一、音频管理器脚本如下:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class AudioManager : MonoBehaviour {
public AudioClip[] AudioClipArray; //剪辑数组
public static float AudioBackgroundVolumns = 1F; //背景音量
public static float AudioEffectVolumns = 1F; //音效音量
private static Dictionary<string, AudioClip> _DicAudioClipLib; //音频库
private static AudioSource[] _AudioSourceArray; //音频源数组
private static AudioSource _AudioSource_BackgroundAudio; //背景音乐
private static AudioSource _AudioSource_AudioEffectA; //音效源A
private static AudioSource _AudioSource_AudioEffectB; //音效源B
/// <summary>
/// 音效库资源加载
/// </summary>
void Awake() {
//音频库加载
_DicAudioClipLib = new Dictionary<string, AudioClip>();
foreach (AudioClip audioClip in AudioClipArray){
_DicAudioClipLib.Add(audioClip.name,audioClip);
}
//处理音频源
_AudioSourceArray=this.GetComponents<AudioSource>();
_AudioSource_BackgroundAudio = _AudioSourceArray[0];
_AudioSource_AudioEffectA = _AudioSourceArray[1];
_AudioSource_AudioEffectB = _AudioSourceArray[2];
//从数据持久化中得到音量数值
if (PlayerPrefs.GetFloat("AudioBackgroundVolumns")>=0){
AudioBackgroundVolumns = PlayerPrefs.GetFloat("AudioBackgroundVolumns");
_AudioSource_BackgroundAudio.volume = AudioBackgroundVolumns;
}
if (PlayerPrefs.GetFloat("AudioEffectVolumns")>=0){
AudioEffectVolumns = PlayerPrefs.GetFloat("AudioEffectVolumns");
_AudioSource_AudioEffectA.volume = AudioEffectVolumns;
_AudioSource_AudioEffectB.volume = AudioEffectVolumns;
}
}//Start_end
/// <summary>
/// 播放背景音乐
/// </summary>
/// <param name="audioClip">音频剪辑</param>
public static void PlayBackground(AudioClip audioClip){
//防止背景音乐的重复播放。
if (_AudioSource_BackgroundAudio.clip == audioClip){
return;
}
//处理全局背景音乐音量
_AudioSource_BackgroundAudio.volume = AudioBackgroundVolumns;
if (audioClip){
_AudioSource_BackgroundAudio.clip = audioClip;
_AudioSource_BackgroundAudio.Play();
}else{
Debug.LogWarning("[AudioManager.cs/PlayBackground()] audioClip==null !");
}
}
//播放背景音乐
public static void PlayBackground(string strAudioName){
if (!string.IsNullOrEmpty(strAudioName)){
PlayBackground(_DicAudioClipLib[strAudioName]);
}else{
Debug.LogWarning("[AudioManager.cs/PlayBackground()] strAudioName==null !");
}
}
/// <summary>
/// 播放音效_音频源A
/// </summary>
/// <param name="audioClip">音频剪辑</param>
private static void PlayAudioEffectA(AudioClip audioClip){
//处理全局音效音量
_AudioSource_AudioEffectA.volume = AudioEffectVolumns;
if (audioClip){
_AudioSource_AudioEffectA.clip = audioClip;
_AudioSource_AudioEffectA.Play();
}
else{
Debug.LogWarning("[AudioManager.cs/PlayAudioEffectA()] audioClip==null ! Please Check! ");
}
}
/// <summary>
/// 播放音效_音频源B
/// </summary>
/// <param name="audioClip">音频剪辑</param>
private static void PlayAudioEffectB(AudioClip audioClip){
//处理全局音效音量
_AudioSource_AudioEffectB.volume = AudioEffectVolumns;
if (audioClip){
_AudioSource_AudioEffectB.clip = audioClip;
_AudioSource_AudioEffectB.Play();
}
else{
Debug.LogWarning("[AudioManager.cs/PlayAudioEffectB()] audioClip==null ! Please Check! ");
}
}
/// <summary>
/// 播放音效_音频源A
/// </summary>
/// <param name="strAudioEffctName">音效名称</param>
public static void PlayAudioEffectA(string strAudioEffctName)
{
if (!string.IsNullOrEmpty(strAudioEffctName)){
PlayAudioEffectA(_DicAudioClipLib[strAudioEffctName]);
}
else{
Debug.LogWarning("[AudioManager.cs/PlayAudioEffectA()] strAudioEffctName==null ! Please Check! ");
}
}
/// <summary>
/// 播放音效_音频源B
/// </summary>
/// <param name="strAudioEffctName">音效名称</param>
public static void PlayAudioEffectB(string strAudioEffctName)
{
if (!string.IsNullOrEmpty(strAudioEffctName))
{
PlayAudioEffectB(_DicAudioClipLib[strAudioEffctName]);
}
else
{
Debug.LogWarning("[AudioManager.cs/PlayAudioEffectB()] strAudioEffctName==null ! Please Check! ");
}
}
/// <summary>
/// 改变背景音乐音量
/// </summary>
/// <param name="floAudioBGVolumns"></param>
public static void SetAudioBackgroundVolumns(float floAudioBGVolumns){
_AudioSource_BackgroundAudio.volume = floAudioBGVolumns;
AudioBackgroundVolumns = floAudioBGVolumns;
//数据持久化
PlayerPrefs.SetFloat("AudioBackgroundVolumns", floAudioBGVolumns);
}
/// <summary>
/// 改变音效音量
/// </summary>
/// <param name="floAudioEffectVolumns"></param>
public static void SetAudioEffectVolumns(float floAudioEffectVolumns){
_AudioSource_AudioEffectA.volume = floAudioEffectVolumns;
_AudioSource_AudioEffectB.volume = floAudioEffectVolumns;
AudioEffectVolumns = floAudioEffectVolumns;
//数据持久化
PlayerPrefs.SetFloat("AudioEffectVolumns", floAudioEffectVolumns);
}
}//Class_end
二、该“音频管理器”脚本的使用方法
①在项目的层级视图中新建一个空对象"_AudioManager"
②把AudioManager.cs脚本赋值给空对象“_AudioManager”
③拖拽视图中的音效剪辑文件到对应的参数列表中,
④在项目中添加“音频监听(Audio Listener)”与3个“音频源(Audio Sources)”组件即可
注意:本内容来自《Unity3D/2D游戏开发从0到1》的第24章内容