unity音频管理器

本文将探讨如何在Unity引擎中有效地管理音频资源,通过实例展示如何调用相关API进行音频播放、控制和混合,帮助开发者提升游戏音频体验。
摘要由CSDN通过智能技术生成
using UnityEngine;
using System.Collections;
public delegate void AudioPlayEnd();

/*

* @ 创建时间:

* @ 作者:想开店的程序员

* @ 修改人:

* @ 修改时间:

* @ 描述:自定义音频辅助播放(必需)

* @///

*/

public class CustomAudioSource : MonoBehaviour
{

    void Awake()
    {
        DontDestroyOnLoad(gameObject);
    }

    public void Play(AudioSource audioSource, AudioClip clip, Transform emitter, float volume, float pitch, bool loop, AudioPlayEnd callback = null)
    {
        if (emitter == null)
        {
            StartCoroutine(PlayI(audioSource, clip, volume, pitch, loop, callback));
        }
        else
        {
            StartCoroutine(PlayII(clip, emitter, volume, pitch, loop, callback));
        }
    }
    IEnumerator PlayI(AudioSource audioSource, AudioClip clip, float volume, float pitch, bool loop, AudioPlayEnd callback)
    {
        audioSource.clip = clip;
        audioSource.volume = volume;
        audioSource.pitch = pitch;
        audioSource.loop = loop;
        audioSource.Play();

        yield return new WaitForSeconds(clip.length);
        //音频播放完毕后执行的方法
        if (callback != null)
            callback();
    }
    IEnumerator PlayII(AudioClip clip, Transform emitter, float volume, float pitch, bool loop, AudioPlayEnd callback = null)
    {

        GameObject go = new GameObject("Audio:" + clip.name);
        go.transform.position = emitter.position;
        go.transform.parent = emitter;

        AudioSource source = go.AddComponent<AudioSource>();
        source.clip = clip;
        source.volume = volume;
        source.pitch = pitch;
        source.loop = loop;
        source.Play();
        if (!loop)
        {
            DestroyObject(go, clip.length);
            yield return new WaitForSeconds(clip.length);
            //音频播放完毕后执行的方法
            if (callback != null)
                callback();
        }
    }

    void OnDestoryed()
    {

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

/*

* @ 创建时间:

* @ 作者:想开店的程序员

* @ 修改人:

* @ 修改时间:

* @ 描述:音频管理器,注:音频文件一定要放在Resources/Audio文件夹下,不然无法播放

* @/

*/

public class AudioManager
{

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

    private AudioSource _AudioSource;
    private CustomAudioSource _
  • 0
    点赞
  • 2
    收藏
    觉得还不错? 一键收藏
  • 0
    评论
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值