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183 行
5.3 KiB
183 行
5.3 KiB
using System.Collections;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Audio;
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public class AudioManager : MonoBehaviour
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{
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[Header("SoundEmitters pool")]
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[SerializeField] private SoundEmitterFactorySO _factory = default;
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[SerializeField] private SoundEmitterPoolSO _pool = default;
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[SerializeField] private int _initialSize = 10;
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[Header("Listening on channels")]
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[Tooltip("The SoundManager listens to this event, fired by objects in any scene, to play SFXs")]
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[SerializeField] private AudioCueEventChannelSO _SFXEventChannel = default;
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[Tooltip("The SoundManager listens to this event, fired by objects in any scene, to play Music")]
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[SerializeField] private AudioCueEventChannelSO _musicEventChannel = default;
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[Header("Audio control")]
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[SerializeField] private AudioMixer audioMixer = default;
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[Range(0f, 1f)]
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[SerializeField] private float _masterVolume = 1f;
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[Range(0f, 1f)]
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[SerializeField] private float _musicVolume = 1f;
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[Range(0f, 1f)]
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[SerializeField] private float _sfxVolume = 1f;
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private SoundEmitterList _soundEmitterList;
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private void Awake()
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{
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//TODO: Get the initial volume levels from the settings
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_soundEmitterList = new SoundEmitterList();
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RegisterChannel(_SFXEventChannel);
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RegisterChannel(_musicEventChannel); //TODO: Treat music requests differently?
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_pool.Prewarm(_initialSize);
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_pool.SetParent(this.transform);
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}
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private void OnDestroy()
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{
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UnregisterChannel(_SFXEventChannel);
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UnregisterChannel(_musicEventChannel);
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}
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/// <summary>
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/// This is only used in the Editor, to debug volumes.
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/// It is called when any of the variables is changed, and will directly change the value of the volumes on the AudioMixer.
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/// </summary>
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void OnValidate()
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{
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if (Application.isPlaying)
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{
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SetGroupVolume("MasterVolume", _masterVolume);
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SetGroupVolume("MusicVolume", _musicVolume);
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SetGroupVolume("SFXVolume", _sfxVolume);
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}
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}
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public void SetGroupVolume(string parameterName, float normalizedVolume)
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{
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bool volumeSet = audioMixer.SetFloat(parameterName, NormalizedToMixerValue(normalizedVolume));
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if (!volumeSet)
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Debug.LogError("The AudioMixer parameter was not found");
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}
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public float GetGroupVolume(string parameterName)
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{
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if (audioMixer.GetFloat(parameterName, out float rawVolume))
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{
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return MixerValueToNormalized(rawVolume);
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}
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else
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{
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Debug.LogError("The AudioMixer parameter was not found");
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return 0f;
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}
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}
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private void RegisterChannel(AudioCueEventChannelSO audioCueEventChannel)
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{
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audioCueEventChannel.OnAudioCuePlayRequested += PlayAudioCue;
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audioCueEventChannel.OnAudioCueStopRequested += StopAudioCue;
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audioCueEventChannel.OnAudioCueFinishRequested += FinishAudioCue;
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}
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private void UnregisterChannel(AudioCueEventChannelSO audioCueEventChannel)
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{
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audioCueEventChannel.OnAudioCuePlayRequested += PlayAudioCue;
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audioCueEventChannel.OnAudioCueStopRequested += StopAudioCue;
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audioCueEventChannel.OnAudioCueFinishRequested += FinishAudioCue;
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}
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// Both MixerValueNormalized and NormalizedToMixerValue functions are used for easier transformations
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/// when using UI sliders normalized format
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private float MixerValueToNormalized(float mixerValue)
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{
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// We're assuming the range [-80dB to 0dB] becomes [0 to 1]
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return 1f + (mixerValue / 80f);
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}
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private float NormalizedToMixerValue(float normalizedValue)
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{
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// We're assuming the range [0 to 1] becomes [-80dB to 0dB]
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// This doesn't allow values over 0dB
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return (normalizedValue - 1f) * 80f;
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}
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/// <summary>
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/// Plays an AudioCue by requesting the appropriate number of SoundEmitters from the pool.
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/// </summary>
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public AudioCueKey PlayAudioCue(AudioCueSO audioCue, AudioConfigurationSO settings, Vector3 position = default)
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{
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AudioClip[] clipsToPlay = audioCue.GetClips();
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SoundEmitter[] soundEmitterArray = new SoundEmitter[clipsToPlay.Length];
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int nOfClips = clipsToPlay.Length;
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for (int i = 0; i < nOfClips; i++)
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{
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soundEmitterArray[i] = _pool.Request();
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if (soundEmitterArray[i] != null)
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{
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soundEmitterArray[i].PlayAudioClip(clipsToPlay[i], settings, audioCue.looping, position);
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if (!audioCue.looping)
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soundEmitterArray[i].OnSoundFinishedPlaying += OnSoundEmitterFinishedPlaying;
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}
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}
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return _soundEmitterList.Add(audioCue, soundEmitterArray);
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}
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public bool FinishAudioCue(AudioCueKey emitterKey)
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{
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bool isFound = _soundEmitterList.Get(emitterKey, out SoundEmitter[] soundEmitters);
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if (isFound)
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{
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for (int i = 0; i < soundEmitters.Length; i++)
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{
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soundEmitters[i].Finish();
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soundEmitters[i].OnSoundFinishedPlaying += OnSoundEmitterFinishedPlaying;
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}
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}
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return isFound;
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}
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public bool StopAudioCue(AudioCueKey emitterKey)
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{
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bool isFound = _soundEmitterList.Get(emitterKey, out SoundEmitter[] soundEmitters);
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if (isFound)
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{
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for (int i = 0; i < soundEmitters.Length; i++)
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{
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StopAndCleanEmitter(soundEmitters[i]);
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}
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_soundEmitterList.Remove(emitterKey);
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}
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return isFound;
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}
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private void OnSoundEmitterFinishedPlaying(SoundEmitter soundEmitter)
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{
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StopAndCleanEmitter(soundEmitter);
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}
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private void StopAndCleanEmitter(SoundEmitter soundEmitter)
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{
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if (soundEmitter.IsFinishing())
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soundEmitter.OnSoundFinishedPlaying -= OnSoundEmitterFinishedPlaying;
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soundEmitter.Stop();
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_pool.Return(soundEmitter);
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}
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//TODO: Add methods to play and cross-fade music, or to play individual sounds?
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}
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