MiscroFPS——音频管理

1. Mixer

  • 在Mixer中分类管理每个音频,按player、UI、enemy等来分类,可以管控不同的音频音量大小。
    在这里插入图片描述

2. 音频播放

  • (也可以用AudioSource,但音频太多时不建议)
  • 这里使用AudioClip,只用把音频文件挂上去即可。
  • 代码:
        [Header("Sounds")] [Tooltip("Sound played when recieving damages")]
        public AudioClip DamageTick;
  • 挂上效果:
    在这里插入图片描述
  • 播放代码:
// play the damage tick sound
if (DamageTick && !m_WasDamagedThisFrame)
	AudioUtility.CreateSFX(DamageTick, transform.position, AudioUtility.AudioGroups.DamageTick, 0f);

3. AudioUtility.cs和AudioManager.cs

  • 管理整个音频的播放
  • AudioUtility
using UnityEngine;
using UnityEngine.Audio;

namespace Unity.FPS.Game
{
    public class AudioUtility
    {
        static AudioManager s_AudioManager;

        public enum AudioGroups
        {
            DamageTick,
            Impact,
            EnemyDetection,
            Pickup,
            WeaponShoot,
            WeaponOverheat,
            WeaponChargeBuildup,
            WeaponChargeLoop,
            HUDVictory,
            HUDObjective,
            EnemyAttack
        }

        public static void CreateSFX(AudioClip clip, Vector3 position, AudioGroups audioGroup, float spatialBlend,
            float rolloffDistanceMin = 1f)
        {
            GameObject impactSfxInstance = new GameObject();
            impactSfxInstance.transform.position = position;
            AudioSource source = impactSfxInstance.AddComponent<AudioSource>();
            source.clip = clip;
            source.spatialBlend = spatialBlend;
            source.minDistance = rolloffDistanceMin;
            source.Play();

            source.outputAudioMixerGroup = GetAudioGroup(audioGroup);

            TimedSelfDestruct timedSelfDestruct = impactSfxInstance.AddComponent<TimedSelfDestruct>();
            timedSelfDestruct.LifeTime = clip.length;//延时1s销毁
        }

        public static AudioMixerGroup GetAudioGroup(AudioGroups group)
        {
            if (s_AudioManager == null)
                s_AudioManager = GameObject.FindObjectOfType<AudioManager>();

            var groups = s_AudioManager.FindMatchingGroups(group.ToString());

            if (groups.Length > 0)
                return groups[0];

            Debug.LogWarning("Didn't find audio group for " + group.ToString());
            return null;
        }

        public static void SetMasterVolume(float value)
        {
            if (s_AudioManager == null)
                s_AudioManager = GameObject.FindObjectOfType<AudioManager>();

            if (value <= 0)
                value = 0.001f;
            float valueInDb = Mathf.Log10(value) * 20;

            s_AudioManager.SetFloat("MasterVolume", valueInDb);
        }

        public static float GetMasterVolume()
        {
            if (s_AudioManager == null)
                s_AudioManager = GameObject.FindObjectOfType<AudioManager>();

            s_AudioManager.GetFloat("MasterVolume", out var valueInDb);
            return Mathf.Pow(10f, valueInDb / 20.0f);
        }
    }
}

  • AudioManager.cs:
using UnityEngine;
using UnityEngine.Audio;

namespace Unity.FPS.Game
{
    public class AudioManager : MonoBehaviour
    {
        public AudioMixer[] AudioMixers;

        public AudioMixerGroup[] FindMatchingGroups(string subPath)
        {
            for (int i = 0; i < AudioMixers.Length; i++)
            {
                AudioMixerGroup[] results = AudioMixers[i].FindMatchingGroups(subPath);
                if (results != null && results.Length != 0)
                {
                    return results;
                }
            }

            return null;
        }

        public void SetFloat(string name, float value)
        {
            for (int i = 0; i < AudioMixers.Length; i++)
            {
                if (AudioMixers[i] != null)
                {
                    AudioMixers[i].SetFloat(name, value);
                }
            }
        }

        public void GetFloat(string name, out float value)
        {
            value = 0f;
            for (int i = 0; i < AudioMixers.Length; i++)
            {
                if (AudioMixers[i] != null)
                {
                    AudioMixers[i].GetFloat(name, out value);
                    break;
                }
            }
        }
    }
}

4. AudioUtility中的延时销毁函数

using UnityEngine;

namespace Unity.FPS.Game
{
    public class TimedSelfDestruct : MonoBehaviour
    {
        public float LifeTime = 1f;

        float m_SpawnTime;

        void Awake()
        {
            m_SpawnTime = Time.time;
        }

        void Update()
        {
            if (Time.time > m_SpawnTime + LifeTime)
            {
                Destroy(gameObject);
            }
        }
    }
}
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