基于ET框架的Unity游戏音效管理组件

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!

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