介绍
本组件是基于强大的ET框架之上的,此处附上et框架链接:https://github.com/egametang/ET
当然如果不使用et的话,也可自行修改为单例模式进行使用,非常简单易用
本音效组件主要分三个文件:
SoundComponent.cs——游戏音效管理组件
SoundData.cs——每个音效单元类
EditorCreateAudio.cs——创建音效预设(Editor类)
特点:支持控制全局音量变化,音乐静音及音效静音
流程:.mp3等资源--> . prefab预制体并附上SoundData单元类--> SoundComponent中通过ab加载. prefab并实例化--> SoundComponent调用SoundData去控制每一个音效
组件部分思路源于海马哥,谢谢!
SoundData(音效资源类)
请看代码,一目了然,简单明了
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace ETModel
{
[RequireComponent(typeof(AudioSource))]
public class SoundData : MonoBehaviour
{
//音频源控件
public new AudioSource audio;
///
/// 是否强制重新播放
///
//[HideInInspector]
public bool isForceReplay = false;
///
/// 是否循环播放
///
//[HideInInspector]
public bool isLoop = false;
///
/// 音量
///
//[HideInInspector]
public float volume = 1;
///
/// 延迟
///
//[HideInInspector]
public ulong delay = 0;
public AudioSource GetAudio()
{
return audio;
}
public bool IsPlaying
{
get
{
return audio != null && audio.isPlaying;
}
}
public bool IsPause
{
get;
set;
}
public void Dispose()
{
Destroy(gameObject);
}
///
/// 音效类型
///
public SoundType Sound { get; set; }
public bool Mute
{
get { return audio.mute; }
set { audio.mute = value; }
}
public float Volume
{
get { return audio.volume; }
set { audio.volume = value; }
}
}
///
/// 音效类型
///
public enum SoundType
{
Music,//长音乐
Sound,//短音乐
}
}
EditorCreateAudio(工具类)
自动将目录下的音效资源文件创建成Prefab预制体,方便加载和管理
PS:务必给Prefab加上ab标识,打进需要的ab包,也可以自行在类中拓展标上ab标识的代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
namespace ETModel
{
public class EditorCreateAudio : MonoBehaviour
{
//音效资源路径
private static string audiosDir = "assets/ETAB/audios";
//导出预制体路径
private static string prefabDir = "assets/ETAB/SoundPrefabs";
[MenuItem("Tools/创建音效预设", priority = 1004)]
static void CreateAudioPrefab()
{
string[] _patterns = new string[] { "*.mp3","*.wav", "*.ogg" };//识别不同的后缀名
List _allFilePaths = new List();
foreach (var item in _patterns)
{
string[] _temp = Directory.GetFiles(audiosDir, item, SearchOption.AllDirectories);
_allFilePaths.AddRange(_temp);
}
foreach (var item in _allFilePaths)
{
System.IO.FileInfo _fi = new System.IO.FileInfo(item);
var _tempName = _fi.Name.Replace(_fi.Extension, "").ToLower();
AudioClip _clip = AssetDatabase.LoadAssetAtPath(item);
if (null != _clip)
{
GameObject _go = new GameObject();
_go.name = _tempName;
AudioSource _as = _go.AddComponent();
_as.playOnAwake = false;
SoundData _data = _go.AddComponent();
_data.audio = _as;
_data.audio.clip = _clip;
string path = $"{prefabDir}/{_tempName}.prefab";
var temp = PrefabUtility.CreatePrefab(path, _go);
//添加ab标记
AssetImporter importer = AssetImporter.GetAtPath(path);
if (importer == null || temp == null)
{
Debug.LogError("error: " + path);
return;
}
importer.assetBundleName = "sound.unity3d";
GameObject.DestroyImmediate(_go);
EditorUtility.SetDirty(temp);
Resources.UnloadAsset(_clip);
}
}
AssetDatabase.SaveAssets();
AssetDatabase.Refresh();
}
}
}
SoundComponent(音效管理组件)
各部分我都有注释,各位可以自行理解,简易上手
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using UnityEngine;
namespace ETModel
{
[ObjectSystem]
public class SoundComponentAwakeSystem : AwakeSystem
{
public override void Awake(SoundComponent self)
{
self.Awake();
}
}
///
/// 游戏音效管理组件
///
public class SoundComponent : Component
{
public static SoundComponent Instance;
///
/// 控制游戏全局音量
///
public float SoundVolume
{
get
{
return _soundVolume;
}
set
{
_soundVolume = Mathf.Clamp(value, 0, 1);
foreach (SoundData clip in m_clips.Values)
{
clip.Volume = _soundVolume * clip.volume;
}
}
}
private float _soundVolume = 0.8f;
//所有音效
private Dictionary m_clips = new Dictionary();
//根据类型分类所有音效
private Dictionary> _allClips = new Dictionary>()
{ { SoundType.Music, new Dictionary() }, { SoundType.Sound, new Dictionary() } };
//catch ab资源
private static Dictionary abSounds = new Dictionary();
//根物体
private Transform root;
///
/// 音乐静音
///
public bool MusicMute
{
get { return _musicMute; }
set
{
_musicMute = value;
foreach (var soundData in _allClips[SoundType.Music].Values)
{
soundData.Mute = _musicMute;
}
PlayerPrefs.SetInt("MusicMute", value ? 1 : 0);
}
}
private bool _musicMute = false;
///
/// 音效静音
///
public bool SoundMute
{
get { return _soundMute; }
set
{
_soundMute = value;
foreach (var soundData in _allClips[SoundType.Sound].Values)
{
soundData.Mute = _soundMute;
}
PlayerPrefs.SetInt("SoundMute", value ? 1 : 0);
}
}
private bool _soundMute = false;
public void Awake()
{
Instance = this;
_musicMute = PlayerPrefs.GetInt("MusicMute", 0) == 1;
_soundMute = PlayerPrefs.GetInt("SoundMute", 0) == 1;
root = new GameObject("SoundDatas").transform;
GameObject.DontDestroyOnLoad(root.gameObject);
}
private bool IsContainClip(string clipName)
{
lock (m_clips)
{
if (m_clips.ContainsKey(clipName))
return true;
return false;
}
}
private SoundData GetAudioSource(string clipName)
{
if (IsContainClip(clipName))
return m_clips[clipName];
return null;
}
private void AddClip(string clipName, SoundData data, SoundType type)
{
lock (m_clips)
{
data.IsPause = false;
data.transform.transform.SetParent(root);
data.Sound = type;
if (IsContainClip(clipName))
{
m_clips[clipName] = data;
_allClips[type][clipName] = data;
}
else
{
m_clips.Add(clipName, data);
_allClips[type].Add(clipName, data);
}
}
}
///
/// 短暂的声音和特效
/// 无法暂停
/// 异步加载音效
///
public async void PlayClip(string clipName, float volume = 1)
{
SoundData sd = await LoadSound(clipName);
if (sd != null)
{
sd.volume = Mathf.Clamp(volume, 0, 1);
sd.Mute = SoundMute;
if (!IsContainClip(clipName))
{
AddClip(clipName, sd, SoundType.Sound);
}
PlayMusic(clipName, sd);
}
else
{
Log.Error($"没有此音效 ={ clipName}");
}
}
///
/// 播放长音乐 背景音乐等
/// 可以暂停 继续播放
/// 异步加载音效
///
/// 声音的预设名字(不包括前缀路径名)
/// 延迟播放 单位秒
/// 音量
/// 是否循环播放
/// /// 是否强制重头播放
public async void PlayMusic(string clipName, ulong delay = 0, float volume = 1, bool isloop = false, bool forceReplay = false)
{
SoundData sd = await LoadSound(clipName);
if (sd != null)
{
sd.isForceReplay = forceReplay;
sd.isLoop = isloop;
sd.delay = delay;
sd.volume = Mathf.Clamp(volume, 0, 1);
sd.Mute = MusicMute;
if (!IsContainClip(clipName))
{
AddClip(clipName, sd, SoundType.Music);
}
PlayMusic(clipName, sd);
}
else
{
Log.Error($"没有此音效 ={ clipName}");
}
}
//加载声音
private async Task LoadSound(string soundName)
{
ResourcesComponent resourcesComponent = Game.Scene.GetComponent();
if (!abSounds.ContainsKey(soundName) || abSounds[soundName] == null)
{
await resourcesComponent.LoadBundleAsync("sound.unity3d");
abSounds.Add(soundName, GameObject.Instantiate((GameObject)resourcesComponent.GetAsset("sound.unity3d", soundName)).GetComponent());
resourcesComponent.UnloadBundle("sound.unity3d");
}
return abSounds[soundName];
}
//播放SoundData
private void PlayMusic(string clipName, SoundData asource)
{
if (null == asource)
return;
bool forceReplay = asource.isForceReplay;
asource.audio.volume = asource.volume * SoundVolume;
asource.audio.loop = asource.isLoop;
if (!forceReplay)
{
if (!asource.IsPlaying)
{
if (!asource.IsPause)
asource.audio.Play(asource.delay);
else
Resume(clipName);
}
}
else
{
asource.audio.PlayDelayed(asource.delay);
asource.audio.PlayScheduled(0);
}
}
///
/// 停止并销毁声音
///
///
public void Stop(string clipName)
{
SoundData data = GetAudioSource(clipName);
if (null != data)
{
if (_allClips[data.Sound].ContainsKey(clipName))
{
_allClips[data.Sound].Remove(clipName);
}
m_clips.Remove(clipName);
abSounds.Remove(clipName);
data.Dispose();
}
}
///
/// 暂停声音
///
///
public void Pause(string clipName)
{
SoundData data = GetAudioSource(clipName);
if (null != data)
{
data.IsPause = true;
data.audio.Pause();
}
}
///
/// 继续播放
///
///
public void Resume(string clipName)
{
SoundData data = GetAudioSource(clipName);
if (null != data)
{
data.IsPause = false;
data.audio.UnPause();
}
}
///
/// 销毁所有声音
///
public void DisposeAll()
{
foreach (var allClip in _allClips.Values)
{
allClip.Clear();
}
foreach (var item in m_clips)
{
item.Value.Dispose();
}
m_clips.Clear();
}
}
}
下载:
GitHub(国外):
ET模组仓库: https://github.com/egametang/ET-Modules.git
本人工具仓库:https://github.com/HealthyChina/HealthyResource.git
Gitee(国内):
本人工具仓库:https://gitee.com/healthyZ/HealthyResource.git
转载请声明出处和作者(渐渐),你的点赞,分享,转发将是对我最大的鼓励!
码字不易,感谢阅读!