples
double elapsedSeconds = AudioSettings.dspTime - syncState.BaseDspTime;
int elapsedSamples = (int)(elapsedSeconds * syncState.SampleRate);
int targetTimeSamples = syncState.BaseTimeSamples + elapsedSamples;
if (targetTimeSamples < newSource.clip.samples)
{
newSource.timeSamples = targetTimeSamples;
}
else
{
Debug.LogError($"[ChannelFader] SyncPoint.SameAsCurrentSegment: 新音频 samples({newSource.clip.samples}) <= 目标 samples({targetTimeSamples}),降级为 Start");
}
}
else
{
Debug.LogError($"[ChannelFader] SyncPoint.SameAsCurrentSegment: 未能获取新 Segment 的 AudioSource,降级为 Start");
}
syncState.Ready = true;
}
onContainerStarted?.Invoke();
if (transition?.FadeInTime > 0f)
{
yield return this.m_coroutineHost.StartCoroutine(
FadeIn(CurrentHandle, transition.FadeInTime));
}
}
IEnumerator FadeOut(ContainerPlayHandle handle, float fromVolume, float duration)
{
//Debug.Log($"Fading out in {duration} seconds.");
if (handle == null || handle.Cancelled) yield break;
float elapsed = 0f;
List sources = new();
handle.CollectActiveSources(sources);
while (elapsed < duration)
{
if (handle.Cancelled) break;
elapsed += Time.deltaTime;
// 为每个 source 创建 DOFade(仅创建一次)
sources.Clear();
handle.CollectActiveSources(sources);
foreach (AudioSource src in sources)
{
if (!src) continue;
if (DOTween.IsTweening(src))
continue;
src.volume = fromVolume;
src.DOFade(0f, duration - elapsed).SetEase(Ease.InSine); //TODO 支持读表
}
yield return null;
}
// 确保最终状态
sources.Clear();
handle.CollectActiveSources(sources);
foreach (AudioSource src in sources)
if (src) src.volume = 0f;
StopHandle(handle);
}
IEnumerator FadeIn(ContainerPlayHandle handle, float duration)
{
if (handle == null || handle.Cancelled) yield break;
List sources = new();
float elapsed = 0f;
while (elapsed < duration)
{
if (handle.Cancelled) yield break;
elapsed += Time.deltaTime;
// 每帧收集当前活跃的 sources,并为新加入的 source 创建 tween
sources.Clear();
handle.CollectActiveSources(sources);
foreach (AudioSource src in sources)
{
if (!src) continue;
// 如果这个 source 还没被 tween 过,则创建一个 DOFade
if (DOTween.IsTweening(src))
continue;
src.volume = 0f;
src.DOFade(1f, duration - elapsed).SetEase(Ease.OutSine); //TODO 支持读表
}
yield return null;
}
// 确保最终音量
sources.Clear();
handle.CollectActiveSources(sources);
foreach (AudioSource src in sources)
if (src) src.volume = 1f;
CurrentVolume = 1f;
}
}
}