Files
zeling_v2/Assets/Scripts/Audio/AudioManager.cs
2026-05-13 09:19:54 +08:00

250 lines
10 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
using BaseGames.Core;
using BaseGames.Core.Events;
namespace BaseGames.Audio
{
/// <summary>
/// 音频管理器。
/// 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。
/// 挂在 Persistent 场景 [AudioManager] GameObject 上。
/// </summary>
[DefaultExecutionOrder(-500)]
public class AudioManager : MonoBehaviour, IAudioService
{
[Header("AudioMixer")]
[SerializeField] private AudioMixer _mixer;
[Header("BGM Sources双 Source 交叉淡入淡出)")]
[SerializeField] private AudioSource _bgmSourceA;
[SerializeField] private AudioSource _bgmSourceB;
[Header("SFX Pool建议 6 个,均路由到 SFX MixerGroup")]
[Tooltip("轮转池大小:同帧触发数超过此值时最旧的音效会被打断。建议 6~8 个。")]
[SerializeField] private AudioSource[] _sfxSources;
[Header("Audio ConfigBGM 映射)")]
[SerializeField] private AudioConfigSO _audioConfig;
[Header("SFX 注册表key → AudioEventSO")]
[SerializeField] private AudioEventEntry[] _sfxRegistry;
[System.Serializable]
public struct AudioEventEntry
{
public string Key;
public AudioEventSO Event;
}
[Header("Event Channels - Subscribe")]
[SerializeField] private VoidEventChannelSO _onPlayerDied;
private AudioSource _activeBGMSource;
private AudioSource _inactiveBGMSource;
private Coroutine _crossfadeCoroutine;
private int _sfxRoundRobin;
private Dictionary<string, AudioEventSO> _sfxLookup;
private readonly CompositeDisposable _subs = new();
private void Awake()
{
if (ServiceLocator.GetOrDefault<IAudioService>() != null) { Destroy(gameObject); return; }
Debug.Assert(_audioConfig != null, "[AudioManager] _audioConfig 未赋值,请在 Inspector 中指定 AudioConfigSO。", this);
_activeBGMSource = _bgmSourceA;
_inactiveBGMSource = _bgmSourceB;
ServiceLocator.Register<IAudioService>(this);
BuildSFXLookup();
Initialize();
}
private void OnEnable()
{
_onPlayerDied?.Subscribe(HandlePlayerDied).AddTo(_subs);
}
private void OnDisable()
{
_subs.Clear();
}
private void OnDestroy()
{
ServiceLocator.Unregister<IAudioService>(this);
}
// ── IAudioService string-key API ────────────────────────────────────────────
/// <summary>按 Zone/Boss key 查 AudioConfigSO 播放 BGM。</summary>
public void PlayBGM(string key)
{
var clip = _audioConfig.GetZoneBGM(key) ?? _audioConfig.GetBossBGM(key);
if (clip == null)
{
Debug.LogWarning($"[AudioManager] BGM key '{key}' 在 AudioConfigSO 中未找到。");
return;
}
PlayBGM(clip);
}
/// <summary>按 key 查 SFX 注册表播放 AudioEventSO。</summary>
public void PlaySFX(string key)
{
if (_sfxLookup != null && _sfxLookup.TryGetValue(key, out var evt))
{
evt?.PlayOneShot(NextSFXSource());
return;
}
Debug.LogWarning($"[AudioManager] SFX key '{key}' 未在注册表中找到。");
}
// ── 音量控制 ─────────────────────────────────────────────────────────────
/// <summary>
/// 将指定 Exposed Parameter 设置为 0-1 线性值(内部转换为 dB
/// 唯一音量写入入口(同时满足 IAudioService.SetVolume 接口)。
/// </summary>
public void SetVolume(string exposedParam, float linear)
=> _mixer.SetFloat(exposedParam, LinearToDecibel(linear));
/// <summary>读取 SettingsManager 已加载的设置数据并应用四路音量到 AudioMixer。</summary>
public void Initialize()
{
var settings = ServiceLocator.GetOrDefault<ISettingsService>();
GlobalSettingsData data = settings?.Current ?? new GlobalSettingsData();
SetVolume(AudioMixerKeys.Master, data.MasterVolume);
SetVolume(AudioMixerKeys.BGM, data.BGMVolume);
SetVolume(AudioMixerKeys.SFX, data.SFXVolume);
SetVolume(AudioMixerKeys.Ambient, data.AmbientVolume);
}
// ── BGM ──────────────────────────────────────────────────────────────────
/// <summary>播放 BGM使用双 AudioSource 交叉淡入淡出。</summary>
public void PlayBGM(AudioClip clip, float fadeOutDur = 1f, float fadeInDur = 1f)
{
if (clip == null) return;
if (_crossfadeCoroutine != null) StopCoroutine(_crossfadeCoroutine);
_crossfadeCoroutine = StartCoroutine(CrossfadeCoroutine(clip, fadeOutDur, fadeInDur));
}
/// <summary>停止 BGM带淡出。</summary>
public void StopBGM(float fadeDuration = 1f)
{
if (_crossfadeCoroutine != null) StopCoroutine(_crossfadeCoroutine);
_crossfadeCoroutine = StartCoroutine(FadeOutCoroutine(_activeBGMSource, fadeDuration));
}
// ── SFX ──────────────────────────────────────────────────────────────────
/// <summary>
/// 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。
/// </summary>
public void PlaySFX(AudioClip clip, float volumeScale = 1f)
{
if (clip == null) return;
var src = NextSFXSource();
if (src == null) return;
src.volume = volumeScale;
src.PlayOneShot(clip);
}
/// <summary>2D 游戏中位置无衰减,统一委托多源池播放。</summary>
public void PlaySFXAtPosition(AudioClip clip, Vector2 pos, float volumeScale = 1f)
{
if (clip == null) return;
AudioSource.PlayClipAtPoint(clip, pos, volumeScale);
}
// ── 快照切换 ─────────────────────────────────────────────────────────────
/// <summary>切换 AudioMixer 快照(如 Default / Paused / Dead / BossFight。</summary>
public void TransitionToSnapshot(string snapshotName, float transitionTime = 0.5f)
{
var snapshot = _mixer.FindSnapshot(snapshotName);
if (snapshot != null)
snapshot.TransitionTo(transitionTime);
else
Debug.LogWarning($"[AudioManager] Snapshot '{snapshotName}' not found in mixer.");
}
// ── 内部实现 ─────────────────────────────────────────────────────────────
private void HandlePlayerDied()
{
TransitionToSnapshot("Dead", 1.5f);
}
private void BuildSFXLookup()
{
_sfxLookup = new Dictionary<string, AudioEventSO>(_sfxRegistry?.Length ?? 0);
if (_sfxRegistry == null) return;
foreach (var entry in _sfxRegistry)
if (!string.IsNullOrEmpty(entry.Key) && entry.Event != null)
_sfxLookup[entry.Key] = entry.Event;
}
private AudioSource NextSFXSource()
{
if (_sfxSources == null || _sfxSources.Length == 0)
{
Debug.LogError("[AudioManager] SFX Source 池为空,请在 Inspector 中为 _sfxSources 赋值。");
return null;
}
return _sfxSources[_sfxRoundRobin++ % _sfxSources.Length];
}
private IEnumerator CrossfadeCoroutine(AudioClip newClip, float fadeOutDur, float fadeInDur)
{
// 淡出当前活跃 Source
float startVolume = _activeBGMSource.volume;
float elapsed = 0f;
while (elapsed < fadeOutDur)
{
elapsed += Time.unscaledDeltaTime;
_activeBGMSource.volume = Mathf.Lerp(startVolume, 0f, elapsed / fadeOutDur);
yield return null;
}
_activeBGMSource.Stop();
_activeBGMSource.volume = 0f;
// 切换到非活跃 Source 播放新曲目
var temp = _activeBGMSource;
_activeBGMSource = _inactiveBGMSource;
_inactiveBGMSource = temp;
_activeBGMSource.clip = newClip;
_activeBGMSource.volume = 0f;
_activeBGMSource.Play();
// 淡入新 Source
elapsed = 0f;
while (elapsed < fadeInDur)
{
elapsed += Time.unscaledDeltaTime;
_activeBGMSource.volume = Mathf.Lerp(0f, 1f, elapsed / fadeInDur);
yield return null;
}
_activeBGMSource.volume = 1f;
_crossfadeCoroutine = null;
}
private IEnumerator FadeOutCoroutine(AudioSource source, float duration)
{
float startVolume = source.volume;
float elapsed = 0f;
while (elapsed < duration)
{
elapsed += Time.unscaledDeltaTime;
source.volume = Mathf.Lerp(startVolume, 0f, elapsed / duration);
yield return null;
}
source.Stop();
source.volume = 0f;
_crossfadeCoroutine = null;
}
private static float LinearToDecibel(float linear)
=> linear > 0.0001f ? 20f * Mathf.Log10(linear) : -80f;
}
}