Files
AudioSystem/Assets/Scripts/OCES/Audio/HandWritten/LongAudio/MusicChannelPlayer.cs
T
Oliver 6e8e17ec44 feat: StartOffset
- 实现startOffset
- 修复EndOffset = 0 + 循环播放时,音乐会大量重复播放的错误。
- 增加数据校验和 BeatClock 联动。StartOffset不正确时停止bar+级 callback。
- BeatClock 现在会在每次重新播放时重启,以解决EndOffset配置错误被舍弃时,拍子对不上的问题。
2026-05-12 15:47:04 +08:00

294 lines
14 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace OCES.Audio
{
/// <summary>
/// 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。
/// </summary>
class MusicChannelPlayer
{
readonly MusicContainerConfig m_containerConfig;
readonly MusicTransitionConfig m_transitionConfig;
readonly MusicSegmentConfig m_segmentConfig;
readonly MonoBehaviour m_coroutineHost;
readonly ChannelFader m_fader;
readonly BeatClock m_beatClock;
readonly List<MusicTransition> 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,
MusicSegmentConfig segmentConfig,
MusicTransitionConfig transitionConfig,
LongAudioContainerPlayer player,
MonoBehaviour coroutineHost,
Action<uint> onBeat,
Action<uint> onBar,
Action<uint> onGrid)
{
this.m_containerConfig = containerConfig;
this.m_transitionConfig = transitionConfig;
this.m_segmentConfig = segmentConfig;
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;
player.OnContainerLooped += OnContainerLooped;
}
// ─────────────────────────────────────────────
// 公开接口
// ─────────────────────────────────────────────
/// <summary>
/// 切换到新的 Container。
/// </summary>
internal void SwitchTo(uint newContainerId)
{
//Debug.Log($"[MusicChannelPlayer] SwitchTo({newContainerId}): CurrentContainerId={this.m_fader.CurrentContainerId}, CurrentHandle={this.m_fader.CurrentHandle}");
if (newContainerId == this.m_fader.CurrentContainerId && this.m_fader.CurrentHandle != null)
return; // 已经在播目标,无需切换
MusicTransition transition = ResolveTransition((int)this.m_fader.CurrentContainerId, (int)newContainerId);
if (this.m_transitionCoroutine != null)
this.m_coroutineHost.StopCoroutine(this.m_transitionCoroutine);
this.m_transitionCoroutine = this.m_coroutineHost.StartCoroutine(
DoTransition(newContainerId, transition));
}
/// <summary>
/// 立即停止当前播放(无淡出)
/// </summary>
internal void Stop()
{
this.m_beatClock.StopAll();
if (this.m_transitionCoroutine != null)
this.m_coroutineHost.StopCoroutine(this.m_transitionCoroutine);
this.m_fader.StopCurrent();
}
// ─────────────────────────────────────────────
// Transition 流程
// ─────────────────────────────────────────────
IEnumerator DoTransition(uint newContainerId, MusicTransition transition)
{
// Debug.Log($"[MusicChannelPlayer] Scheduled transition from {this.m_fader.CurrentContainerId} to {newContainerId} with transition {transition.Id}");
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($"[MusicChannelPlayer] DoTransition: transition?.SyncPoint={transition?.SyncPoint}, Mode={syncState.Mode}");
if (syncState.Mode == SyncPoint.SameAsCurrentSegment)
{
// Debug.Log($"[MusicChannelPlayer] DoTransition L117: CurrentHandle={this.m_fader.CurrentHandle}, CurrentContainerId={this.m_fader.CurrentContainerId}");
// 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 }
|| this.m_containerConfig.QueryById(newContainerId) 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;
syncState.SourceStartOffset = GetEffectiveStartOffset(this.m_currentContainer);
}
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)── TODO 支持FadeInTime为负值时,等待FadeIn
if (transition != null && this.m_currentContainer != null)
{
Debug.Log("[MusicChannelPlayer] Waiting for Alignment.");
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;
// Debug.Log("[MusicChannelPlayer] Start Crossfade.");
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;
double newStartOffset = GetEffectiveStartOffset(container);
double dspTime;
if (syncState is { Mode: SyncPoint.SameAsCurrentSegment })
{
double elapsedSeconds = AudioSettings.dspTime - syncState.BaseDspTime;
int elapsedSamples = (int)(elapsedSeconds * syncState.SampleRate);
double currentAudioTime = (double)(syncState.BaseTimeSamples + elapsedSamples) / syncState.SampleRate;
// 当前的source播到了哪里
double currentLogicalTime = Math.Max(0, currentAudioTime - syncState.SourceStartOffset);
// EntryCue之后播了多少秒。要是小于0说明pre-entry还没播完。
double newAudioTime = currentLogicalTime + newStartOffset;
// 新Audio应该从多少秒开始播放
bool isPlayPreEntry = true; //TODO transition 是否播放pre-entry
syncState.TargetAudioTime = isPlayPreEntry ? currentLogicalTime + newStartOffset : currentLogicalTime;
dspTime = AudioSettings.dspTime - newAudioTime;
}
else
{
double startPlayTime;
if (this.m_currentContainer == null)
{
startPlayTime = 0;
}
else
{
double fadeInTime = transition?.FadeInTime ?? 0f;
startPlayTime = newStartOffset - fadeInTime;
startPlayTime = Math.Clamp(startPlayTime, 0, double.PositiveInfinity);
newStartOffset = 0;
}
syncState.StartPlayTime = startPlayTime;
dspTime = AudioSettings.dspTime;
}
this.m_currentContainer = container;
this.m_beatClock.Restart(container, bpm, dspTime, newStartOffset);
}));
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
// ─────────────────────────────────────────────
/// <summary>
/// 查询 Transition 配置,支持精确匹配和 -1 通配符。
/// </summary>
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;
}
double GetEffectiveStartOffset(MusicContainer container)
{
if (container.ContainerType == ContainerType.Blend)
{
return 0.0;
}
if (container.Segments is not { Count: > 0 })
return 0.0;
uint firstId = container.Segments[0];
if (firstId < 1000000u)
{
MusicSegment segment = this.m_segmentConfig.QueryById(firstId);
return segment?.StartOffset ?? 0.0;
}
MusicContainer child = this.m_containerConfig.QueryById(firstId);
return child != null ? GetEffectiveStartOffset(child) : 0.0;
}
void OnContainerLooped(MusicContainer container, float bpm, double dspTime)
{
if (this.m_currentContainer == null || this.m_currentContainer.Id != container.Id)
return;
this.m_beatClock.Restart(container, bpm, dspTime);
}
}
}