【unity】播放声音类

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace Music
{
    /// <summary>
    /// 声音管理类
    /// </summary>
	public class AudioManager : MonoBehaviour {

        public static AudioManager instance = null;
        public static void initAudioManager()
        {
            if(instance == null)
            {
                GameObject obj = new GameObject();
                obj.name = "bgSound";
                instance = obj.AddComponent<AudioManager>();
                instance.bgAudio = obj.AddComponent<AudioSource>();
                instance.bgAudio.playOnAwake = false;

                for(int i=0;i<5;i++)
                {
                    GameObject obj1 = new GameObject("effeic");
                    AudioSource ads = obj1.AddComponent<AudioSource>();
                    ads.playOnAwake = false;
                    instance.effeics.Add(ads);
                    DontDestroyOnLoad(obj1);
                }

                print("音频管理 初始化成功");
            }
        }
        private List<AudioSource> effeics = new List<AudioSource>();

        private Dictionary<string, AudioClip> audios = new Dictionary<string, AudioClip>();

        //背景音乐
        private AudioSource bgAudio = null;

		// Use this for initialization
		void Start () {
            //场景切换的时候 ,这个对象不销毁
            DontDestroyOnLoad(this);
		}
        //通过路径,网络加载,也可以加本地
        public void playerBackgroundSoundForUrl(string url, bool isLoop = true)
        {

        }
        //直接通过名字播放,Resources.Load
        public void playBackgroundSoundForName(string soundName,bool isLoop = true)
        {
            if(audios.ContainsKey(soundName))
            {
                bgAudio.clip = audios[soundName];                               
            }
            else
            {
                AudioClip clip = Resources.Load<AudioClip>(soundName);
                bgAudio.clip = clip;
                audios.Add(soundName, clip);
            }
            if (bgAudio.isPlaying) return;
            bgAudio.loop = isLoop;
            bgAudio.Play();
        }
        public void playBackgroundSound()
        {
            this.bgAudio.Play();
        }
        public bool PauseBackgroundSound
        {
            set {
                if(value)
                {
                    this.bgAudio.Pause();
                }
                else
                {
                    this.bgAudio.UnPause();
                }
            }
        }
        public void StopBackgroundSound()
        {
            this.bgAudio.Stop();
        }
        public float BackgroundSoundVolume
        {
            set { this.bgAudio.volume = value; }
            get { return this.bgAudio.volume; }
        }
        //音效
        public void PlayerEffeict(string soundName,bool isLoop = false)
        {
            foreach(AudioSource ads in this.effeics)
            {
                if(!ads.isPlaying)
                {
                    if (audios.ContainsKey(soundName))
                    {
                        ads.clip = audios[soundName];
                    }
                    else
                    {
                        AudioClip clip = Resources.Load<AudioClip>(soundName);
                        ads.clip = clip;
                        audios.Add(soundName, clip);
                    }                    
                    ads.loop = isLoop;
                    ads.Play();
                    break;
                }
            }
        }
	}
}

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