音频管理器

音频管理器

下面展示一些 内联代码片

// An highlighted block
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class AudioManager : MonoBehaviour
{
    private List<AudioSource> m_SfxList = new List<AudioSource>();
    private Dictionary<string, GameObject> m_SfxSingleDict = new Dictionary<string, GameObject>();
    private Dictionary<string, GameObject> m_BgmDict = new Dictionary<string, GameObject>();

    public void Init()
    {
        SceneManager.sceneUnloaded += CleanUnused;
    }

    private void OnDestroy()
    {
        SceneManager.sceneUnloaded -= CleanUnused;
    }

    /// <summary>
    /// 播放音效,重复调用时会播放多次
    /// </summary>
    /// <param name="audioName">音频名称</param>
    /// <param name="volume">音量大小</param>
    /// <param name="crossScene">是否可以跨场景播放</param>
    /// <param name="duration">延迟销毁,0表示音频播放完就会自动销毁</param>
    public void PlaySFX(string audioName, float volume = 1f, bool crossScene = false, float duration = 0f)
    {
        AudioClip audioClip = GameRoot.Instance.ResourceManager.LoadAudioClip(audioName);

        GameObject sfxGo = new GameObject("SFX");
        sfxGo.transform.parent = transform;
        sfxGo.transform.SetPositionAndRotation(Vector3.zero, Quaternion.identity);

        AudioSource source = sfxGo.AddComponent<AudioSource>();
        source.playOnAwake = false;
        source.clip = audioClip;
        source.volume = volume;
        source.loop = false;
        source.spatialBlend = 0f;
        source.Play();
        if (crossScene == false)
        {
            m_SfxList.Add(source);
        }
        
        // 销毁自身
        if (duration == 0f)
        {
            duration = audioClip.length;
        }
        GameRoot.Instance.TimerManager.AddTimeTask((id) =>
        {
            if (m_SfxList.Contains(source))
            {
                m_SfxList.Remove(source);
            }
            Destroy(sfxGo);
        }, duration);
    }
    /// <summary>
    /// 播放音效,重复调用时不会再次播放,不能跨场景播放
    /// </summary>
    /// <param name="audioName">音频名称</param>
    /// <param name="volume">音量大小</param>
    /// <param name="duration">延迟销毁,0表示音频播放完就会自动销毁</param>
    public void PlaySFXSingle(string audioName, float volume = 1f, float duration = 0f)
    {
        if (m_SfxSingleDict.ContainsKey(audioName))
        {
            return;
        }

        AudioClip audioClip = GameRoot.Instance.ResourceManager.LoadAudioClip(audioName);

        GameObject sfxGo = new GameObject("SFXSingle");
        sfxGo.transform.parent = transform;
        sfxGo.transform.SetPositionAndRotation(Vector3.zero, Quaternion.identity);
        m_SfxSingleDict.Add(audioName, sfxGo);

        AudioSource source = sfxGo.AddComponent<AudioSource>();
        source.playOnAwake = false;
        source.clip = audioClip;
        source.volume = volume;
        source.loop = false;
        source.spatialBlend = 0f;
        source.Play();

        // 销毁自身
        if (duration == 0f)
        {
            duration = audioClip.length;
        }
        GameRoot.Instance.TimerManager.AddTimeTask((id) =>
        {
            if (m_SfxSingleDict.ContainsKey(audioName))
            {
                m_SfxSingleDict.Remove(audioName);
                Destroy(sfxGo);
            }
        }, duration);
    }
        /// <summary>
    /// 播放背景音,重复调用不会多次播放
    /// </summary>
    /// <param name="audioName">音频名称</param>
    /// <param name="volume">音量大小</param>
    public void PlayBgm(string audioName, float volume = 1f)
    {
        if (m_BgmDict.ContainsKey(audioName))
        {
            //Debug.LogErrorFormat("此BGM:{0} 已在播放中,请检查!", audioName);
            return;
        }

        AudioClip audioClip = GameRoot.Instance.ResourceManager.LoadAudioClip(audioName);

        GameObject bgmGo = new GameObject("BGM");
        bgmGo.transform.parent = transform;
        bgmGo.transform.SetPositionAndRotation(Vector3.zero, Quaternion.identity);
        m_BgmDict.Add(audioName, bgmGo);

        AudioSource source = bgmGo.AddComponent<AudioSource>();
        source.playOnAwake = false;
        source.clip = audioClip;
        source.volume = volume;
        source.loop = true;
        source.spatialBlend = 0f;
        source.Play();
    }
        /// <summary>
    /// 停止指定BGM
    /// </summary>
    public void StopBgm(string audioName)
    {
        if (m_BgmDict.ContainsKey(audioName))
        {
            Destroy(m_BgmDict[audioName]);
            m_BgmDict.Remove(audioName);
        }
    }

    private void CleanUnused(Scene scene)
    {
        for (int i = 0; i < m_SfxList.Count; i++)
        {
            m_SfxList[i].Stop();
        }
        m_SfxList.Clear();

        foreach (var sfxSingleKeyAndValue in m_SfxSingleDict)
        {
            Destroy(sfxSingleKeyAndValue.Value);
        }
        m_SfxSingleDict.Clear();

        foreach (var bgmKeyAndValue in m_BgmDict)
        {
            Destroy(bgmKeyAndValue.Value);
        }
        m_BgmDict.Clear();
    }
	private Dictionary<string, AudioClip> m_AudioClipCacheDict = new Dictionary<string, AudioClip>();
	    /// <summary>
    /// 加载音频
    /// </summary>
    /// <param name="audioName">音频名称</param>
    /// <param name="cached">是否缓存</param>
    public AudioClip LoadAudioClip(string audioName, bool cached = true)
    {
        string audioPath = string.Format("Audios/" + audioName);

        m_AudioClipCacheDict.TryGetValue(audioPath, out AudioClip result);
        if (result == null)
        {
            result = Resources.Load<AudioClip>(audioPath);
            if (result == null)
            {
                Debug.LogError("请检查音频是否存在:" + audioPath);
                return result;
            }
            if (cached == true)
            {
                m_AudioClipCacheDict.Add(audioPath, result);
            }
        }
        return result;
    }
}
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