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 _cas;
/// <summary>
/// 单例模式
/// </summary>
private static AudioManager Instance;
public static AudioManager GetInstance()
{
if (Instance == null)
{
Instance = new AudioManager();
GameObject audioSource = new GameObject("Audios");
Instance._AudioSource = audioSource.AddComponent<AudioSource>();
Instance._cas = audioSource.AddComponent<CustomAudioSource>();
}
return Instance;
}
/// <summary>
/// 通过文件名播放音乐
/// </summary>
/// <param name='fileName'>
/// File name.
/// </summary>
public void PlayByName(string fileName)
{
///判断字典中是否存在该文件,不存在则加载
AudioClip _PlayClip = FindClipByName(fileName);
_cas.Play(_AudioSource, _PlayClip, null, 1f, 1f, false);
Debug.Log("AudioManager::Play().PlayByName");
}
public void PlayByName(string fileName, bool isloop)
{
///判断字典中是否存在该文件,不存在则加载
AudioClip _PlayClip = FindClipByName(fileName);
_cas.Play(_AudioSource, _PlayClip, null, 1f, 1f, isloop);
Debug.Log("AudioManager::Play().PlayByName。loop:" + isloop);
}
/// <summary>
/// 播放音频,完成后执行回调函数
/// </summary>
/// <param name="fileName"></param>
/// <param name="callback"></param>
public void PlayByName(string fileName, AudioPlayEnd callback)
{
///判断字典中是否存在该文件,不存在则加载
AudioClip _PlayClip = FindClipByName(fileName);
_cas.Play(_AudioSource, _PlayClip, null, 1f, 1f, false, callback);
Debug.Log("AudioManager::Play().PlayByName.callback");
}
/// <summary>
/// 在emitter下播放一个音频
/// </summary>
/// <param name="fileName"></param>
/// <param name="emitter"></param>
public void PlayByName(string fileName, Transform emitter)
{
///判断字典中是否存在该文件,不存在则加载
AudioClip _PlayClip = FindClipByName(fileName);
_cas.Play(_AudioSource, _PlayClip, emitter, 1f, 1f, false);
Debug.Log("AudioManager::Play().PlayByName.emitter");
}
public void PlayByName(string fileName, Transform emitter, bool isloop)
{
///判断字典中是否存在该文件,不存在则加载
AudioClip _PlayClip = FindClipByName(fileName);
_cas.Play(_AudioSource, _PlayClip, emitter, 1f, 1f, isloop);
Debug.Log("AudioManager::Play().PlayByName.emitter.isloop" + isloop);
}
public void PlayByName(string fileName, Transform emitter, float volume, bool isloop)
{
///判断字典中是否存在该文件,不存在则加载
AudioClip _PlayClip = FindClipByName(fileName);
_cas.Play(_AudioSource, _PlayClip, emitter, volume, 1f, isloop);
Debug.Log("AudioManager::Play().PlayByName.emitter.volume.isloop" + isloop);
}
public void PlayByName(string fileName, Transform emitter, bool isloop, AudioPlayEnd callback)
{
///判断字典中是否存在该文件,不存在则加载
AudioClip _PlayClip = FindClipByName(fileName);
_cas.Play(_AudioSource, _PlayClip, emitter, 1f, 1f, isloop, callback);
Debug.Log("AudioManager::Play().PlayByName.emitter.isloop" + isloop + ". callback");
}
public void PlayByName(string fileName, Transform emitter, float volume, float pitch, bool isloop)
{
///判断字典中是否存在该文件,不存在则加载
AudioClip _PlayClip = FindClipByName(fileName);
_cas.Play(_AudioSource, _PlayClip, emitter, volume, pitch, isloop);
Debug.Log("AudioManager::Play().PlayByName.emitter.volume.pitch.isloop" + isloop);
}
public void PlayByName(string fileName, Transform emitter, float volume, float pitch, bool isloop, AudioPlayEnd callback)
{
///判断字典中是否存在该文件,不存在则加载
AudioClip _PlayClip = FindClipByName(fileName);
_cas.Play(_AudioSource, _PlayClip, emitter, volume, pitch, isloop, callback);
Debug.Log("AudioManager::Play().PlayByName");
}
/// <summary>
/// 通过音频文件播放音乐
/// </summary>
/// <param name="clip">AudioClip类型文件</param>
public void PlayByClip(AudioClip clip)
{
if (!soundDicts.ContainsKey(clip.name))
{
soundDicts.Add(clip.name, clip);
}
_cas.Play(_AudioSource, clip, null, 1f, 1f, false);
Debug.Log("AudioManager::Play().PlayByClip");
}
public void PlayByClip(AudioClip clip, AudioPlayEnd callback)
{
if (!soundDicts.ContainsKey(clip.name))
{
soundDicts.Add(clip.name, clip);
}
_cas.Play(_AudioSource, clip, null, 1f, 1f, false, callback);
Debug.Log("AudioManager::Play().PlayByClip.callback");
}
/// <summary>
/// 通过文件名查找音频文件,并自动添加到字典中
/// </summary>
/// <param name="fileName"></param>
/// <returns></returns>
public AudioClip FindClipByName(string fileName)
{
if (!soundDicts.ContainsKey(fileName))
{
AudioClip _playClip = Resources.Load("Audio/" + fileName) as AudioClip;
soundDicts.Add(fileName, _playClip);
return _playClip;
}
else
{
return soundDicts[fileName];
}
}
/// <summary>
/// 返回一个音频的播放时间
/// </summary>
/// <param name="fileName"></param>
/// <returns></returns>
public float SoundLength(string fileName)
{
AudioClip _PlayClip = FindClipByName(fileName);
return _PlayClip.length;
}
public void ForceKill()
{
GameObject.Destroy(Instance._cas.gameObject);
Instance._cas = null;
Instance = null;
}
}
调用方法示例
using UnityEngine;
using System.Collections;
public class test : MonoBehaviour {
public AudioClip clip;
public Transform obj;
// Use this for initialization
void Start () {
DontDestroyOnLoad(gameObject);
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.Alpha1))
{
AudioManager.GetInstance().PlayByName("FarExplosionA");
}
if (Input.GetKeyDown(KeyCode.Alpha2))
{
AudioManager.GetInstance().PlayByName("FarExplosionA", false);
}
if (Input.GetKeyDown(KeyCode.Alpha3))
{
AudioManager.GetInstance().PlayByName("FarExplosionA", tester);
}
if (Input.GetKeyDown(KeyCode.Alpha4))
{
AudioManager.GetInstance().PlayByName("FarExplosionA", obj);
}
if (Input.GetKeyDown(KeyCode.Alpha5))
{
AudioManager.GetInstance().PlayByName("FarExplosionA", obj, false);
}
if (Input.GetKeyDown(KeyCode.Alpha6))
{
AudioManager.GetInstance().PlayByName("FarExplosionA", obj, false, tester);
}
if (Input.GetKeyDown(KeyCode.Alpha7))
{
AudioManager.GetInstance().PlayByClip(clip, tester);
}
if (Input.GetKeyDown(KeyCode.A))
{
Application.LoadLevel(1);
}
}
public void tester() {
Debug.Log("音频播放完毕,回调函数执行");
}
}