216 lines
6.1 KiB
C#
216 lines
6.1 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Audio;
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namespace TEngine
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{
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/// <summary>
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/// 音效管理,为游戏提供统一的音效播放接口。
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/// </summary>
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/// <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>
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public class AudioModule : Module
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{
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[SerializeField] private AudioMixer m_AudioMixer;
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[SerializeField] private Transform m_InstanceRoot = null;
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[SerializeField] private AudioGroupConfig[] m_AudioGroupConfigs = null;
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public IAudioModule AudioModuleImp;
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#region Public Propreties
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/// <summary>
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/// 音频混响器。
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/// </summary>
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public AudioMixer MAudioMixer => m_AudioMixer;
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/// <summary>
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/// 实例化根节点。
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/// </summary>
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public Transform InstanceRoot
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{
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get => m_InstanceRoot;
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set => m_InstanceRoot = value;
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}
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/// <summary>
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/// 总音量控制。
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/// </summary>
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public float Volume
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{
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get => AudioModuleImp.Volume;
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set => AudioModuleImp.Volume = value;
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}
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/// <summary>
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/// 总开关。
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/// </summary>
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public bool Enable
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{
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get => AudioModuleImp.Enable;
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set => AudioModuleImp.Enable = value;
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}
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/// <summary>
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/// 音乐音量。
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/// </summary>
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public float MusicVolume
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{
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get => AudioModuleImp.MusicVolume;
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set => AudioModuleImp.MusicVolume = value;
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}
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/// <summary>
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/// 音效音量。
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/// </summary>
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public float SoundVolume
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{
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get => AudioModuleImp.SoundVolume;
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set => AudioModuleImp.SoundVolume = value;
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}
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/// <summary>
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/// UI音效音量。
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/// </summary>
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public float UISoundVolume
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{
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get => AudioModuleImp.UISoundVolume;
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set => AudioModuleImp.UISoundVolume = value;
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}
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/// <summary>
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/// 语音音量。
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/// </summary>
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public float VoiceVolume
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{
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get => AudioModuleImp.VoiceVolume;
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set => AudioModuleImp.VoiceVolume = value;
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}
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/// <summary>
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/// 音乐开关
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/// </summary>
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public bool MusicEnable
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{
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get => AudioModuleImp.MusicEnable;
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set => AudioModuleImp.MusicEnable = value;
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}
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/// <summary>
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/// 音效开关。
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/// </summary>
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public bool SoundEnable
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{
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get => AudioModuleImp.SoundEnable;
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set => AudioModuleImp.SoundEnable = value;
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}
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/// <summary>
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/// UI音效开关。
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/// </summary>
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public bool UISoundEnable
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{
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get => AudioModuleImp.UISoundEnable;
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set => AudioModuleImp.UISoundEnable = value;
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}
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/// <summary>
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/// 语音开关。
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/// </summary>
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public bool VoiceEnable
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{
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get => AudioModuleImp.VoiceEnable;
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set => AudioModuleImp.VoiceEnable = value;
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}
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#endregion
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/// <summary>
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/// 初始化音频模块。
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/// </summary>
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void Start()
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{
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if (AudioModuleImp == null)
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{
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AudioModuleImp = ModuleImpSystem.GetModule<AudioModuleImp>();
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}
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if (m_InstanceRoot == null)
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{
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m_InstanceRoot = new GameObject("AudioModule Instances").transform;
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m_InstanceRoot.SetParent(gameObject.transform);
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m_InstanceRoot.localScale = Vector3.one;
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}
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AudioModuleImp.Initialize(m_AudioGroupConfigs, m_InstanceRoot, m_AudioMixer);
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}
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/// <summary>
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/// 重启音频模块。
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/// </summary>
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public void Restart()
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{
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AudioModuleImp.Restart();
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}
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/// <summary>
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/// 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。
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/// </summary>
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/// <param name="type">声音类型</param>
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/// <param name="path">声音文件路径</param>
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/// <param name="bLoop">是否循环播放</param>>
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/// <param name="volume">音量(0-1.0)</param>
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/// <param name="bAsync">是否异步加载</param>
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/// <param name="bInPool">是否支持资源池</param>
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public AudioAgent Play(AudioType type, string path, bool bLoop = false, float volume = 1.0f, bool bAsync = false, bool bInPool = false)
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{
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return AudioModuleImp.Play(type, path, bLoop, volume, bAsync, bInPool);
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}
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/// <summary>
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/// 停止某类声音播放。
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/// </summary>
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/// <param name="type">声音类型。</param>
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/// <param name="fadeout">是否渐消。</param>
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public void Stop(AudioType type, bool fadeout)
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{
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AudioModuleImp.Stop(type, fadeout);
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}
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/// <summary>
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/// 停止所有声音。
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/// </summary>
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/// <param name="fadeout">是否渐消。</param>
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public void StopAll(bool fadeout)
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{
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AudioModuleImp.StopAll(fadeout);
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}
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/// <summary>
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/// 预先加载AudioClip,并放入对象池。
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/// </summary>
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/// <param name="list">AudioClip的AssetPath集合。</param>
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public void PutInAudioPool(List<string> list)
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{
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AudioModuleImp.PutInAudioPool(list);
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}
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/// <summary>
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/// 将部分AudioClip从对象池移出。
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/// </summary>
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/// <param name="list">AudioClip的AssetPath集合。</param>
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public void RemoveClipFromPool(List<string> list)
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{
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AudioModuleImp.RemoveClipFromPool(list);
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}
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/// <summary>
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/// 清空AudioClip的对象池。
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/// </summary>
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public void CleanSoundPool()
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{
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AudioModuleImp.CleanSoundPool();
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}
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}
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} |