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TEngine/Assets/TEngine/Runtime/GameFramework/Audio/AudioModule.cs
ALEXTANG 4519a3bad0 AudioModule
AudioModule
2023-04-06 20:32:55 +08:00

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityEngine.Audio;
using YooAsset;
namespace TEngine
{
/// <summary>
/// 音效管理,为游戏提供统一的音效播放接口。
/// </summary>
/// <remarks>场景3D音效挂到场景物件、技能3D音效挂到技能特效上并在AudioSource的Output上设置对应分类的AudioMixerGroup</remarks>
public class AudioModule : GameFrameworkModuleBase
{
[SerializeField] private AudioMixer m_AudioMixer;
[SerializeField] private Transform m_InstanceRoot = null;
[SerializeField]
private AudioGroupConfig[] m_AudioGroupConfigs = null;
private float _volume = 1f;
private bool _enable = true;
private AudioCategory[] _audioCategories = new AudioCategory[(int)AudioType.Max];
private readonly float[] _categoriesVolume = new float[(int)AudioType.Max];
public readonly Dictionary<string, AssetOperationHandle> AudioClipPool = new Dictionary<string, AssetOperationHandle>();
public IResourceManager ResourceManager;
private bool _bUnityAudioDisabled = false;
#region Public Propreties
/// <summary>
/// 音频混响器。
/// </summary>
public AudioMixer MAudioMixer => m_AudioMixer;
/// <summary>
/// 实例化根节点。
/// </summary>
public Transform InstanceRoot => m_InstanceRoot;
/// <summary>
/// 总音量控制。
/// </summary>
public float Volume
{
get
{
if (_bUnityAudioDisabled)
{
return 0.0f;
}
return _volume;
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
_volume = value;
AudioListener.volume = _volume;
}
}
/// <summary>
/// 总开关。
/// </summary>
public bool Enable
{
get
{
if (_bUnityAudioDisabled)
{
return false;
}
return _enable;
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
_enable = value;
AudioListener.volume = _enable ? _volume : 0f;
}
}
/// <summary>
/// 音乐音量
/// </summary>
public float MusicVolume
{
get
{
if (_bUnityAudioDisabled)
{
return 0.0f;
}
return _categoriesVolume[(int)AudioType.Music];
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
_categoriesVolume[(int)AudioType.Music] = volume;
m_AudioMixer.SetFloat("MusicVolume", Mathf.Log10(volume) * 20f);
}
}
/// <summary>
/// 音效音量
/// </summary>
public float SoundVolume
{
get
{
if (_bUnityAudioDisabled)
{
return 0.0f;
}
return _categoriesVolume[(int)AudioType.Sound];
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
_categoriesVolume[(int)AudioType.Sound] = volume;
m_AudioMixer.SetFloat("SoundVolume", Mathf.Log10(volume) * 20f);
}
}
/// <summary>
/// 音效音量
/// </summary>
public float UISoundVolume
{
get
{
if (_bUnityAudioDisabled)
{
return 0.0f;
}
return _categoriesVolume[(int)AudioType.UISound];
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
_categoriesVolume[(int)AudioType.UISound] = volume;
m_AudioMixer.SetFloat("UISoundVolume", Mathf.Log10(volume) * 20f);
}
}
/// <summary>
/// 语音音量
/// </summary>
public float VoiceVolume
{
get
{
if (_bUnityAudioDisabled)
{
return 0.0f;
}
return _categoriesVolume[(int)AudioType.Voice];
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
_categoriesVolume[(int)AudioType.Voice] = volume;
m_AudioMixer.SetFloat("VoiceVolume", Mathf.Log10(volume) * 20f);
}
}
/// <summary>
/// 音乐开关
/// </summary>
public bool MusicEnable
{
get
{
if (_bUnityAudioDisabled)
{
return false;
}
if (m_AudioMixer.GetFloat("MusicVolume", out var db))
{
return db > -80f;
}
else
{
return false;
}
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
// 音乐采用0音量方式避免恢复播放时的复杂逻辑
if (value)
{
m_AudioMixer.SetFloat("MusicVolume", Mathf.Log10(_categoriesVolume[(int)AudioType.Music]) * 20f);
}
else
{
m_AudioMixer.SetFloat("MusicVolume", -80f);
}
}
}
/// <summary>
/// 音效开关。
/// </summary>
public bool SoundEnable
{
get
{
if (_bUnityAudioDisabled)
{
return false;
}
return _audioCategories[(int)AudioType.Sound].Enable;
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
_audioCategories[(int)AudioType.Sound].Enable = value;
}
}
/// <summary>
/// 音效开关。
/// </summary>
public bool UISoundEnable
{
get
{
if (_bUnityAudioDisabled)
{
return false;
}
return _audioCategories[(int)AudioType.UISound].Enable;
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
_audioCategories[(int)AudioType.UISound].Enable = value;
}
}
/// <summary>
/// 语音开关
/// </summary>
public bool VoiceEnable
{
get
{
if (_bUnityAudioDisabled)
{
return false;
}
return _audioCategories[(int)AudioType.Voice].Enable;
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
_audioCategories[(int)AudioType.Voice].Enable = value;
}
}
#endregion
void Start()
{
Initialize();
}
/// <summary>
/// 初始化音频模块。
/// </summary>
private void Initialize()
{
RootModule rootModule = GameEntry.GetModule<RootModule>();
if (rootModule == null)
{
Log.Fatal("Base component is invalid.");
return;
}
ResourceManager = GameFrameworkEntry.GetModule<IResourceManager>();
if (m_InstanceRoot == null)
{
m_InstanceRoot = new GameObject("AudioModule Instances").transform;
m_InstanceRoot.SetParent(gameObject.transform);
m_InstanceRoot.localScale = Vector3.one;
}
try
{
TypeInfo typeInfo = typeof(AudioSettings).GetTypeInfo();
PropertyInfo propertyInfo = typeInfo.GetDeclaredProperty("unityAudioDisabled");
_bUnityAudioDisabled = (bool)propertyInfo.GetValue(null);
if (_bUnityAudioDisabled)
{
return;
}
}
catch (Exception e)
{
Log.Error(e.ToString());
}
if (m_AudioMixer == null)
{
m_AudioMixer = Resources.Load<AudioMixer>("AudioMixer");
}
for (int index = 0; index < (int)AudioType.Max; ++index)
{
AudioType audioType = (AudioType)index;
AudioGroupConfig audioGroupConfig = m_AudioGroupConfigs.First(t => t.AudioType == audioType);
_audioCategories[index] = new AudioCategory(audioGroupConfig.AgentHelperCount, m_AudioMixer, audioGroupConfig);
_categoriesVolume[index] = audioGroupConfig.Volume;
}
}
/// <summary>
/// 重启音频模块。
/// </summary>
public void Restart()
{
if (_bUnityAudioDisabled)
{
return;
}
CleanSoundPool();
for (int i = 0; i < (int)AudioType.Max; ++i)
{
if (_audioCategories[i] != null)
{
for (int j = 0; j < _audioCategories[i].AudioAgents.Count; ++j)
{
if (_audioCategories[i].AudioAgents[j] != null)
{
_audioCategories[i].AudioAgents[j].Destroy();
_audioCategories[i].AudioAgents[j] = null;
}
}
}
_audioCategories[i] = null;
}
Initialize();
}
/// <summary>
/// 播放如果超过最大发声数采用fadeout的方式复用最久播放的AudioSource。
/// </summary>
/// <param name="type">声音类型</param>
/// <param name="path">声音文件路径</param>
/// <param name="bLoop">是否循环播放</param>>
/// <param name="volume">音量0-1.0</param>
/// <param name="bAsync">是否异步加载</param>
/// <param name="bInPool">是否支持资源池</param>
public AudioAgent Play(AudioType type, string path, bool bLoop = false, float volume = 1.0f, bool bAsync = false, bool bInPool = false)
{
if (_bUnityAudioDisabled)
{
return null;
}
AudioAgent audioAgent = _audioCategories[(int)type].Play(path, bAsync, bInPool);
{
if (audioAgent != null)
{
audioAgent.IsLoop = bLoop;
audioAgent.Volume = volume;
}
return audioAgent;
}
}
/// <summary>
/// 停止某类声音播放。
/// </summary>
/// <param name="type">声音类型</param>
/// <param name="fadeout">是否渐消</param>
public void Stop(AudioType type, bool fadeout)
{
if (_bUnityAudioDisabled)
{
return;
}
_audioCategories[(int)type].Stop(fadeout);
}
/// <summary>
/// 停止所有声音。
/// </summary>
/// <param name="fadeout">是否渐消</param>
public void StopAll(bool fadeout)
{
if (_bUnityAudioDisabled)
{
return;
}
for (int i = 0; i < (int)AudioType.Max; ++i)
{
if (_audioCategories[i] != null)
{
_audioCategories[i].Stop(fadeout);
}
}
}
/// <summary>
/// 预先加载AudioClip并放入对象池。
/// </summary>
/// <param name="list"></param>AudioClip的AssetPath集合。
public void PutInAudioPool(List<string> list)
{
if (_bUnityAudioDisabled)
{
return;
}
foreach (string path in list)
{
if (AudioClipPool != null && !AudioClipPool.ContainsKey(path))
{
AssetOperationHandle assetData = ResourceManager.LoadAssetGetOperation<AudioClip>(path);
AudioClipPool?.Add(path, assetData);
}
}
}
/// <summary>
/// 将部分AudioClip从对象池移出。
/// </summary>
/// <param name="list"></param>AudioClip的AssetPath集合
public void RemoveClipFromPool(List<string> list)
{
if (_bUnityAudioDisabled)
{
return;
}
foreach (string path in list)
{
if (AudioClipPool.ContainsKey(path))
{
AudioClipPool[path].Dispose();
AudioClipPool.Remove(path);
}
}
}
/// <summary>
/// 清空AudioClip的对象池。
/// </summary>
public void CleanSoundPool()
{
if (_bUnityAudioDisabled)
{
return;
}
foreach (var dic in AudioClipPool)
{
dic.Value.Dispose();
}
AudioClipPool.Clear();
}
/// <summary>
/// 音频模块轮询。
/// </summary>
private void Update()
{
for (int i = 0; i < _audioCategories.Length; ++i)
{
if (_audioCategories[i] != null)
{
_audioCategories[i].Update(GameTime.deltaTime);
}
}
}
}
}