571 lines
16 KiB
C#
571 lines
16 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using UnityEngine;
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using UnityEngine.Audio;
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using YooAsset;
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namespace TEngine
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{
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internal class AudioModule : Module, IAudioModule, IUpdateModule
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{
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public const string MUSIC_VOLUME_NAME = "MusicVolume";
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public const string UI_SOUND_VOLUME_NAME = "UISoundVolume";
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public const string VOICE_VOLUME_NAME = "VoiceVolume";
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private AudioMixer _audioMixer;
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private Transform _instanceRoot = null;
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private AudioGroupConfig[] _audioGroupConfigs = null;
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private float _volume = 1f;
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private bool _enable = true;
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private readonly AudioCategory[] _audioCategories = new AudioCategory[(int)AudioType.Max];
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private readonly float[] _categoriesVolume = new float[(int)AudioType.Max];
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private bool _bUnityAudioDisabled = false;
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#region Public Propreties
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public Dictionary<string, AssetHandle> AudioClipPool { get; set; } = new Dictionary<string, AssetHandle>();
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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 AudioMixer => _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 => _instanceRoot;
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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
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{
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if (_bUnityAudioDisabled)
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{
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return 0.0f;
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}
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return _volume;
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}
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set
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{
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if (_bUnityAudioDisabled)
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{
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return;
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}
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_volume = value;
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AudioListener.volume = _volume;
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}
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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
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{
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if (_bUnityAudioDisabled)
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{
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return false;
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}
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return _enable;
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}
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set
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{
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if (_bUnityAudioDisabled)
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{
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return;
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}
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_enable = value;
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AudioListener.volume = _enable ? _volume : 0f;
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}
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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
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{
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if (_bUnityAudioDisabled)
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{
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return 0.0f;
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}
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return _categoriesVolume[(int)AudioType.Music];
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}
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set
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{
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if (_bUnityAudioDisabled)
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{
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return;
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}
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float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
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_categoriesVolume[(int)AudioType.Music] = volume;
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_audioMixer.SetFloat(MUSIC_VOLUME_NAME, Mathf.Log10(volume) * 20f);
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}
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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
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{
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if (_bUnityAudioDisabled)
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{
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return 0.0f;
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}
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return _categoriesVolume[(int)AudioType.Sound];
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}
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set
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{
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if (_bUnityAudioDisabled)
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{
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return;
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}
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float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
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_categoriesVolume[(int)AudioType.Sound] = volume;
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_audioMixer.SetFloat("SoundVolume", Mathf.Log10(volume) * 20f);
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}
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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
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{
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if (_bUnityAudioDisabled)
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{
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return 0.0f;
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}
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return _categoriesVolume[(int)AudioType.UISound];
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}
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set
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{
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if (_bUnityAudioDisabled)
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{
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return;
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}
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float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
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_categoriesVolume[(int)AudioType.UISound] = volume;
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_audioMixer.SetFloat(UI_SOUND_VOLUME_NAME, Mathf.Log10(volume) * 20f);
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}
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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
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{
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if (_bUnityAudioDisabled)
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{
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return 0.0f;
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}
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return _categoriesVolume[(int)AudioType.Voice];
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}
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set
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{
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if (_bUnityAudioDisabled)
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{
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return;
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}
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float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
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_categoriesVolume[(int)AudioType.Voice] = volume;
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_audioMixer.SetFloat(VOICE_VOLUME_NAME, Mathf.Log10(volume) * 20f);
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}
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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
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{
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if (_bUnityAudioDisabled)
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{
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return false;
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}
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if (_audioMixer.GetFloat(MUSIC_VOLUME_NAME, out var db))
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{
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return db > -80f;
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}
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else
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{
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return false;
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}
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}
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set
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{
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if (_bUnityAudioDisabled)
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{
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return;
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}
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_audioCategories[(int)AudioType.Music].Enable = value;
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// 音乐采用0音量方式,避免恢复播放时的复杂逻辑
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if (value)
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{
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_audioMixer.SetFloat(MUSIC_VOLUME_NAME, Mathf.Log10(_categoriesVolume[(int)AudioType.Music]) * 20f);
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}
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else
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{
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_audioMixer.SetFloat(MUSIC_VOLUME_NAME, -80f);
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}
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}
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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
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{
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if (_bUnityAudioDisabled)
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{
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return false;
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}
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return _audioCategories[(int)AudioType.Sound].Enable;
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}
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set
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{
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if (_bUnityAudioDisabled)
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{
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return;
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}
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_audioCategories[(int)AudioType.Sound].Enable = value;
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}
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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
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{
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if (_bUnityAudioDisabled)
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{
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return false;
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}
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return _audioCategories[(int)AudioType.UISound].Enable;
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}
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set
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{
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if (_bUnityAudioDisabled)
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{
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return;
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}
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_audioCategories[(int)AudioType.UISound].Enable = value;
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}
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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
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{
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if (_bUnityAudioDisabled)
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{
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return false;
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}
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return _audioCategories[(int)AudioType.Voice].Enable;
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}
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set
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{
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if (_bUnityAudioDisabled)
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{
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return;
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}
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_audioCategories[(int)AudioType.Voice].Enable = value;
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}
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}
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#endregion
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private IResourceModule _resourceModule;
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public override void OnInit()
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{
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_resourceModule = ModuleSystem.GetModule<IResourceModule>();
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Initialize(Settings.AudioSetting.audioGroupConfigs);
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}
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public override void Shutdown()
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{
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StopAll(fadeout: false);
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CleanSoundPool();
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}
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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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/// <param name="audioGroupConfigs">音频轨道组配置。</param>
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/// <param name="instanceRoot">实例化根节点。</param>
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/// <param name="audioMixer">音频混响器。</param>
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/// <exception cref="GameFrameworkException"></exception>
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public void Initialize(AudioGroupConfig[] audioGroupConfigs, Transform instanceRoot = null, AudioMixer audioMixer = null)
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{
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if (_instanceRoot == null)
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{
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_instanceRoot = instanceRoot;
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}
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if (audioGroupConfigs == null)
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{
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throw new GameFrameworkException("AudioGroupConfig[] is invalid.");
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}
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_audioGroupConfigs = audioGroupConfigs;
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if (_instanceRoot == null)
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{
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_instanceRoot = new GameObject("[AudioModule Instances]").transform;
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_instanceRoot.localScale = Vector3.one;
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UnityEngine.Object.DontDestroyOnLoad(_instanceRoot);
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}
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#if UNITY_EDITOR
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try
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{
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TypeInfo typeInfo = typeof(AudioSettings).GetTypeInfo();
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PropertyInfo propertyInfo = typeInfo.GetDeclaredProperty("unityAudioDisabled");
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_bUnityAudioDisabled = (bool)propertyInfo.GetValue(null);
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if (_bUnityAudioDisabled)
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{
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return;
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}
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}
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catch (Exception e)
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{
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Log.Error(e.ToString());
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}
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#endif
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if (audioMixer != null)
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{
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_audioMixer = audioMixer;
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}
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if (_audioMixer == null)
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{
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_audioMixer = Resources.Load<AudioMixer>("AudioMixer");
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}
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for (int index = 0; index < (int)AudioType.Max; ++index)
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{
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AudioType audioType = (AudioType)index;
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AudioGroupConfig audioGroupConfig = _audioGroupConfigs.First(t => t.AudioType == audioType);
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_audioCategories[index] = new AudioCategory(audioGroupConfig.AgentHelperCount, _audioMixer, audioGroupConfig);
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_categoriesVolume[index] = audioGroupConfig.Volume;
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}
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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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if (_bUnityAudioDisabled)
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{
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return;
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}
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CleanSoundPool();
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for (int i = 0; i < (int)AudioType.Max; ++i)
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{
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var audioCategory = _audioCategories[i];
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if (audioCategory != null)
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{
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for (int j = 0; j < audioCategory.AudioAgents.Count; ++j)
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{
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var audioAgent = audioCategory.AudioAgents[j];
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if (audioAgent != null)
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{
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audioAgent.Destroy();
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audioAgent = null;
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}
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}
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}
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audioCategory = null;
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}
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Initialize(_audioGroupConfigs);
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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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if (_bUnityAudioDisabled)
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{
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return null;
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}
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AudioAgent audioAgent = _audioCategories[(int)type].Play(path, bAsync, bInPool);
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{
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if (audioAgent != null)
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{
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audioAgent.IsLoop = bLoop;
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audioAgent.Volume = volume;
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}
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return audioAgent;
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}
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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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if (_bUnityAudioDisabled)
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{
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return;
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}
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_audioCategories[(int)type].Stop(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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if (_bUnityAudioDisabled)
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{
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return;
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}
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for (int i = 0; i < (int)AudioType.Max; ++i)
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{
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if (_audioCategories[i] != null)
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{
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_audioCategories[i].Stop(fadeout);
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}
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}
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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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if (_bUnityAudioDisabled)
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{
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return;
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}
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foreach (string path in list)
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{
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if (AudioClipPool != null && !AudioClipPool.ContainsKey(path))
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{
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AssetHandle assetData = _resourceModule.LoadAssetAsyncHandle<AudioClip>(path);
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assetData.Completed += handle => { AudioClipPool?.Add(path, handle); };
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}
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}
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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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if (_bUnityAudioDisabled)
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{
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return;
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}
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foreach (string path in list)
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{
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if (AudioClipPool.ContainsKey(path))
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{
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AudioClipPool[path].Dispose();
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AudioClipPool.Remove(path);
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}
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}
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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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if (_bUnityAudioDisabled)
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{
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return;
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}
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foreach (var dic in AudioClipPool)
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{
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dic.Value.Dispose();
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}
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AudioClipPool.Clear();
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}
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/// <summary>
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/// 音频模块轮询。
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/// </summary>
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/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
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/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
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public void Update(float elapseSeconds, float realElapseSeconds)
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{
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foreach (var audioCategory in _audioCategories)
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{
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if (audioCategory != null)
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{
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audioCategory.Update(elapseSeconds);
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}
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}
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}
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}
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} |