一直播放背景音乐。
播放音效。
关闭所有音频。
关闭所有音频除了背景音乐。
音频暂停与播放。
音频静音的开启与关闭。
AudioManager.cs
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
// AudioManager类只挂在SceneStart场景的一个GameObject-AudioManager上,然后通过DontDestroyOnLoad(this);不销毁自己,这样跳转场景时也可以继续播BGM。
// SceneStart场景在运行的生命周期里只执行一次,用来保证GameObject-AudioManager只有一个。
public class AudioManager : MonoBehaviour
{
//BGM播放器(AudioSource可以理解为播放器)
public AudioSource BMGSource;
public static AudioManager instance;
/// <summary>
/// 暂停音频
/// </summary>
AudioSource[] pauseAudios;
private void Awake()
{
instance = this;
//通过DontDestroyOnLoad(this);不销毁自己,这样跳转场景时也可以继续播BGM
DontDestroyOnLoad(this);
}
public void PlayBGM(AudioClip ac)
{
//如果BMGSource目前的场景中存在,直接获取到。
BMGSource = gameObject.GetComponent<AudioSource>();
//如果BMGSource目前的场景中不存在,创建一个。
if (BMGSource == null)
{
BMGSource = gameObject.AddComponent<AudioSource>();
}
if (BMGSource != null)
{
BMGSource.loop = true;
BMGSource.clip = ac;
BMGSource.Play();
}
}
public void PlaySE(AudioClip ac)
{
//创建一个SE播放器(AudioSource可以理解为播放器)
AudioSource SESource = gameObject.AddComponent<AudioSource>();
if (SESource != null)
{
if (!SESource.isPlaying)
{
SESource.loop = false;
SESource.clip = ac;
SESource.Play();
}
//音频播放完后销毁
StartCoroutine(AudioPlayFinished(ac.length, () =>
{
Destroy(SESource);
GC.Collect();
}));
}
}
/// <summary>
/// 音频播放完之后销毁
/// </summary>
/// <param name="time">音频时长</param>
/// <param name="callback"></param>
/// <returns></returns>
IEnumerator AudioPlayFinished(float time, UnityAction callback)
{
yield return new WaitForSeconds(time+1);
//调用这句,后面在AudioPlayFinished的lamda表达式里写具体逻辑
callback.Invoke();
}
/// <summary>
/// 弹窗出现时暂停所有音频
/// </summary>
public void PauseAllAudio()
{
// 获取场景所有音频组件
pauseAudios = FindObjectsOfType<AudioSource>();
for (int i = 0; i < pauseAudios.Length; i++)
{
pauseAudios[i].Pause();
}
}
/// <summary>
/// 继续播放音频
/// </summary>
public void UnPauseAllAudio()
{
// 获取场景所有音频组件
pauseAudios = FindObjectsOfType<AudioSource>();
for (int i = 0; i < pauseAudios.Length; i++)
{
pauseAudios[i].UnPause();
}
}
/// <summary>
/// 所有音频静音
/// </summary>
public void MuteAllAudio()
{
// 获取场景所有音频组件
pauseAudios = FindObjectsOfType<AudioSource>();
for (int i = 0; i < pauseAudios.Length; i++)
{
pauseAudios[i].volume = 0;
}
}
/// <summary>
/// 所有音频取消静音
/// </summary>
public void UnMuteAllAudio()
{
// 获取场景所有音频组件
pauseAudios = FindObjectsOfType<AudioSource>();
for (int i = 0; i < pauseAudios.Length; i++)
{
pauseAudios[i].volume = 1.0f;
}
}
/// <summary>
/// 除了BGM外的音效都停止播放
/// </summary>
public void StopAllAudioWithoutBGM()
{
AudioSource[] audioSource = FindObjectsOfType<AudioSource>();
for (int i = 0; i < audioSource.Length; i++)
{
//bgm是循环播放。这里关掉非循环的AudioSource
if (audioSource[i].loop == false)
Destroy(audioSource[i]);
}
GC.Collect();
}
/// <summary>
/// 停止所有音频播放
/// </summary>
public void StopAllAudio()
{
AudioSource[] audioSource = FindObjectsOfType<AudioSource>();
for (int i = 0; i < audioSource.Length; i++)
{
Destroy(audioSource[i]);
}
GC.Collect();
}
}
SceneStartController.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
//一开始播放BGM1,两个场景切换BGM一直播放。
//点击第一个场景的按钮1,可以播放播放音效,点击按钮2可以切换BGM
//点击第二个场景的按钮,可以切换BGM播放。
public class SceneStartController : MonoBehaviour
{
public AudioClip BGM1Clip;
void Start()
{
//刚开始启动播放BGM,然后跳转场景Scene1
BGM1Clip = Resources.Load<AudioClip>("bgm1");
AudioManager.instance.PlayBGM(BGM1Clip);
SceneManager.LoadScene("Scene1");
}
}
Scene1Controller.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class Scene1Controller : MonoBehaviour
{
public Button buttonPlaySoundEffect;
public Button buttonChangeScene;
public Button buttonChangeBGM;
public Button buttonPauseAudio;
public Button buttonResumeAudio;
public AudioClip BGM1Clip;
public AudioClip BGM2Clip;
public AudioClip SEClip;
void Start()
{
//加载音频资源
BGM1Clip = Resources.Load<AudioClip>("bgm1");
BGM2Clip = Resources.Load<AudioClip>("bgm2");
SEClip = Resources.Load<AudioClip>("audio");
buttonChangeScene.onClick.AddListener(() =>
{
SceneManager.LoadScene("Scene2");
});
buttonPlaySoundEffect.onClick.AddListener(() =>
{
AudioManager.instance.PlaySE(SEClip);
});
buttonChangeBGM.onClick.AddListener(() =>
{
AudioManager.instance.PlayBGM(BGM2Clip);
}
);
buttonPauseAudio.onClick.AddListener(()=>
{
AudioManager.instance.PauseAllAudio();
});
buttonResumeAudio.onClick.AddListener(()=>
{
AudioManager.instance.UnPauseAllAudio();
});
}
}
Scene2Controller.cs
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
public class Scene2Controller : MonoBehaviour
{
public Button buttonChangeScene;
public Button buttonChangeBGM;
public Button buttonCloseAllAudio;
public Button buttonCloseAllAudioWithoutBGM;
public AudioClip BGM1Clip;
void Start()
{
//加载音频资源
BGM1Clip = Resources.Load<AudioClip>("bgm1");
buttonChangeScene.onClick.AddListener(() =>
{
SceneManager.LoadScene("Scene1");
});
buttonChangeBGM.onClick.AddListener(() =>
{
AudioManager.instance.PlayBGM(BGM1Clip);
}
);
buttonCloseAllAudio.onClick.AddListener(()=>
{
AudioManager.instance.StopAllAudio();
});
buttonCloseAllAudioWithoutBGM.onClick.AddListener(()=>
{
AudioManager.instance.StopAllAudioWithoutBGM();
});
}
}