Unity音频播放管理器 Unity实现音频播放管理器
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1、模块化,直接用。创建一个空物体,把此脚本拖上去,然后把需要播放的所有音频拖到面板上的”AudioList“中;
2、通过AudioManagerP._instance直接调用方法,包含:
- 暂停;
- 继续播放;
- 停止播放;
- 播放背景音乐(0号播放器专用于播放背景音);
- 直接播放声音(带参数1、播放器序号 2、音频的名字 3、声音大小 4、 是否循环);
- 直接播放呻吟(带参数1、播放器序号 2、音频的名字);
- 声音淡入(带参数1、播放器序号 2、音频的名字 3、 是否循环);
- 声音淡出(带参数 播放器序号 )。
优点:同时可以播放很多个声音源,可以精确控制每个播放源的状态
缺点:不知道。
源码
using System.Collections; using System.Collections.Generic; using UnityEngine; public class AudioManagerP : MonoBehaviour { public static AudioManagerP _instance;//单例 private bool isOut; private bool isIn; void Awake() { _instance = this; DontDestroyOnLoad(this); } //audioClipl列表 public List<AudioClip> audioList; //初始声音预设数量 private int initAudioPrefabcount = 7; //记录静音前的音量大小 [HideInInspector] public float tempVolume = 0; //是否静音 private bool isMute = false; public bool IsMute { set { isMute = value; if (isMute) { tempVolume = AudioListener.volume; AudioListener.volume = 0; } else { AudioListener.volume = tempVolume; } } private get { return isMute; } } //声音大小系数 private float volumeScale = 1; public float VolumeScale { set { volumeScale = Mathf.Clamp01(value); if (!IsMute) { AudioListener.volume = value; } } private get { return volumeScale; } } //audio字典 private Dictionary<string, AudioClip> audioDic = new Dictionary<string, AudioClip>(); //背景音乐 private AudioSource bgAudioSource; //声音对象池 private AudioObjectPool audioObjectPool; private void Start() { GameObject audioPrefab = new GameObject("AudioObjectPool"); audioPrefab.AddComponent<AudioSource>(); audioPrefab.GetComponent<AudioSource>().playOnAwake = false; audioObjectPool = new AudioObjectPool(audioPrefab, initAudioPrefabcount); audioPrefab.hideFlags = HideFlags.HideInHierarchy; audioPrefab.transform.SetParent(this.transform); foreach (AudioClip ac in audioList) { audioDic.Add(ac.name, ac); } bgAudioSource = this.transform.GetChild(0).GetComponent<AudioSource>(); } private void Update() { //测试代码 if (Input.GetMouseButtonDown(0)) { //StartCoroutine(AudioFadeIn(0, "沈木-Sold Out(热播版)", true)); //音乐渐入 //PlayAudio(0, "沈木-Sold Out(热播版)"); //直接播放 } if (Input.GetMouseButtonDown(1)) { //StartCoroutine(AudioFadedOut(0)); //音乐淡出 } } /// <summary> /// 音频播放 /// </summary> /// <param name="index">播放器序号(用第几个AudioSource播放)</param> public void PauseAudio(int index) { AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>(); audioSource.Pause(); } /// <summary> /// 继续播放 /// </summary> /// <param name="index">播放器序号</param> public void ResumeAudio(int index) { AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>(); audioSource.UnPause(); } /// <summary> /// 停止播放声音 /// </summary> /// <param name="index">播放器序号</param> public void StopAudio(int index) { AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>(); audioSource.Stop(); } /// <summary> /// 播放背景音乐,这里直接固定0号播放器用来播放北京音乐 /// </summary> /// <param name="audioNme"></param> public void PlayBGMAudio(string audioNme) { AudioClip audioClip; if (audioDic.TryGetValue(audioNme, out audioClip)) { bgAudioSource.gameObject.SetActive(true); bgAudioSource.clip = audioClip; this.transform.GetChild(0).gameObject.SetActive(true); bgAudioSource.Play(); bgAudioSource.loop = true; } } /// <summary> /// 直接播放声音 /// </summary> /// <param name="index">播放器序号</param> /// <param name="audioName">音频文件名称</param> /// <param name="volume">音量大小</param> /// <param name="isLoop">是否循环</param> public void PlayAudio(int index, string audioName, float volume = 1, bool isLoop = false) { //Debug.Log("------------执行播放声音----------------"); AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>(); if (IsMute || audioSource == null) { return; } StopAllCoroutines(); AudioClip audioClip; if (audioDic.TryGetValue(audioName, out audioClip)) { //Debug.Log("按钮点击的clip名字是:"+audioClip.name); audioSource.gameObject.SetActive(true); audioSource.loop = isLoop; audioSource.clip = audioClip; audioSource.volume = volume; if (audioSource.isPlaying) { audioSource.Stop(); } audioSource.Play(); } } /// <summary> /// 重载播放,只有播放器和音频 /// </summary> /// <param name="index">播放器序号</param> /// <param name="audioName">音频的名称</param> public void PlayAudio(int index, string audioName) { //Debug.Log("------------执行播放声音----------------"); AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>(); if (IsMute || audioSource == null) { return; } StopAllCoroutines(); AudioClip audioClip; if (audioDic.TryGetValue(audioName, out audioClip)) { //Debug.Log("按钮点击的clip名字是:"+audioClip.name); audioSource.gameObject.SetActive(true); audioSource.clip = audioClip; if (audioSource.isPlaying) { audioSource.Stop(); } audioSource.Play(); } } /// <summary> /// 声音淡入 /// </summary> /// <param name="index">播放器序号</param> /// <param name="audioName">音频名称</param> /// <param name="isLoop">是否循环</param> /// <returns></returns> public IEnumerator AudioFadeIn(int index, string audioName, bool isLoop) { float initVolume = 0; float preTime = 1.0f / 5; //渐变率 AudioClip audioClip; if (audioDic.TryGetValue(audioName, out audioClip)) { AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>(); if (audioSource == null) yield break; audioSource.gameObject.SetActive(true); //声音播放对象默认为false,播放时把对应的对象设为true audioSource.clip = audioClip; audioSource.volume = 0; audioSource.loop = isLoop; print("zhi 0"); if (audioSource.isPlaying) { audioSource.Stop(); } audioSource.Play(); audioSource.volume = 0; while (true) { initVolume += 1 * Time.deltaTime * preTime; //声音渐高 audioSource.volume = initVolume; //将渐高变量赋值给播放器音量 if (initVolume >= 1 - 0.02f) //如果很接近配置文件中的值,那么将其固定在配置文件中的值(最大值) { audioSource.volume = 1; break; } yield return 1; } } } /// <summary> /// 声音淡出 /// </summary> /// <param name="index">淡出的播放器序号</param> /// <returns></returns> public IEnumerator AudioFadedOut(int index) { AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>(); if (audioSource == null || audioSource.volume == 0 || audioSource == null) { yield break; } float initVolume = audioSource.volume; float preTime = 1.0f / 5; while (true) { initVolume += -1 * Time.deltaTime * preTime; audioSource.volume = initVolume; if (initVolume <= 0) { audioSource.volume = 0; audioSource.Stop(); break; } yield return 1; } } /// <summary> /// 初始化音频 /// </summary> /// <param name="audioSource"></param> private void InitAudioSource(AudioSource audioSource) { if (audioSource == null) { return; } if (audioSource.isPlaying) { audioSource.Stop(); } audioSource.playOnAwake = false; audioSource.loop = false; audioSource.volume = 1; audioSource.clip = null; audioSource.name = "AudioObjectPool"; } private void Destroy() { StopAllCoroutines(); } } #region 声音对象池 /*声音对象池,待完善,可能存在同一时间多种声音源在播放,硬切或者播放完毕再切,无法判定是那种,无法准确释放AudioObjectPool 这里只是在开局使用对象池生成了指定个数的播放器,没有用到获取和释放播放器对象*/ public class AudioObjectPool { //要生成的对象池预设 private GameObject prefab; //对象池列表 private List<GameObject> pool; //构造函数 public AudioObjectPool(GameObject prefab, int initialSize) { this.prefab = prefab; this.pool = new List<GameObject>(); for (int i = 0; i < initialSize; i++) { //进行初始化 AllLocateInstance(); } } //获取实例 public GameObject GetInstance() { if (pool.Count == 0) { //创建实例 } GameObject instance = pool[0]; pool.RemoveAt(0); instance.SetActive(true); return instance; } //释放实力 public void ReleaseInstance(GameObject instance) { instance.SetActive(false); pool.Add(instance); } //生成本地实力 private GameObject AllLocateInstance() { GameObject instance = (GameObject)GameObject.Instantiate(prefab); instance.transform.SetParent(AudioManagerP._instance.transform); instance.SetActive(false); pool.Add(instance); return instance; } } #endregion
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