AudioManager.cs 16 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using DatabaseModel;
  5. using DG.Tweening;
  6. using JetBrains.Annotations;
  7. using UnityEngine;
  8. using UnityEngine.Audio;
  9. public class AudioManager : SingletonMono<AudioManager>
  10. {
  11. public float EffectsVolume
  12. {
  13. get
  14. {
  15. return R.Settings.EffectsVolume;
  16. }
  17. set
  18. {
  19. R.Settings.EffectsVolume = value;
  20. }
  21. }
  22. public float BGMVolume
  23. {
  24. get
  25. {
  26. return R.Settings.BGMVolume;
  27. }
  28. set
  29. {
  30. R.Settings.BGMVolume = value;
  31. }
  32. }
  33. public bool IsEffectsMute
  34. {
  35. get
  36. {
  37. return R.Settings.IsEffectsMute;
  38. }
  39. set
  40. {
  41. R.Settings.IsEffectsMute = value;
  42. }
  43. }
  44. public bool IsBGMMute
  45. {
  46. get
  47. {
  48. return R.Settings.IsBGMMute;
  49. }
  50. set
  51. {
  52. R.Settings.IsBGMMute = value;
  53. }
  54. }
  55. private void Awake()
  56. {
  57. this._bgmSource = this._bgmSource1;
  58. this.CreatePool();
  59. AudioManager.Preload();
  60. AudioListener.volume = 0f;
  61. DOTween.To(delegate(float v)
  62. {
  63. AudioListener.volume = v;
  64. }, 0f, 1f, 1f).SetDelay(1f);
  65. }
  66. private void Update()
  67. {
  68. int num = 100;
  69. int num2 = -20;
  70. this._mainAudioMixer.SetFloat("Effects", (!this.IsEffectsMute) ? (this.EffectsVolume * (float)(-(float)num2) / (float)num + (float)num2) : -80f);
  71. this._mainAudioMixer.SetFloat("BGM", (!this.IsBGMMute) ? (this.BGMVolume * (float)(-(float)num2) / (float)num + (float)num2) : -80f);
  72. }
  73. private void OnEnable()
  74. {
  75. this.EffectsVolume = R.Settings.EffectsVolume;
  76. this.BGMVolume = R.Settings.BGMVolume;
  77. }
  78. private void OnDisable()
  79. {
  80. R.Settings.EffectsVolume = this.EffectsVolume;
  81. R.Settings.BGMVolume = this.BGMVolume;
  82. R.Settings.Save();
  83. }
  84. private static void Preload()
  85. {
  86. SingletonMono<AudioManager>.Instance._audioClipCache = new Dictionary<int, AudioClip>();
  87. SingletonMono<AudioManager>.Instance._bgmCache = new Dictionary<string, AudioClip>();
  88. foreach (AudioClipData audioClipData in DB.AudioClipData.Values)
  89. {
  90. if (audioClipData.type != AudioClipData.AudioClipDataType.Group)
  91. {
  92. AudioClip audioClip = Asset.LoadFromResources<AudioClip>(audioClipData.path, audioClipData.name);
  93. if (audioClip == null)
  94. {
  95. string text = string.Format("位于 {0} 的{1}号音效{2}({3})无法被加载", new object[]
  96. {
  97. audioClipData.path,
  98. audioClipData.id,
  99. audioClipData.name,
  100. audioClipData.desc
  101. });
  102. if (audioClipData.name.Contains(" "))
  103. {
  104. Log.Alert(text + ",音效名包含空格");
  105. }
  106. else
  107. {
  108. Log.Alert(text);
  109. }
  110. }
  111. else
  112. {
  113. if (audioClipData.pitchMax < audioClipData.pitchMin)
  114. {
  115. Log.Warning(string.Format("音效ID:{0}音调最大值 小于 音调最小值", audioClipData.id));
  116. }
  117. if (audioClipData.volumeMax < audioClipData.volumeMin)
  118. {
  119. Log.Warning(string.Format("音效ID:{0}音量最大值 小于 音量最小值", audioClipData.id));
  120. }
  121. if (audioClipData.type == AudioClipData.AudioClipDataType.BGM)
  122. {
  123. SingletonMono<AudioManager>.Instance._bgmCache.Add(audioClipData.path + audioClipData.name, audioClip);
  124. }
  125. else
  126. {
  127. SingletonMono<AudioManager>.Instance._audioClipCache.Add(audioClipData.id, audioClip);
  128. }
  129. }
  130. }
  131. }
  132. }
  133. private void CreatePool()
  134. {
  135. for (int i = 0; i < this._audioList.Count; i++)
  136. {
  137. AudioManager.AudioMap audioMap = this._audioList[i];
  138. ObjectPool objectPool = new ObjectPool();
  139. base.StartCoroutine(objectPool.Init(audioMap.Prefab, this.PoolParent.gameObject, 5, 10));
  140. this._audioPool.Add(audioMap.Name, objectPool);
  141. }
  142. }
  143. public AudioSource PlayEffect(int id, Vector3? position = null)
  144. {
  145. Vector3 vector = (position == null) ? R.Camera.Transform.position : position.Value;
  146. AudioClipData audioClipData = AudioClipData.FindById(id);
  147. switch (audioClipData.type)
  148. {
  149. case AudioClipData.AudioClipDataType.EnemyBoss:
  150. return this.PlayAudioClip(audioClipData, vector, "EnemyBoss", this.enemyBossSourcePrefab);
  151. case AudioClipData.AudioClipDataType.EnemyElite:
  152. return this.PlayAudioClip(audioClipData, vector, "EnemyElite", this.enemyEliteSourcePrefab);
  153. case AudioClipData.AudioClipDataType.EnemyNormal:
  154. return this.PlayAudioClip(audioClipData, vector, "EnemyNormal", this.enemyNormalSourcePrefab);
  155. case AudioClipData.AudioClipDataType.PlayerMove:
  156. return this.PlayAudioClip(audioClipData, vector, "PlayerMove", this.playerMoveSourcePrefab);
  157. case AudioClipData.AudioClipDataType.PlayerAtk:
  158. return this.PlayAudioClip(audioClipData, vector, "PlayerAtk", this.playerAtkSourcePrefab);
  159. case AudioClipData.AudioClipDataType.PlayerMaterial:
  160. return this.PlayAudioClip(audioClipData, vector, "PlayerMaterial", this.playerMaterialSourcePrefab);
  161. case AudioClipData.AudioClipDataType.UI:
  162. return this.PlayAudioClip2D(audioClipData, this._uiSource);
  163. case AudioClipData.AudioClipDataType.Group:
  164. {
  165. int?[] array = StringTools.ParseIntArray(audioClipData.path, ';');
  166. int num = UnityEngine.Random.Range(0, array.Length);
  167. int? num2 = array[num];
  168. if (num2 != null && num2.Value != id)
  169. {
  170. return this.PlayEffect(num2.Value, new Vector3?(vector));
  171. }
  172. return null;
  173. }
  174. case AudioClipData.AudioClipDataType.Scene:
  175. return this.PlayAudioClip(audioClipData, vector, "Scene", this.sceneSourcePrefab);
  176. case AudioClipData.AudioClipDataType.Special:
  177. return this.PlayAudioClip(audioClipData, vector, "Special", this.specialSourcePrefab);
  178. case AudioClipData.AudioClipDataType.Video:
  179. return this.PlayAudioClip(audioClipData, vector, "Video", this.videoSourcePrefab);
  180. default:
  181. Log.Alert(string.Format("有个未被分类的音效ID是{0},是怎么回事呢", id));
  182. return this.PlayAudioClip(audioClipData, vector, "UnSorted", this.unSortedSourcePrefab);
  183. }
  184. }
  185. private AudioSource PlayAudioClip2D(AudioClipData data, [NotNull] AudioSource source)
  186. {
  187. AudioClip clip = this._audioClipCache[data.id];
  188. source.clip = clip;
  189. source.Play();
  190. return source;
  191. }
  192. public AudioSource PlayAudioClip2D(AudioClip clip, AudioClipData.AudioClipDataType type)
  193. {
  194. AudioSource audioSource;
  195. if (type != AudioClipData.AudioClipDataType.UI)
  196. {
  197. if (type != AudioClipData.AudioClipDataType.Video)
  198. {
  199. throw new ArgumentNullException("type", "非2D类型");
  200. }
  201. audioSource = UnityEngine.Object.Instantiate<GameObject>(this.videoSourcePrefab).GetComponent<AudioSource>();
  202. }
  203. else
  204. {
  205. audioSource = this._uiSource;
  206. }
  207. audioSource.clip = clip;
  208. audioSource.Play();
  209. return audioSource;
  210. }
  211. private AudioSource PlayAudioClip(AudioClipData data, Vector3 pos, string type, [NotNull] GameObject sourcePrefab)
  212. {
  213. AudioClip clip = this._audioClipCache[data.id];
  214. GameObject gameObject = this.LoadFromPool(type);
  215. GameObject gameObject2 = (!(gameObject != null)) ? UnityEngine.Object.Instantiate<GameObject>(sourcePrefab) : gameObject;
  216. AudioSource component = gameObject2.GetComponent<AudioSource>();
  217. if (!gameObject2.activeSelf)
  218. {
  219. gameObject2.SetActive(true);
  220. }
  221. component.clip = clip;
  222. component.pitch = UnityEngine.Random.Range(data.pitchMin, data.pitchMax);
  223. component.volume = UnityEngine.Random.Range(data.volumeMin, data.volumeMax);
  224. component.Play();
  225. component.transform.position = pos;
  226. return component;
  227. }
  228. private GameObject LoadFromPool(string type)
  229. {
  230. ObjectPool objectPool;
  231. return (!this._audioPool.TryGetValue(type, out objectPool)) ? null : objectPool.GetObject();
  232. }
  233. public YieldInstruction PlayBGM(int id, bool loop = true)
  234. {
  235. AudioClipData audioClipData = AudioClipData.FindById(id);
  236. if (audioClipData.type != AudioClipData.AudioClipDataType.BGM)
  237. {
  238. Log.Alert(string.Format("ID{0}的 Clip,其类型不是BGM", id));
  239. }
  240. AudioClip audioClip = null;
  241. AudioClip audioClip2;
  242. if (audioClipData.name.Contains("Intro"))
  243. {
  244. audioClip = SingletonMono<AudioManager>.Instance._bgmCache[audioClipData.path + audioClipData.name];
  245. audioClip2 = SingletonMono<AudioManager>.Instance._bgmCache[audioClipData.path + audioClipData.name.Replace("Intro", "Loop")];
  246. }
  247. else if (audioClipData.name.Contains("Loop"))
  248. {
  249. audioClip = SingletonMono<AudioManager>.Instance._bgmCache[audioClipData.path + audioClipData.name.Replace("Loop", "Intro")];
  250. audioClip2 = SingletonMono<AudioManager>.Instance._bgmCache[audioClipData.path + audioClipData.name];
  251. }
  252. else
  253. {
  254. audioClip2 = SingletonMono<AudioManager>.Instance._bgmCache[audioClipData.path + audioClipData.name];
  255. }
  256. if (audioClip == null)
  257. {
  258. return this.PlayBGM(audioClip2, loop);
  259. }
  260. base.StopCoroutine(this.PlayBgmWithIntroCoroutine(null, null));
  261. return this.PlayBgmWithIntro(audioClip, audioClip2);
  262. }
  263. public void PauseBGM()
  264. {
  265. this._bgmSource.Pause();
  266. }
  267. public void UnPauseBGM()
  268. {
  269. this._bgmSource.UnPause();
  270. }
  271. public YieldInstruction StopBGM(bool fade = true)
  272. {
  273. base.StopCoroutine(this.PlayBgmWithIntroCoroutine(null, null));
  274. if (fade)
  275. {
  276. return this.AudioSourceFadeOut(this._bgmSource);
  277. }
  278. this._bgmSource.Stop();
  279. this._bgmSource.clip = null;
  280. return null;
  281. }
  282. private YieldInstruction PlayBGM(AudioClip clip, bool loop = true)
  283. {
  284. if (!this._bgmSource.isPlaying)
  285. {
  286. this._bgmSource.Stop();
  287. this._bgmSource.volume = 1f;
  288. this._bgmSource.loop = loop;
  289. this._bgmSource.clip = clip;
  290. this._bgmSource.Play();
  291. return this.WaitForEndOfPlaying(this._bgmSource);
  292. }
  293. if (this._bgmSource.clip == clip)
  294. {
  295. this._bgmSource.loop = loop;
  296. return null;
  297. }
  298. return this.PlayBgmWithCrossFade(clip, loop);
  299. }
  300. private YieldInstruction PlayBgmWithIntro(AudioClip introClip, AudioClip loopClip)
  301. {
  302. return base.StartCoroutine(this.PlayBgmWithIntroCoroutine(introClip, loopClip));
  303. }
  304. private IEnumerator PlayBgmWithIntroCoroutine(AudioClip introClip, AudioClip loopClip)
  305. {
  306. if (this._bgmSource.clip == introClip || this._bgmSource.clip == loopClip)
  307. {
  308. yield break;
  309. }
  310. yield return this.PlayBGM(introClip, false);
  311. if (this._bgmSource.clip == introClip)
  312. {
  313. yield return this.PlayBGM(loopClip, true);
  314. }
  315. yield break;
  316. }
  317. private Coroutine PlayBgmWithCrossFade(AudioClip nextClip, bool isNextClipLoop = true)
  318. {
  319. AudioSource bgmSource = this._bgmSource;
  320. this._bgmSource = ((!(this._bgmSource == this._bgmSource1)) ? this._bgmSource1 : this._bgmSource2);
  321. this._bgmSource.loop = isNextClipLoop;
  322. this._bgmSource.clip = nextClip;
  323. this._bgmSource.Play();
  324. this.AudioSourceFadeOut(bgmSource);
  325. this._bgmSource.volume = 0f;
  326. this.AudioSourceFadeIn(this._bgmSource);
  327. return this.WaitForEndOfPlaying(this._bgmSource);
  328. }
  329. private Coroutine WaitForEndOfPlaying(AudioSource source)
  330. {
  331. return base.StartCoroutine(this.WaitForEndOfPlayingCoroutine(source));
  332. }
  333. private IEnumerator WaitForEndOfPlayingCoroutine(AudioSource source)
  334. {
  335. while (source.isPlaying)
  336. {
  337. yield return null;
  338. }
  339. yield break;
  340. }
  341. private YieldInstruction AudioSourceFadeOut(AudioSource source)
  342. {
  343. if (source.isPlaying)
  344. {
  345. return source.DOFade(0f, 0.5f).OnComplete(delegate
  346. {
  347. source.clip = null;
  348. }).WaitForCompletion();
  349. }
  350. return null;
  351. }
  352. private YieldInstruction AudioSourceFadeIn(AudioSource source)
  353. {
  354. if (source.isPlaying)
  355. {
  356. return source.DOFade(1f, 0.5f).WaitForCompletion();
  357. }
  358. return null;
  359. }
  360. public YieldInstruction PlayVoiceOver(string key, Action callback = null, bool hideSubtitle = false)
  361. {
  362. this.StopVoiceOver();
  363. YieldInstruction result;
  364. try
  365. {
  366. VoiceOver[] voiceOvers = VoiceOver.FindByKey(key);
  367. this._playVoiceOverReturn = base.StartCoroutine(this.PlayVoiceOverCoroutine(voiceOvers, callback, hideSubtitle));
  368. result = this._playVoiceOverReturn;
  369. }
  370. catch (KeyNotFoundException)
  371. {
  372. if (Log.CurrentLevel <= Log.LogLevel.Debug)
  373. {
  374. throw;
  375. }
  376. result = null;
  377. }
  378. return result;
  379. }
  380. public void PauseVoiceOver()
  381. {
  382. if (this._playVoiceOverReturn != null)
  383. {
  384. this._voiceOverSource.Pause();
  385. }
  386. }
  387. public void ResumeVoiceOver()
  388. {
  389. if (this._playVoiceOverReturn != null)
  390. {
  391. this._voiceOverSource.UnPause();
  392. }
  393. }
  394. public void StopVoiceOver()
  395. {
  396. if (this._playVoiceOverReturn != null)
  397. {
  398. base.StopCoroutine(this._playVoiceOverReturn);
  399. this._voiceOverSource.Stop();
  400. R.Ui.UISubtitle.Hide();
  401. }
  402. }
  403. private IEnumerator PlayVoiceOverCoroutine(VoiceOver[] voiceOvers, Action callback, bool hideSubtitle)
  404. {
  405. string currentSceneName = LevelManager.SceneName;
  406. for (int i = 0; i < voiceOvers.Length; i++)
  407. {
  408. if (currentSceneName == LevelManager.SceneName)
  409. {
  410. Log.Info(string.Format("Play {0}:{1}", voiceOvers[i].Key, voiceOvers[i].LocalizedSubtitle));
  411. yield return base.StartCoroutine(this.PlayVoiceOverSingleCoroutine(voiceOvers[i], hideSubtitle));
  412. }
  413. }
  414. if (callback != null)
  415. {
  416. callback();
  417. }
  418. yield break;
  419. }
  420. private IEnumerator PlayVoiceOverSingleCoroutine(VoiceOver voiceOver, bool hideSubtitle)
  421. {
  422. string path = string.Format("Audio/VoiceOver/{0}/{1}", UIAudioLanguage.CurrentAudioLanguage.Name, voiceOver.FilePath);
  423. string clipName = voiceOver.FileName;
  424. if (string.IsNullOrEmpty(voiceOver.FileName))
  425. {
  426. clipName = voiceOver.Key;
  427. }
  428. AudioClip clip = Asset.LoadFromResources<AudioClip>(path, clipName);
  429. this._voiceOverSource.clip = clip;
  430. this._voiceOverSource.Play();
  431. if (R.Settings.SubtitleVisiable && !hideSubtitle)
  432. {
  433. R.Ui.UISubtitle.FadeIn(voiceOver.LocalizedSubtitle);
  434. }
  435. bool isComplate;
  436. bool isSkip;
  437. do
  438. {
  439. yield return null;
  440. isComplate = (this._voiceOverSource.timeSamples == 0 && !this._voiceOverSource.isPlaying);
  441. isSkip = false;
  442. if (Log.CurrentLevel == Log.LogLevel.Debug)
  443. {
  444. isSkip = UnityEngine.Input.GetKey(KeyCode.N);
  445. }
  446. }
  447. while (!isComplate && !isSkip);
  448. if (isSkip)
  449. {
  450. this._voiceOverSource.Stop();
  451. }
  452. if (R.Settings.SubtitleVisiable && !hideSubtitle)
  453. {
  454. R.Ui.UISubtitle.FadeOut();
  455. }
  456. yield break;
  457. yield break;
  458. }
  459. public Coroutine PlayVoiceOverArray(string[] array, float interval, Action callback = null, float delay = 0f)
  460. {
  461. this.StopVoiceOver();
  462. return base.StartCoroutine(this.PlayVoiceOverArrayCoroutine(array, interval, callback, delay));
  463. }
  464. private IEnumerator PlayVoiceOverArrayCoroutine(string[] array, float interval, Action callback, float delay = 0f)
  465. {
  466. string currentSceneName = LevelManager.SceneName;
  467. yield return new WaitForSeconds(delay);
  468. for (int i = 0; i < array.Length; i++)
  469. {
  470. if (currentSceneName == LevelManager.SceneName)
  471. {
  472. yield return this.PlayVoiceOver(array[i], null, false);
  473. yield return null;
  474. yield return new WaitForSeconds(interval);
  475. }
  476. }
  477. if (callback != null)
  478. {
  479. callback();
  480. }
  481. yield break;
  482. }
  483. [SerializeField]
  484. private AudioMixer _mainAudioMixer;
  485. [SerializeField]
  486. private AudioSource _bgmSource;
  487. [SerializeField]
  488. private AudioSource _bgmSource1;
  489. [SerializeField]
  490. private AudioSource _bgmSource2;
  491. [SerializeField]
  492. private AudioSource _voiceOverSource;
  493. [SerializeField]
  494. private AudioSource _uiSource;
  495. [SerializeField]
  496. private GameObject enemyBossSourcePrefab;
  497. [SerializeField]
  498. private GameObject enemyEliteSourcePrefab;
  499. [SerializeField]
  500. private GameObject enemyNormalSourcePrefab;
  501. [SerializeField]
  502. private GameObject playerMoveSourcePrefab;
  503. [SerializeField]
  504. private GameObject playerAtkSourcePrefab;
  505. [SerializeField]
  506. private GameObject playerMaterialSourcePrefab;
  507. [SerializeField]
  508. private GameObject unSortedSourcePrefab;
  509. [SerializeField]
  510. private GameObject sceneSourcePrefab;
  511. [SerializeField]
  512. private GameObject specialSourcePrefab;
  513. [SerializeField]
  514. private GameObject videoSourcePrefab;
  515. public Transform PoolParent;
  516. private Dictionary<int, AudioClip> _audioClipCache;
  517. private Dictionary<string, AudioClip> _bgmCache;
  518. private Dictionary<string, ObjectPool> _audioPool = new Dictionary<string, ObjectPool>();
  519. [SerializeField]
  520. private List<AudioManager.AudioMap> _audioList = new List<AudioManager.AudioMap>();
  521. private const float FadeDuration = 0.5f;
  522. private Coroutine _playVoiceOverReturn;
  523. [Serializable]
  524. private struct AudioMap
  525. {
  526. public string Name;
  527. public GameObject Prefab;
  528. }
  529. }