chore: initial commit
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Assets/Scripts/Audio/AudioManager.cs
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200
Assets/Scripts/Audio/AudioManager.cs
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using System.Collections;
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using UnityEngine;
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using UnityEngine.Audio;
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using BaseGames.Core;
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using BaseGames.Core.Events;
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namespace BaseGames.Audio
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{
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/// <summary>
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/// 音频管理器。
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/// 职责:BGM 双 Source 交叉淡入淡出、SFX 多源轮转池、AudioMixer 快照切换、音量控制。
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/// 挂在 Persistent 场景 [AudioManager] GameObject 上。
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/// </summary>
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[DefaultExecutionOrder(-500)]
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public class AudioManager : MonoBehaviour, IAudioService
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{
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[Header("AudioMixer")]
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[SerializeField] private AudioMixer _mixer;
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[Header("BGM Sources(双 Source 交叉淡入淡出)")]
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[SerializeField] private AudioSource _bgmSourceA;
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[SerializeField] private AudioSource _bgmSourceB;
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[Header("SFX Pool(建议 6 个,均路由到 SFX MixerGroup)")]
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[SerializeField] private AudioSource[] _sfxSources;
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[Header("Event Channels - Subscribe")]
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[SerializeField] private VoidEventChannelSO _onPlayerDied;
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private AudioSource _activeBGMSource;
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private AudioSource _inactiveBGMSource;
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private Coroutine _crossfadeCoroutine;
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private int _sfxRoundRobin;
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// ── 遗留单例(已废弃;新代码请使用 ServiceLocator.Get<IAudioService>())────────────
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[System.Obsolete("Use ServiceLocator.Get<IAudioService>() instead.")]
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public static AudioManager Instance { get; private set; }
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private void Awake()
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{
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#pragma warning disable CS0618
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if (Instance != null) { Destroy(gameObject); return; }
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Instance = this;
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#pragma warning restore CS0618
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_activeBGMSource = _bgmSourceA;
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_inactiveBGMSource = _bgmSourceB;
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// ServiceLocator 注册(覆盖 GameServiceRegistrar 的 NullAudioService 兜底)
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ServiceLocator.Register<IAudioService>(this);
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}
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private void OnEnable()
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{
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if (_onPlayerDied != null)
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_onPlayerDied.OnEventRaised += HandlePlayerDied;
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}
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private void OnDisable()
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{
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if (_onPlayerDied != null)
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_onPlayerDied.OnEventRaised -= HandlePlayerDied;
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}
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// ── IAudioService string-key API(Phase 2 接入 AudioEventSO 后完整实现)─────────────
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/// <summary>
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/// 按 Addressable key 播放 BGM。Phase 2 接入 AudioEventSO 前为占位警告。
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/// </summary>
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public void PlayBGM(string key)
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=> Debug.LogWarning($"[AudioManager] PlayBGM(key) 尚未接入 AudioEventSO(Phase 2)。key={key}");
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/// <summary>
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/// 按 Addressable key 播放 SFX。Phase 2 接入 AudioEventSO 前为占位警告。
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/// </summary>
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public void PlaySFX(string key)
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=> Debug.LogWarning($"[AudioManager] PlaySFX(key) 尚未接入 AudioEventSO(Phase 2)。key={key}");
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// ── 音量控制 ─────────────────────────────────────────────────────────────
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/// <summary>
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/// 将指定 Exposed Parameter 设置为 0-1 线性值(内部转换为 dB)。
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/// 唯一音量写入入口(同时满足 IAudioService.SetVolume 接口)。
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/// </summary>
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public void SetVolume(string exposedParam, float linear)
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=> _mixer.SetFloat(exposedParam, LinearToDecibel(linear));
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/// <summary>读取 GlobalSettings 并应用所有音量初始值。</summary>
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public void Initialize()
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{
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// TODO: 从 SettingsManager / PlayerPrefs 读取保存的音量值并应用
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}
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// ── BGM ──────────────────────────────────────────────────────────────────
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/// <summary>播放 BGM,使用双 AudioSource 交叉淡入淡出。</summary>
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public void PlayBGM(AudioClip clip, float fadeOutDur = 1f, float fadeInDur = 1f)
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{
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if (clip == null) return;
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if (_crossfadeCoroutine != null) StopCoroutine(_crossfadeCoroutine);
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_crossfadeCoroutine = StartCoroutine(CrossfadeCoroutine(clip, fadeOutDur, fadeInDur));
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}
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/// <summary>停止 BGM(带淡出)。</summary>
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public void StopBGM(float fadeDuration = 1f)
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{
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if (_crossfadeCoroutine != null) StopCoroutine(_crossfadeCoroutine);
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_crossfadeCoroutine = StartCoroutine(FadeOutCoroutine(_activeBGMSource, fadeDuration));
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}
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// ── SFX ──────────────────────────────────────────────────────────────────
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/// <summary>
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/// 一次性播放 SFX,使用轮转多源池避免高密度战斗时音效相互戳断。
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/// </summary>
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public void PlaySFX(AudioClip clip, float volumeScale = 1f)
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{
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if (clip == null) return;
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var src = NextSFXSource();
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src.volume = volumeScale;
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src.PlayOneShot(clip);
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}
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/// <summary>2D 游戏中位置无衰减,统一委托多源池播放。</summary>
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public void PlaySFXAtPosition(AudioClip clip, Vector2 pos, float volumeScale = 1f)
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=> PlaySFX(clip, volumeScale);
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// ── 快照切换 ─────────────────────────────────────────────────────────────
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/// <summary>切换 AudioMixer 快照(如 Default / Paused / Dead / BossFight)。</summary>
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public void TransitionToSnapshot(string snapshotName, float transitionTime = 0.5f)
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{
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var snapshot = _mixer.FindSnapshot(snapshotName);
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if (snapshot != null)
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snapshot.TransitionTo(transitionTime);
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else
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Debug.LogWarning($"[AudioManager] Snapshot '{snapshotName}' not found in mixer.");
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}
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// ── 内部实现 ─────────────────────────────────────────────────────────────
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private void HandlePlayerDied()
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{
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TransitionToSnapshot("Dead", 1.5f);
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}
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private AudioSource NextSFXSource()
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{
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if (_sfxSources == null || _sfxSources.Length == 0) return _bgmSourceA;
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return _sfxSources[_sfxRoundRobin++ % _sfxSources.Length];
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}
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private IEnumerator CrossfadeCoroutine(AudioClip newClip, float fadeOutDur, float fadeInDur)
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{
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// 淡出当前活跃 Source
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float startVolume = _activeBGMSource.volume;
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float elapsed = 0f;
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while (elapsed < fadeOutDur)
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{
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elapsed += Time.unscaledDeltaTime;
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_activeBGMSource.volume = Mathf.Lerp(startVolume, 0f, elapsed / fadeOutDur);
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yield return null;
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}
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_activeBGMSource.Stop();
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_activeBGMSource.volume = 0f;
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// 切换到非活跃 Source 播放新曲目
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var temp = _activeBGMSource;
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_activeBGMSource = _inactiveBGMSource;
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_inactiveBGMSource = temp;
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_activeBGMSource.clip = newClip;
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_activeBGMSource.volume = 0f;
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_activeBGMSource.Play();
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// 淡入新 Source
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elapsed = 0f;
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while (elapsed < fadeInDur)
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{
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elapsed += Time.unscaledDeltaTime;
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_activeBGMSource.volume = Mathf.Lerp(0f, 1f, elapsed / fadeInDur);
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yield return null;
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}
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_activeBGMSource.volume = 1f;
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_crossfadeCoroutine = null;
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}
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private IEnumerator FadeOutCoroutine(AudioSource source, float duration)
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{
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float startVolume = source.volume;
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float elapsed = 0f;
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while (elapsed < duration)
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{
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elapsed += Time.unscaledDeltaTime;
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source.volume = Mathf.Lerp(startVolume, 0f, elapsed / duration);
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yield return null;
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}
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source.Stop();
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source.volume = 0f;
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_crossfadeCoroutine = null;
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}
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private static float LinearToDecibel(float linear)
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=> linear > 0.0001f ? 20f * Mathf.Log10(linear) : -80f;
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}
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}
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