Files
AudioSystem/Assets/Scripts/OCES/Audio/HandWritten/LongAudio/MusicSegment.cs
T
Oliver 1df0666c91 feat: Unified ResourceLoader
- 新增 统一 `ResourceLoader`类,负责同步/异步加载资源,并对已加载的资源缓存。
- 修改 `MusicTransition`, `AudioSystem`, `LongAudioContainerPlayer`, `MusicSegment`, 'SfxSystem`, `HapticSystem`使用最新的`ResourceLoader`。
2026-05-14 11:35:38 +08:00

54 lines
2.0 KiB
C#

using UnityEngine;
namespace OCES.Audio
{
public partial class MusicSegment
{
public bool IsOffBeat { get; set; }
}
public partial class MusicSegmentConfig
{
// TODO: 负偏移功能待开发
public void Validate()
{
foreach (MusicSegment segment in this.m_musicSegmentInfos.Values)
{
AudioClip clip = AudioSystem.Instance.ResourceLoader.LoadSync<AudioClip>($"Audios/{segment.Name}");
if (!clip)
{
Debug.LogError($"[MusicSegmentConfig] 音频文件未找到: {segment.Name}, SegmentId: {segment.Id}");
segment.StartOffset = 0;
segment.EndOffset = 0;
continue;
}
double clipLength = clip.length;
if (segment.StartOffset > clipLength)
{
Debug.LogError($"[MusicSegmentConfig] StartOffset({segment.StartOffset}) > AudioClip.length({clipLength}), SegmentId: {segment.Id}, Name: {segment.Name}" +
"已弃用 StartOffset");
segment.StartOffset = 0;
segment.IsOffBeat = true;
}
if (segment.EndOffset > clipLength)
{
Debug.LogError($"[MusicSegmentConfig] EndOffset({segment.EndOffset}) > AudioClip.length({clipLength}), SegmentId: {segment.Id}, Name: {segment.Name}");
segment.EndOffset = 0;
}
if (segment.StartOffset + segment.EndOffset > clipLength)
{
Debug.LogError($"[MusicSegmentConfig] StartOffset({segment.StartOffset}) + EndOffset({segment.EndOffset}) > AudioClip.length({clipLength}), SegmentId: {segment.Id}, Name: {segment.Name}");
segment.StartOffset = segment.EndOffset = 0;
segment.IsOffBeat = true;
}
}
}
}
}