QFramework (v0.1.18)入门学习(十七) AudioKit 播放音频

本文详细介绍了在Unity中使用QF框架进行音频管理的方法,包括播放背景音乐、音效,调整音量,以及实现声音的开关键控。通过具体代码示例展示了如何利用QMonoBehaviour和ISingleton接口来创建音频管理器,实现对音频播放状态的控制。

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插眼: 2020/10/20 

可选多个参数,例如第二个参数是 循环,默认是循环播放

 AudioKit.PlayMusic("resources://Sounds/wBGAudio01");

AudioKit.PlaySound("resources://Sounds/BtnClick");

 声音设置

AudioKit.Settings.VoiceVolume.Value = 0.5f;
AudioKit.Settings.SoundVolume.Value = 1.0f;
AudioKit.Settings.MusicVolume.Value = 0.1f;

监听值: 

   AudioKit.Settings.IsSoundOn.Register(soundOn =>
            {
                if (soundOn)
                {
					MediaPlayerActivity.AudioMuted = false;
				}
                else
                {
					MediaPlayerActivity.AudioMuted = true;
				}
            }).UnRegisterWhenGameObjectDestroyed(gameObject);

-----------  OLD  ---------------------

1. 命名空间:

using QF.Res;
using QFramework;

2.要发送消息,需要继承  QMonoBehaviour

 public class MotaAudioManager : QMonoBehaviour,ISingleton
    {
    }

3.播放音频

  this.SendMsg(new AudioMusicMsg("bg", true));

4. 开关声音切换方法

       public void PlayAudioSwitch()
        {
            Log.I(!QF.Res.AudioManager.Instance.SoundOn.Value);
            if (!QF.Res.AudioManager.Instance.SoundOn.Value)
            {
                this.SendMsg(new AudioMsgWithBool((ushort)AudioEvent.MusicSwitch, true));
                this.SendMsg(new AudioMsgWithBool((ushort)AudioEvent.SoundSwitch, true));
                this.SendMsg(new AudioMusicMsg("bg", true));
                PlayerInfo.Instance.AudioImage.sprite = sound_on;
            }
            else
            {
                this.SendMsg(new AudioMsgWithBool((ushort)AudioEvent.MusicSwitch, false));
                this.SendMsg(new AudioMsgWithBool((ushort)AudioEvent.SoundSwitch, false));
                this.SendMsg(new AudioMusicMsg("bg", false));
                PlayerInfo.Instance.AudioImage.sprite = sound_off;
            }
        }

示例代码

using QF;
using QF.Res;
using QFramework;
using UnityEngine;
using UnityEngine.UI;
namespace Mota
{
    public class MotaAudioManager : QMonoBehaviour,ISingleton
    {
        public static MotaAudioManager Instance
        {
            get
            {
                return MonoSingletonProperty<MotaAudioManager>.Instance;
            }
        }


        public override IManager Manager
        {
            get
            {
                return UIManager.Instance;
            }
        }

        void Start()
        {
            //QF.Res.AudioManager.SetSoundOn();
        }
        public Image audioButtonImage;
        public Sprite sound_on;
        public Sprite sound_off;

        public void PlayAudio(string audioname)
        {
            this.SendMsg(new AudioSoundMsg(audioname));
        }

        public void PlayAudioSwitch()
        {
            Log.I(!QF.Res.AudioManager.Instance.SoundOn.Value);
            if (!QF.Res.AudioManager.Instance.SoundOn.Value)
            {
                this.SendMsg(new AudioMsgWithBool((ushort)AudioEvent.MusicSwitch, true));
                this.SendMsg(new AudioMsgWithBool((ushort)AudioEvent.SoundSwitch, true));
                this.SendMsg(new AudioMusicMsg("bg", true));
                PlayerInfo.Instance.AudioImage.sprite = sound_on;
            }
            else
            {
                this.SendMsg(new AudioMsgWithBool((ushort)AudioEvent.MusicSwitch, false));
                this.SendMsg(new AudioMsgWithBool((ushort)AudioEvent.SoundSwitch, false));
                this.SendMsg(new AudioMusicMsg("bg", false));
                PlayerInfo.Instance.AudioImage.sprite = sound_off;
            }
        }

        public void OnSingletonInit()
        {
        }
    }
}

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