这是第一个 Unity 开放项目的repo,是 Unity 和社区合作创建的一个小型开源游戏演示,第一款游戏是一款名为 Chop Chop 的动作冒险游戏。
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using System.Collections;
using System.Linq;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
public class AudioManager : MonoBehaviour
{
[Tooltip("Amount of sound emitters created on Start")]
[SerializeField] private int _initialPoolSize = 1;
[SerializeField] private SoundEmitter _soundEmitterPrefab = default;
[Tooltip("The SoundManager listens to this event, fired by objects in any scene, to play SFXs")]
[SerializeField] private AudioCueEventSO _SFXEvent = default;
[Tooltip("The SoundManager listens to this event, fired by objects in any scene, to play Music")]
[SerializeField] private AudioCueEventSO _musicEvent = default;
private SoundEmitterFactorySO _factory;
private SoundEmitterPoolSO _pool;
public SoundEmitterPoolSO Pool { get { return _pool; } }
private void Awake()
{
InitPool();
_SFXEvent.eventRaised += PlayAudioCue;
}
private void InitPool()
{
_factory = ScriptableObject.CreateInstance<SoundEmitterFactorySO>();
_factory.Prefab = _soundEmitterPrefab;
_factory.Prefab.name = "SoundEmitter Factory";
_pool = ScriptableObject.CreateInstance<SoundEmitterPoolSO>();
_pool.name = "SoundEmitter Pool";
_pool.Factory = _factory;
_pool.InitialPoolSize = _initialPoolSize;
}
public static bool SetGroupVolume(AudioMixerGroup group, float volume)
{
return group.audioMixer.SetFloat("Volume", NormalizedToMixerValue(volume));
}
public static bool GetGroupVolume(AudioMixerGroup group, out float volume)
{
if (group.audioMixer.GetFloat("Volume", out float rawVolume))
{
volume = MixerValueNormalized(rawVolume);
return true;
}
volume = default;
return false;
}
// Both MixerValueNormalized and NormalizedToMixerValue functions are used for easier transformations when using UI sliders normalized format
private static float MixerValueNormalized(float value)
{
return (-(value - 80) / 80) - 1;
}
private static float NormalizedToMixerValue(float normalizedValue)
{
return -80 + (normalizedValue * 80);
}
/// <summary>
/// Plays an AudioCue by requesting the appropriate number of SoundEmitters from the pool.
/// </summary>
public void PlayAudioCue(AudioCueSO audioCue, AudioConfigurationSO settings, Vector3 position = default)
{
AudioClip[] clipsToPlay = audioCue.GetClips();
int nOfClips = clipsToPlay.Length;
for (int i = 0; i < nOfClips; i++)
{
SoundEmitter soundEmitter = _pool.Request();
if (soundEmitter != null)
{
soundEmitter.PlaySound(clipsToPlay[i], settings, audioCue.looping, position);
if (audioCue.looping)
soundEmitter.OnSoundFinishedPlaying += OnSoundEmitterFinishedPlaying;
}
}
//TODO: Save the SoundEmitters that were activated, to be able to stop them if needed
}
private void OnSoundEmitterFinishedPlaying(SoundEmitter soundEmitter)
{
soundEmitter.OnSoundFinishedPlaying -= OnSoundEmitterFinishedPlaying;
Pool.Return(soundEmitter);
}
//TODO: Add methods to play and cross-fade music, or to play individual sounds?
}