3d44ac939b
- 将AudioScheduler重命名为SfxSystem,统一命名规范 - 新增MixingType.Accented音效类型,支持强调音效独立混音 - 重构音频混合器层级: Master下新增Regular中间层 - SfxSystem使用外部AudioSourcePool,与MusicSystem隔离 - 修复ambiencePoolRoot父节点错误(原错误挂载到musicPoolRoot) - Play方法支持onPlay回调 - 同步更新AudioObject.bytes二进制配置数据
210 lines
8.2 KiB
C#
210 lines
8.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Audio;
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using DG.Tweening;
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namespace OCES.Audio
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{
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public class AudioSystem : MonoBehaviour
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{
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public static AudioSystem Instance { get; private set; }
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const string k_audioConfigPath = "AudioData";
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const string k_audioResourcePath = "Audios";
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SfxSystem m_sfxSystem;
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MusicSystem m_musicSystem;
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AudioObjectConfig m_audioObjects;
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AudioGroupConfig m_groups;
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AudioMixer m_mixer;
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Tween m_lowpassTween;
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// ─────────────────────────────────────────────
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// 公开接口
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// ─────────────────────────────────────────────
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public void Play(uint audioId, Action onPlay = null)
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{
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AudioObject obj = this.m_audioObjects.QueryById(audioId);
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if (obj != null)
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{
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Play(obj, onPlay);
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}
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}
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public void Play(AudioObject audioObject, Action onPlay = null)
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{
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this.m_sfxSystem.TryPlay(audioObject, onPlay);
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}
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public void Play(int audioId)
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{
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Play((uint)audioId);
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}
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[Obsolete("Use Play(uint) instead")]
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public void Play(string audioName)
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{
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if (!AudioObjectDefinitions.NameToId.TryGetValue(audioName, out uint id))
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{
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Debug.LogWarning($"[Audio] Name '{audioName}' not found.");
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return;
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}
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if (AudioObjectDefinitions.AmbiguousNames.Contains(audioName))
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{
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Debug.LogWarning(
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$"[AudioSystem] Name '{audioName}' is ambiguous. Using first matched ID: {id}. " +
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"Use ID instead to avoid unexpected behavior."
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);
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}
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if (AudioObjectDefinitions.SharedIdNames.Contains(audioName))
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{
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Debug.LogWarning(
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$"[AudioSystem] Name '{audioName}' is a item of a container AudioObject (ID: {id}). " +
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"Use ID instead to avoid unexpected behavior."
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);
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}
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Play(id);
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}
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public void SetLowpass(bool enable)
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{
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float target = enable ? 440f : 22000f;
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// Kill existing tween to avoid stacking
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if (this.m_lowpassTween != null && this.m_lowpassTween.IsActive())
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this.m_lowpassTween.Kill();
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// Get current value as start
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if (!this.m_mixer.GetFloat("LowpassFreq", out float current))
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current = target;
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float startLog = Mathf.Log10(current);
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float endLog = Mathf.Log10(target);
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this.m_lowpassTween = DOTween.To(
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() => startLog,
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x =>
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{
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startLog = x;
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float value = Mathf.Pow(10f, startLog);
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this.m_mixer.SetFloat("LowpassFreq", value);
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},
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endLog,
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0.2f // duration in seconds
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).SetEase(Ease.OutCubic);
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}
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/// <summary>
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/// 更新游戏状态,驱动音乐与环境音系统切换。
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/// 调用示例:AudioSystem.Instance.SetState(GameState.Game);
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/// </summary>
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public void SetState<TEnum>(TEnum state) where TEnum : Enum
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{
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this.m_musicSystem.OnStateChanged(state);
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}
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// ─────────────────────────────────────────────
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// 初始化
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// ─────────────────────────────────────────────
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void Awake()
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{
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if ((bool)Instance && Instance != this)
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{
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Destroy(gameObject);
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return;
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}
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Instance = this;
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DontDestroyOnLoad(gameObject);
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this.m_mixer = Resources.Load<AudioMixer>("Audios/Master");
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// ── SFX 调度器 ──
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// AudioSystem.cs 中
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GameObject sfxPoolRoot = new("SfxSourcePool");
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sfxPoolRoot.transform.SetParent(transform, false);
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AudioSourcePool sfxPool = new(sfxPoolRoot.transform); // 不传 mixer group,让 SfxSystem 自己设置
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this.m_sfxSystem = gameObject.AddComponent<SfxSystem>();
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this.m_audioObjects = AudioConfigLoader.Load<AudioObjectConfig>($"{k_audioConfigPath}/AudioObject");
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this.m_groups = AudioConfigLoader.Load<AudioGroupConfig>($"{k_audioConfigPath}/AudioGroup");
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this.m_sfxSystem.Initialize(this.m_groups, this.m_mixer, sfxPool); // 传入 pool
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// ── 音乐与环境音系统 ──
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var segments = AudioConfigLoader.Load<MusicSegmentConfig>($"{k_audioConfigPath}/MusicSegment");
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var containers = AudioConfigLoader.Load<MusicContainerConfig>($"{k_audioConfigPath}/MusicContainer");
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var musicPaths = AudioConfigLoader.Load<MusicPathConfig>($"{k_audioConfigPath}/MusicPath");
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var ambiencePaths = AudioConfigLoader.Load<AmbiencePathConfig>($"{k_audioConfigPath}/AmbiencePath");
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var musicTransitions = AudioConfigLoader.Load<MusicTransitionConfig>($"{k_audioConfigPath}/MusicTransition");
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var ambienceTransitions = AudioConfigLoader.Load<AmbienceTransitionConfig>($"{k_audioConfigPath}/AmbienceTransition");
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// MusicSystem 需要运行协程,作为 MonoBehaviour 挂载在同一 GameObject 上
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this.m_musicSystem = gameObject.AddComponent<MusicSystem>();
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// AudioSourcePool 由 MusicSystem 独占一个子节点,与 SFX pool 隔离
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GameObject musicPoolRoot = new("MusicSourcePool");
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musicPoolRoot.transform.SetParent(transform, false);
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AudioMixerGroup musicGroup = this.m_mixer.FindMatchingGroups("Master/Regular/Music")[0];
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AudioSourcePool musicPool = new(musicPoolRoot.transform, musicGroup);
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GameObject ambiencePoolRoot = new("AmbienceSourcePool");
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ambiencePoolRoot.transform.SetParent(transform, false);
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AudioMixerGroup ambienceGroup = this.m_mixer.FindMatchingGroups("Master/Regular/SFX/Ambience")[0];
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AudioSourcePool ambiencePool = new(ambiencePoolRoot.transform, ambienceGroup);
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this.m_musicSystem.Initialize(
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segments,
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containers,
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musicPaths,
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ambiencePaths,
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musicTransitions,
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ambienceTransitions,
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musicPool,
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ambiencePool);
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// ── 注册 StateGroup ──
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EnumIds.RegisterAllGameState();
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// ── 启动默认音乐与环境音 ──
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// 触发一次初始状态,让音乐系统从默认状态开始匹配
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SetState(GameState.Home);
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}
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}
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static class AudioConfigLoader
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{
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public static Dictionary<uint, T> Load<T>(string path, Func<T, uint> keySelector)
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{
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string json = System.IO.File.ReadAllText(path);
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var wrapper = JsonUtility.FromJson<AudioObjectArrayWrapper<T>>(json);
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return wrapper.AudioObjects.ToDictionary(keySelector);
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}
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public static T Load<T>(string tableName) where T : IBinarySerializable, new()
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{
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TextAsset bytes = Resources.Load<TextAsset>(tableName);
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if (!bytes)
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Debug.LogError($"未找到表 {tableName}");
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IBinarySerializable data = new T();
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bool readOk = FileManager.ReadBinaryDataFromBytes(bytes.bytes, ref data);
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if (readOk)
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return (T)data;
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Debug.LogError($"{tableName} 解析出错,类型 {typeof(T)}");
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return default;
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}
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class AudioObjectArrayWrapper<T>
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{
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public T[] AudioObjects;
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}
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}
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}
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