using System.Collections;
using System.Collections.Generic;
using UnityEngine;
///
/// 音频管理器
///
public class AudioManager : SingletonMonoAutoBase1_DonDestoryOnLoad
{
//各个声道的AudioSource组件
AudioSource bgmAudioSource;
AudioSource bgsAudioSource;
AudioSource voiceAudioSource;
//各个声道的游戏对象
GameObject bgmController;
GameObject soundController;
GameObject sound2D;
GameObject sound3D;
GameObject bgsController;
GameObject msController;
GameObject voiceController;
//控制器的名字
string bgmControllerName = "BGMController";
string soundControllerName = "SoundController";
string soundPool2DName = "SoundPool2D";
string soundClip2DName = "SoundClip2D";
string soundClip3DName = "SoundClip3D";
string soundPool3DName = "SoundPool3D";
string bgsControllerName = "BGSController";
string msControllerName = "MSController";
string voiceControllerName = "VoiceController";
///
/// 播放音乐
///
public void PlayBGM(AudioClip bgm,bool loop=true)
{
if (bgm == null) return;
bgmAudioSource.clip = bgm;
bgmAudioSource.loop = loop;
bgmAudioSource.Play();
}
///
/// 暂停BGM
///
public void PauseBGM()
{
bgmAudioSource.Pause();
}
///
/// 取消暂停BGM
///
public void UnPauseBGM()
{
bgmAudioSource.UnPause();
}
///
/// 停止BGM
///
public void StopBGM()
{
bgmAudioSource.Stop();
bgmAudioSource.clip = null;
}
///
/// 播放指定的音效--2D音效
///
public void PlaySound(AudioClip sound)
{
if (sound == null)
{
Debug.LogWarning("传入的文件为空!");
return;
}
//临时的空物体,用来播放音效
GameObject go = null;
for (int i = 0; i < sound2D.transform.childCount; i++)
{
if (sound2D.transform.GetChild(i).gameObject.activeSelf)
{
go = sound2D.transform.GetChild(i).gameObject;
go.SetActive(true);
break;
}
}
if (go == null)
{
go = new GameObject(soundClip2DName);
go.transform.SetParent(sound2D.transform);
}
//如果该游戏对象身上没有AudioSource组件,则添加AudioSource组件并设置参数
if (!go.TryGetComponent(out AudioSource audioSource))
{
go.AddComponent();
audioSource.playOnAwake = false;
audioSource.loop = false;
}
//设置要播放的音效
audioSource.clip = sound;
StartCoroutine(DestroyWhenFinished());
//每隔一秒检测一次,如果该音效播放完毕,则销毁音效的游戏对象
IEnumerator DestroyWhenFinished()
{
do
{
yield return new WaitForSeconds(1);
} while (audioSource!=null && audioSource.time > 0);
if (go != null)
{
go.SetActive(false);
audioSource.clip = null;
}
}
}
///
/// 播放3D音效
///
public void PlaySound(AudioClip sound,GameObject target)
{
if (sound == null)
{
Debug.LogWarning("传入的文件为空!");
return;
}
if (target == null)
{
Debug.LogWarning("传入的target为空!");
return;
}
//临时的空物体,用来播放音效
GameObject go = null;
//如果对象池中有,则从对象池中取出来用
for (int i = 0; i < sound3D.transform.childCount; i++)
{
if (!sound3D.transform.GetChild(i).gameObject.activeSelf)
{
go = sound3D.transform.GetChild(i).gameObject;
go.SetActive(true);
break;
}
}
//如果对象池中没有,则创建一个游戏对象
if (go == null)
{
go = new GameObject(soundClip3DName);
}
go.transform.SetParent(target.transform);
go.transform.localPosition = Vector3.zero;
if (go.TryGetComponent(out AudioSource audioSource))
{
audioSource = go.AddComponent();
audioSource.playOnAwake = false;
audioSource.loop = false;
audioSource.spatialBlend = 1f; //3D效果,近大远小
}
//设置要播放的音频
audioSource.clip = sound;
audioSource.Play();
StartCoroutine(DestroyWhenFinsh());
IEnumerator DestroyWhenFinsh()
{
do
{
yield return new WaitForSeconds(1);
} while (audioSource.time > 0);
}
if (go != null)
{
//放入对象池
go.transform.SetParent(sound3D.transform);
go.transform.localPosition = Vector3.zero;
audioSource.clip = null;
go.SetActive(false);
}
}
///
/// 在世界空间中指定的位置播放3D音效
///
public void PlaySound(AudioClip sound,Vector3 worldPosition,Transform parent=null)
{
if (sound == null)
{
return;
}
GameObject go = null;
for (int i = 0; i < sound3D.transform.childCount; i++)
{
if (sound3D.transform.GetChild(i).gameObject.activeSelf)
{
go = sound3D.transform.GetChild(i).gameObject;
go.SetActive(true);
break;
}
}
if (go==null)
{
go = new GameObject(soundClip3DName);
}
go.transform.position = worldPosition;
go.transform.SetParent(parent);
if (!go.TryGetComponent(out AudioSource audioSource))
{
audioSource = go.AddComponent();
audioSource.playOnAwake = false;
audioSource.loop = false;
audioSource.spatialBlend = 1f;
}
audioSource.clip = sound;
audioSource.Play();
StartCoroutine(DestroyWhenFinshed());
IEnumerator DestroyWhenFinshed()
{
do
{
yield return new WaitForSeconds(1);
} while (audioSource!=null && audioSource.time > 0);
if (go != null)
{
go.transform.SetParent(sound3D.transform);
go.transform.localPosition = Vector3.zero;
audioSource.clip = null;
go.SetActive(false);
}
}
}
///
/// 播放环境音效
///
public void PlayBGS(AudioClip bgs,bool loop=true)
{
if (bgs==null)
{
return;
}
bgsAudioSource.loop = loop;
bgsAudioSource.clip = bgs;
bgsAudioSource.Play();
}
///
/// 暂停环境音效
///
public void PauseBGS()
{
bgsAudioSource.Pause();
}
///
/// 取消暂停环境音效
///
public void UnPause()
{
bgsAudioSource.UnPause();
}
///
/// 停止BGS
///
public void StopBGS()
{
bgsAudioSource.Stop();
bgsAudioSource.clip = null;
}
private void Awake()
{
//创建并设置背景音乐的控制器
bgmController = CreateController(bgmControllerName, transform);
bgmAudioSource = bgmController.AddComponent();
bgmAudioSource.playOnAwake = false;
bgmAudioSource.loop = true;
//创建音效控制器
soundController = CreateController(soundControllerName, transform);
sound2D = CreateController(soundPool2DName, soundController.transform);
sound3D = CreateController(soundPool3DName, soundController.transform);
bgsController = CreateController(bgsControllerName, transform); //环境音效
bgsAudioSource = bgsController.AddComponent();
bgsAudioSource.playOnAwake = false;
bgsAudioSource.loop = true;
msController = CreateController(msControllerName, transform); //提示音效
voiceController = CreateController(voiceControllerName,transform); //角色语音
voiceAudioSource = voiceController.AddComponent();
voiceAudioSource.loop = false;
voiceAudioSource.playOnAwake = false;
}
GameObject CreateController(string name,Transform parent)
{
GameObject go = new GameObject(name);
go.transform.SetParent(parent);
return go;
}
}
很多代码写的大差不差的,完全可以精简