Files
TEngine/UnityProject/Assets/TEngine/Runtime/Modules/AudioModule/AudioAgent.cs
ALEXTANG 69db1ff977 修正音频模块音频代理类赋值问题
#54 修正音频模块音频代理类赋值问题
2023-10-30 10:40:22 +08:00

380 lines
12 KiB
C#

using UnityEngine;
using UnityEngine.Audio;
using YooAsset;
namespace TEngine
{
/// <summary>
/// 音频代理辅助器。
/// </summary>
public class AudioAgent
{
private int _instanceId;
private AudioSource _source;
private AssetOperationHandle _assetOperationHandle;
private AudioModuleImp _audioModuleImp;
private Transform _transform;
float _volume = 1.0f;
float _duration;
private float _fadeoutTimer;
private const float FadeoutDuration = 0.2f;
private bool _inPool;
/// <summary>
/// 音频代理辅助器运行时状态。
/// </summary>
AudioAgentRuntimeState _audioAgentRuntimeState = AudioAgentRuntimeState.None;
/// <summary>
/// 音频代理加载请求。
/// </summary>
class LoadRequest
{
public string Path;
public bool BAsync;
}
/// <summary>
/// 音频代理加载请求。
/// </summary>
LoadRequest _pendingLoad = null;
/// <summary>
/// AudioSource实例化Id
/// </summary>
public int InstanceId => _instanceId;
/// <summary>
/// 资源操作句柄。
/// </summary>
public AssetOperationHandle AssetOperationHandle => _assetOperationHandle;
/// <summary>
/// 音频代理辅助器音频大小。
/// </summary>
public float Volume
{
set
{
if (_source != null)
{
_volume = value;
_source.volume = _volume;
}
}
get => _volume;
}
/// <summary>
/// 音频代理辅助器当前是否空闲。
/// </summary>
public bool IsFree
{
get
{
if (_source != null)
{
return _audioAgentRuntimeState == AudioAgentRuntimeState.End;
}
else
{
return true;
}
}
}
/// <summary>
/// 音频代理辅助器播放秒数。
/// </summary>
public float Duration => _duration;
/// <summary>
/// 音频代理辅助器当前音频长度。
/// </summary>
public float Length
{
get
{
if (_source != null && _source.clip != null)
{
return _source.clip.length;
}
return 0;
}
}
/// <summary>
/// 音频代理辅助器实例位置。
/// </summary>
public Vector3 Position
{
get => _transform.position;
set => _transform.position = value;
}
/// <summary>
/// 音频代理辅助器是否循环。
/// </summary>
public bool IsLoop
{
get
{
if (_source != null)
{
return _source.loop;
}
else
{
return false;
}
}
set
{
if (_source != null)
{
_source.loop = value;
}
}
}
/// <summary>
/// 音频代理辅助器是否正在播放。
/// </summary>
internal bool IsPlaying
{
get
{
if (_source != null && _source.isPlaying)
{
return true;
}
else
{
return false;
}
}
}
/// <summary>
/// 音频代理辅助器获取当前声源。
/// </summary>
/// <returns></returns>
public AudioSource AudioResource()
{
return _source;
}
/// <summary>
/// 创建音频代理辅助器。
/// </summary>
/// <param name="path">生效路径。</param>
/// <param name="bAsync">是否异步。</param>
/// <param name="audioCategory">音频轨道(类别)。</param>
/// <param name="bInPool">是否池化。</param>
/// <returns>音频代理辅助器。</returns>
public static AudioAgent Create(string path, bool bAsync, AudioCategory audioCategory, bool bInPool = false)
{
AudioAgent audioAgent = new AudioAgent();
audioAgent.Init(audioCategory);
audioAgent.Load(path, bAsync, bInPool);
return audioAgent;
}
/// <summary>
/// 初始化音频代理辅助器。
/// </summary>
/// <param name="audioCategory">音频轨道(类别)。</param>
/// <param name="index">音频代理辅助器编号。</param>
public void Init(AudioCategory audioCategory, int index = 0)
{
_audioModuleImp = ModuleImpSystem.GetModule<AudioModuleImp>();
GameObject host = new GameObject(Utility.Text.Format("Audio Agent Helper - {0} - {1}", audioCategory.AudioMixerGroup.name, index));
host.transform.SetParent(audioCategory.InstanceRoot);
host.transform.localPosition = Vector3.zero;
_transform = host.transform;
_source = host.AddComponent<AudioSource>();
_source.playOnAwake = false;
AudioMixerGroup[] audioMixerGroups =
audioCategory.AudioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}/{1}", audioCategory.AudioMixerGroup.name, index));
_source.outputAudioMixerGroup = audioMixerGroups.Length > 0 ? audioMixerGroups[0] : audioCategory.AudioMixerGroup;
_source.rolloffMode = audioCategory.AudioGroupConfig.audioRolloffMode;
_source.minDistance = audioCategory.AudioGroupConfig.minDistance;
_source.maxDistance = audioCategory.AudioGroupConfig.maxDistance;
_instanceId = _source.GetInstanceID();
}
/// <summary>
/// 加载音频代理辅助器。
/// </summary>
/// <param name="path">资源路径。</param>
/// <param name="bAsync">是否异步。</param>
/// <param name="bInPool">是否池化。</param>
public void Load(string path, bool bAsync, bool bInPool = false)
{
_inPool = bInPool;
if (_audioAgentRuntimeState == AudioAgentRuntimeState.None || _audioAgentRuntimeState == AudioAgentRuntimeState.End)
{
_duration = 0;
if (!string.IsNullOrEmpty(path))
{
if (_audioModuleImp.AudioClipPool.TryGetValue(path, out var operationHandle))
{
OnAssetLoadComplete(operationHandle);
return;
}
if (bAsync)
{
_audioAgentRuntimeState = AudioAgentRuntimeState.Loading;
AssetOperationHandle handle = GameModule.Resource.LoadAssetAsyncHandle<AudioClip>(path);
handle.Completed += OnAssetLoadComplete;
}
else
{
AssetOperationHandle handle = GameModule.Resource.LoadAssetGetOperation<AudioClip>(path);
OnAssetLoadComplete(handle);
}
}
}
else
{
_pendingLoad = new LoadRequest { Path = path, BAsync = bAsync };
if (_audioAgentRuntimeState == AudioAgentRuntimeState.Playing)
{
Stop(true);
}
}
}
/// <summary>
/// 暂停音频代理辅助器。
/// </summary>
/// <param name="fadeout">是否渐出。</param>
public void Stop(bool fadeout = false)
{
if (_source != null)
{
if (fadeout)
{
_fadeoutTimer = FadeoutDuration;
_audioAgentRuntimeState = AudioAgentRuntimeState.FadingOut;
}
else
{
_source.Stop();
_audioAgentRuntimeState = AudioAgentRuntimeState.End;
}
}
}
/// <summary>
/// 资源加载完成。
/// </summary>
/// <param name="handle">资源操作句柄。</param>
void OnAssetLoadComplete(AssetOperationHandle handle)
{
if (handle != null)
{
handle.Completed -= OnAssetLoadComplete;
if (_inPool)
{
_audioModuleImp.AudioClipPool.TryAdd(handle.GetAssetInfo().AssetPath, handle);
}
}
if (_pendingLoad != null)
{
if (handle != null)
{
handle.Dispose();
}
_audioAgentRuntimeState = AudioAgentRuntimeState.End;
string path = _pendingLoad.Path;
bool bAsync = _pendingLoad.BAsync;
_pendingLoad = null;
Load(path, bAsync);
}
else if (handle != null)
{
if (_assetOperationHandle != null)
{
_assetOperationHandle.Dispose();
}
_assetOperationHandle = handle;
_source.clip = _assetOperationHandle.AssetObject as AudioClip;
if (_source.clip != null)
{
_source.Play();
_audioAgentRuntimeState = AudioAgentRuntimeState.Playing;
}
else
{
_audioAgentRuntimeState = AudioAgentRuntimeState.End;
}
}
else
{
_audioAgentRuntimeState = AudioAgentRuntimeState.End;
}
}
/// <summary>
/// 轮询音频代理辅助器。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
public void Update(float elapseSeconds)
{
if (_audioAgentRuntimeState == AudioAgentRuntimeState.Playing)
{
if (!_source.isPlaying)
{
_audioAgentRuntimeState = AudioAgentRuntimeState.End;
}
}
else if (_audioAgentRuntimeState == AudioAgentRuntimeState.FadingOut)
{
if (_fadeoutTimer > 0f)
{
_fadeoutTimer -= elapseSeconds;
_source.volume = _volume * _fadeoutTimer / FadeoutDuration;
}
else
{
Stop();
if (_pendingLoad != null)
{
string path = _pendingLoad.Path;
bool bAsync = _pendingLoad.BAsync;
_pendingLoad = null;
Load(path, bAsync);
}
_source.volume = _volume;
}
}
_duration += elapseSeconds;
}
/// <summary>
/// 销毁音频代理辅助器。
/// </summary>
public void Destroy()
{
if (_transform != null)
{
Object.Destroy(_transform.gameObject);
}
if (_assetOperationHandle != null)
{
_assetOperationHandle.Dispose();
}
}
}
}