【Unity】音频管理器

一个简单的音频管理器,可以播放bgm和音效,声音音量控制
2022.6.10 更新
随机播放,淡入淡出

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using XFramework.CoroutineTool;
using XFramework.Singleton;

namespace XFramework.Audio
{
    public class AudioPlayHandler
    {
        /// <summary>
        /// handler的Id
        /// </summary>
        public int id;

        /// <summary>
        /// 音频名字
        /// </summary>
        public string clipName;

        /// <summary>
        /// 音频对象
        /// </summary>
        public AudioSource audioSource;
    }

    public class AudioManager : SingletonTemplate<AudioManager>
    {
        public Func<string, AudioClip> LoadFunc;

        private GameObject audioRootGo;

        /// <summary>
        /// AudioSource缓存池
        /// </summary>
        private Queue<AudioSource> cacheAudioSource;

        /// <summary>
        /// 正在播放的所有音频对象
        /// </summary>
        private Dictionary<int, AudioPlayHandler> dicAudioSource;

        /// <summary>
        /// 当前的BGM的Id
        /// </summary>
        private int curPlayBgmId;

        #region 音量

        private int volumeAudio;
        private int volumeBGM;

        public int VolumeAudio
        {
            get => volumeAudio;
            set => volumeAudio = value;
        }

        public int VolumeBGM
        {
            get => volumeBGM;
            set
            {
                volumeBGM = value;

                SetCurPlayBgmAudioSource();
            }
        }

        #endregion

        public void OnInit(Func<string, AudioClip> loadFunc)
        {
            cacheAudioSource = new Queue<AudioSource>(5);
            dicAudioSource = new Dictionary<int, AudioPlayHandler>();
            volumeAudio = 1;
            volumeBGM = 1;
            curPlayBgmId = -1;

            audioRootGo = new GameObject("AudioRoot");
            GameObject.DontDestroyOnLoad(audioRootGo);

            this.LoadFunc = loadFunc;
        }

        public void OnDisposs()
        {
            cacheAudioSource = null;
            dicAudioSource = null;
            curPlayBgmId = -1;

            GameObject.Destroy(audioRootGo);
            audioRootGo = null;
        }

        public void SetCurPlayBgmAudioSource()
        {
            if (curPlayBgmId == -1) return;

            AudioPlayHandler handler;
            if (dicAudioSource.TryGetValue(curPlayBgmId, out handler))
            {
                handler.audioSource.volume = volumeBGM;
            }
        }

        /// <summary>
        /// 随机播放一个音频
        /// </summary>
        /// <param name="audioNames"></param>
        public AudioPlayHandler RandomPlayAudio(string[] audioNames)
        {
            if (audioNames == null) return null;
            if (audioNames.Length == 0) return null;

            var randomValue = UnityEngine.Random.Range(0, audioNames.Length);
            var audioName = audioNames[randomValue];
            return PlayAudio(audioName);
        }

        /// <summary>
        /// 淡入
        /// </summary>
        public void FadeInAudio(int audioId, float fadeTime = 1, Action onComplete = null)
        {
            FadeInAudio(audioId, fadeTime).Start();

            IEnumerator FadeInAudio(int audioId, float fadeTime)
            {
                AudioPlayHandler handler;
                dicAudioSource.TryGetValue(audioId, out handler);
                if (handler == null)
                {
                    onComplete?.Invoke();
                    yield break;
                }

                var audioSource = handler.audioSource;

                float startTime = Time.time;
                while (true)
                {
                    if (Time.time > startTime + fadeTime)
                    {
                        break;
                    }

                    yield return null;

                    //音量从 0 - 1
                    var volume = (Time.time - startTime) / fadeTime;
                    volume = Mathf.Clamp(volume, 0, 1);
                    audioSource.volume = volume;

                    audioSource.mute = false;
                }

                audioSource.volume = 1;
                onComplete?.Invoke();
            }
        }

        /// <summary>
        /// 淡出
        /// </summary>
        public void FadeOutAudio(int lastAudioId, string newClipName, bool isLoop, float fadeTime = 1, Action<string, bool> onComplete = null)
        {
            FadeOutAudio(lastAudioId, newClipName, fadeTime).Start();

            IEnumerator FadeOutAudio(int lastAudioId, string newClipName, float fadeTime)
            {
                AudioPlayHandler handler;
                dicAudioSource.TryGetValue(lastAudioId, out handler);
                if (handler == null)
                {
                    onComplete?.Invoke(newClipName, isLoop);
                    yield break;
                }

                var audioSource = handler.audioSource;

                float startTime = Time.time;
                while (true)
                {
                    if (Time.time > startTime + fadeTime)
                    {
                        break;
                    }

                    yield return null;

                    //音量从 1 - 0
                    var volume = (Time.time - startTime) / fadeTime;
                    volume = Mathf.Clamp(volume, 0, 1);
                    audioSource.volume = 1 - volume;
                }

                audioSource.volume = 0;
                onComplete?.Invoke(newClipName, isLoop);
            }
        }

        /// <summary>
        /// 背景音乐
        /// </summary>
        /// <param name="clipName"></param>
        /// <param name="loop"></param>
        public void PlayBGM(string clipName, bool loop = false)
        {
            //当前没有bgm
            if (curPlayBgmId == -1)
            {
                PlayNewBgm(clipName, loop);
            }
            else
            {
                //之前的bgm淡出
                FadeOutAudio(curPlayBgmId, clipName, loop, 1, (newClipName, loop) =>
                  {
                      PlayNewBgm(newClipName, loop);
                  });
            }



            void PlayNewBgm(string clipName, bool loop = false)
            {
                //之前的bgm停止播放
                StopBgm();

                //播放新的bgm
                var handler = Play(clipName, loop, (source) =>
                {
                    source.volume = VolumeBGM;
                    source.spatialBlend = 0;
                    source.mute = true;
                });

                curPlayBgmId = handler.id;

                //新的bgm淡入
                FadeInAudio(curPlayBgmId);
            }
        }

        /// <summary>
        /// 普通音效
        /// </summary>
        /// <param name="clipName"></param>
        /// <param name="loop"></param>
        /// <param name="pitch">音频速度</param>
        public AudioPlayHandler PlayAudio(string clipName, bool loop = false, float pitch = 1)
        {
            return Play(clipName, loop, (source) =>
                 {
                     source.volume = VolumeAudio;
                     source.pitch = pitch;
                     source.spatialBlend = 0;
                 });
        }

        /// <summary>
        /// 3D音效
        /// </summary>
        /// <param name="clipName"></param>
        /// <param name="position"></param>
        public AudioPlayHandler Play3DAudio(string clipName, Vector3 position)
        {
            return Play(clipName, false, (source) =>
                  {
                      source.volume = VolumeAudio;
                      source.spatialBlend = 1;
                      source.transform.position = position;
                  });
        }

        /// <summary>
        /// 停止所有音效,包括BGM
        /// </summary>
        public void StopAllAudio()
        {
            foreach (var audio in dicAudioSource)
            {
                StopPlayAudio(audio.Key);
            }
        }

        private AudioPlayHandler Play(string clipName, bool isLoop, Action<AudioSource> onSetting = null)
        {
            AudioSource source = GetAudioSource();
            onSetting?.Invoke(source);

            var clip = LoadFunc(clipName);
            if (clip == null)
            {
                LogTool.LogError("can not find the clip: " + clipName);
                return null;
            }

            source.clip = clip;
            source.loop = isLoop;
            source.Play();

            source.gameObject.name = clipName;

            var audioId = IdGeneraterManager.Ins.GenerateId();

            var audioHandler = new AudioPlayHandler()
            {
                clipName = clipName,
                id = audioId,
                audioSource = source,
            };

            dicAudioSource.Add(audioId, audioHandler);

            //非循环播放的主动停止
            if (isLoop)
            {
            }
            else
            {
                DelayTool.DelayDo(source.clip.length,
                    (obj) =>
                    {
                        var audioId = (int)obj;
                        StopPlayAudio(audioId);
                    }, audioId);
            }

            LogTool.Log($"play audio, audio name:{clipName}, loop:{source.loop}", Log.LogColor.Green);

            return audioHandler;
        }

        public void StopPlayAudio(int audioId)
        {
            //正在播放
            if (dicAudioSource.ContainsKey(audioId))
            {
                AudioPlayHandler handler = dicAudioSource[audioId];

                var audioSource = handler.audioSource;

                //未在缓存池里
                if (!cacheAudioSource.Contains(audioSource))
                {
                    audioSource.Stop();
                    audioSource.gameObject.SetActive(false);
                    cacheAudioSource.Enqueue(audioSource);
                }

                dicAudioSource.Remove(audioId);
            }
        }

        private void StopBgm()
        {
            if (curPlayBgmId != -1)
            {
                StopPlayAudio(curPlayBgmId);
                curPlayBgmId = -1;
            }
        }

        private AudioSource GetAudioSource()
        {
            AudioSource source;

            //优先从缓存池里取
            if (cacheAudioSource.Count > 0)
            {
                source = cacheAudioSource.Dequeue();
                source.gameObject.SetActive(true);
            }
            else
            {
                GameObject gameObject = new GameObject("audio");
                gameObject.transform.parent = audioRootGo.transform;

                source = gameObject.AddComponent<AudioSource>();
                source.spatialBlend = 1f;
                source.loop = false;
            }

            return source;
        }
    }
}
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