201 lines
8.5 KiB
C#
201 lines
8.5 KiB
C#
using System.Collections;
|
||
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)")]
|
||
[SerializeField] private AudioSource[] _sfxSources;
|
||
|
||
[Header("Event Channels - Subscribe")]
|
||
[SerializeField] private VoidEventChannelSO _onPlayerDied;
|
||
|
||
private AudioSource _activeBGMSource;
|
||
private AudioSource _inactiveBGMSource;
|
||
private Coroutine _crossfadeCoroutine;
|
||
private int _sfxRoundRobin;
|
||
|
||
// ── 遗留单例(已废弃;新代码请使用 ServiceLocator.Get<IAudioService>())────────────
|
||
[System.Obsolete("Use ServiceLocator.Get<IAudioService>() instead.")]
|
||
public static AudioManager Instance { get; private set; }
|
||
|
||
private void Awake()
|
||
{
|
||
#pragma warning disable CS0618
|
||
if (Instance != null) { Destroy(gameObject); return; }
|
||
Instance = this;
|
||
#pragma warning restore CS0618
|
||
|
||
_activeBGMSource = _bgmSourceA;
|
||
_inactiveBGMSource = _bgmSourceB;
|
||
|
||
// ServiceLocator 注册(覆盖 GameServiceRegistrar 的 NullAudioService 兜底)
|
||
ServiceLocator.Register<IAudioService>(this);
|
||
}
|
||
|
||
private void OnEnable()
|
||
{
|
||
if (_onPlayerDied != null)
|
||
_onPlayerDied.OnEventRaised += HandlePlayerDied;
|
||
}
|
||
|
||
private void OnDisable()
|
||
{
|
||
if (_onPlayerDied != null)
|
||
_onPlayerDied.OnEventRaised -= HandlePlayerDied;
|
||
}
|
||
|
||
// ── IAudioService string-key API(Phase 2 接入 AudioEventSO 后完整实现)─────────────
|
||
/// <summary>
|
||
/// 按 Addressable key 播放 BGM。Phase 2 接入 AudioEventSO 前为占位警告。
|
||
/// </summary>
|
||
public void PlayBGM(string key)
|
||
=> Debug.LogWarning($"[AudioManager] PlayBGM(key) 尚未接入 AudioEventSO(Phase 2)。key={key}");
|
||
|
||
/// <summary>
|
||
/// 按 Addressable key 播放 SFX。Phase 2 接入 AudioEventSO 前为占位警告。
|
||
/// </summary>
|
||
public void PlaySFX(string key)
|
||
=> Debug.LogWarning($"[AudioManager] PlaySFX(key) 尚未接入 AudioEventSO(Phase 2)。key={key}");
|
||
|
||
// ── 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 GlobalSettings 并应用所有音量初始值。</summary>
|
||
public void Initialize()
|
||
{
|
||
// TODO: 从 SettingsManager / PlayerPrefs 读取保存的音量值并应用
|
||
}
|
||
|
||
// ── 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();
|
||
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)
|
||
=> PlaySFX(clip, 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 AudioSource NextSFXSource()
|
||
{
|
||
if (_sfxSources == null || _sfxSources.Length == 0) return _bgmSourceA;
|
||
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;
|
||
}
|
||
}
|