基于ET框架的Unity音效管理组件 Plus (转)

介绍

本组件是基于强大的ET框架之上的,此处附上et框架链接:https://github.com/egametang/ET

当然如果不使用et的话,也可自行修改为单例模式进行使用,非常简单易用

本音效组件主要分三个文件:

SoundComponent.cs——游戏音效管理组件

SoundData.cs——每个音效单元类

EditorCreateAudio.cs——创建音效预设(Editor类)

特点:支持控制全局音量变化和单独控制音量和音效,音乐静音及音效静音

流程:.mp3等资源–> . prefab预制体并附上SoundData单元类–> SoundComponent中通过ab加载. prefab并实例化–> SoundComponent调用SoundData去控制每一个音效

上面都是抄的渐渐大佬,哈哈,因为不想码字,我只是做了一点简单的拓展

SoundData(音效资源类)

请看代码,一目了然,简单明了

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using System;
using System.Collections;
using System.Collections.Generic;
using JetBrains.Annotations;
using UnityEngine;
 
namespace ETModel
{
    [RequireComponent(typeof(AudioSource))]
    public class SoundData:MonoBehaviour
    {
        //音频源控件
        public new AudioSource audio;
 
        /// <summary>
        /// 是否强制重新播放
        /// </summary>
        //[HideInInspector]
        public bool isForceReplay = false;
 
        /// <summary>
        /// 是否循环播放
        /// </summary>
        //[HideInInspector]
        public bool isLoop = false;
 
        /// <summary>
        /// 音量
        /// </summary>
        //[HideInInspector]
        public float volume = 1;
 
        /// <summary>
        /// 延迟
        /// </summary>
        //[HideInInspector]
        public ulong delay = 0;
 
        public AudioSource GetAudio()
        {
            return audio;
        }
 
        public bool IsPlaying
        {
            get
            {
                return audio != null && audio.isPlaying;
            }
        }
        public bool IsPause
        {
            get;
            set;
        }
        public void Dispose()
        {
            StopAllCoroutines();
            UnityEngine.Object.Destroy(gameObject);
        }
 
        /// <summary>
        /// 音效类型
        /// </summary>
        public SoundType Sound { get; set; }
 
        public bool Mute
        {
            get { return audio.mute; }
            set { audio.mute = value; }
        }
 
        public float Volume
        {
            get { return audio.volume; }
            set { audio.volume = value; }
        }
 
 
        public delegate void AudioCallBack();
 
        private AudioCallBack AudioCallback;
 
        private Coroutine func;
        /// <summary>
        /// 播放音效
        /// </summary>
        /// <param name="callback"></param>
        public void PlayClipData(AudioCallBack callback=null)
        {
            audio.Play(this.delay);
            AudioCallback = callback;
            if (callback != null)
                func=StartCoroutine(DelayedCallBack(audio.clip.length));
        }
        /// <summary>
        /// 重新开始播放音效
        /// </summary>
        /// <param name="callback"></param>
        public void ResumeData(AudioCallBack callback = null)
        {
            this.audio.PlayDelayed(this.delay);
            this.audio.PlayScheduled(0);
            AudioCallback = callback;
            if (callback != null)
                func=StartCoroutine(DelayedCallBack(audio.clip.length));
        }
 
 
        /// <summary>
        /// 音效事件的回调
        /// </summary>
        /// <param name="time">音效的时间</param>
        /// <param name="callback">音效的回调事件</param>
        /// <returns></returns>
        private IEnumerator DelayedCallBack(float time)
        {
            yield return new WaitForSeconds(time);
            if (this.AudioCallback != null)
                AudioCallback();
 
        }
 
        /// <summary>
        /// 音效事件的回调
        /// </summary>
        /// <param name="time">音效的时间</param>
        /// <param name="callback">音效的回调事件</param>
        /// <returns></returns>
        public void StopCallBackIEnumerator()
        {
            if (func != null)
            {
                AudioCallback = null;
                StopCoroutine(func);
            }
        }
    }
}

这里我给音效添加了一个回调的方法,在音乐播放完毕时执行一个事件

EditorCreateAudio(工具类)

自动将目录下的音效资源文件创建成Prefab预制体,方便加载和管理,这里我给音效Prefab自动加上了ab标识

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using System.IO;
 
namespace ETModel
{
    public class EditorCreateAudio:MonoBehaviour
    {
 
        //音效资源路径
        private static string audiosDir = "assets/Res/Sounds";
        //导出预制体路径
        private static string prefabDir = "assets/Bundles/SoundsPre/sound_";
 
        [MenuItem("SoundManage / GreateSoundPre", priority = 1004)]
        static void CreateAudioPrefab()
        {
            Debug.Log("正在创建音效...");
            string[] _patterns = new string[] { "*.mp3","*.wav", "*.ogg" };//识别不同的后缀名
            List _allFilePaths = new List();
            foreach (var item in _patterns)
            {
                string[] _temp = Directory.GetFiles(audiosDir, item, SearchOption.AllDirectories);
                _allFilePaths.AddRange(_temp);
            }
            foreach (var item in _allFilePaths)
            {
                System.IO.FileInfo _fi = new System.IO.FileInfo(item);
                var _tempName = _fi.Name.Replace(_fi.Extension, "").ToLower();
                AudioClip _clip = AssetDatabase.LoadAssetAtPath(item);
                if (null != _clip)
                {
                    GameObject _go = new GameObject();
                    _go.name = _tempName;
                    AudioSource _as = _go.AddComponent();
                    _as.playOnAwake = false;
                    SoundData _data = _go.AddComponent();
                    _data.audio = _as;
                    _data.audio.clip = _clip;
                    var temp = PrefabUtility.CreatePrefab(prefabDir + _tempName + ".prefab", _go);
                    GameObject.DestroyImmediate(_go);
                    EditorUtility.SetDirty(temp);
                    AssetImporter ai = AssetImporter.GetAtPath(prefabDir + _tempName+".prefab");
                    ai.assetBundleName = "sound_"+ _tempName+".unity3d";
                    Resources.UnloadAsset(_clip);
                }
            }
            AssetDatabase.SaveAssets();
            AssetDatabase.Refresh();
            Debug.Log("创建音效完成...");
        }
    }
}

SoundComponent(音效管理组件)

新增加了基于主音量的的长音乐和短音效的独立音量控制

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using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
 
namespace ETModel
{
    /// <summary>
    /// 音效类型
    /// </summary>
    public enum SoundType
    {
        Music,//长音乐
        Sound,//短音乐
    }
 
    [ObjectSystem]
    public class SoundComponentEvent : AwakeSystem<SoundComponent>
    {
        public override void Awake(SoundComponent self)
        {
            self.Awake();
        }
    }
 
    /// <summary>
    /// 游戏音效管理组件
    /// </summary>
    public class SoundComponent: Component
    {
        public static SoundComponent Instance;
 
        /// <summary>
        /// 控制游戏全局音量
        /// </summary>
        public float SoundVolume
        {
            get
            {
                return _soundVolume;
            }
            set
            {
                _soundVolume = Mathf.Clamp(value, 0, 1);
                foreach (SoundData clip in m_clips.Values)
                {
                    clip.Volume = _soundVolume * clip.volume;
                }
            }
        }
 
        private float _soundVolume = 1f;
 
        //所有的短音效       
        private float _soundEffectsVolume = 0.5f;
        //所有的长音效     
        private float _soundMusicBGMVolume = 0.5f;
 
        /// <summary>
        /// 控制游戏音效的音量 
        /// </summary>
        public float SoundEffectsVolume
        {
            get
            {
                return _soundEffectsVolume;
            }
            set
            {
                _soundEffectsVolume = Mathf.Clamp(value, 0, 1);
                foreach (SoundData clip in _allClips[SoundType.Sound].Values)
                {
                    clip.Volume = _soundEffectsVolume;
                }
                PlayerPrefs.SetFloat("SoundEffect", _soundEffectsVolume);
            }
        }
 
        /// <summary>
        /// 控制游戏音量的音量 
        /// </summary>
        public float SoundMusicBGMVolume
        {
            get
            {
                return _soundMusicBGMVolume;
            }
            set
            {
                _soundMusicBGMVolume = Mathf.Clamp(value, 0, 1);
                foreach (SoundData clip in _allClips[SoundType.Music].Values)
                {
                    clip.Volume = _soundMusicBGMVolume;
                }
 
                PlayerPrefs.SetFloat("SoundMusic", _soundMusicBGMVolume);
            }
        }
 
        //所有音效
        private Dictionary<string, SoundData> m_clips = new Dictionary<string, SoundData>();
 
        //根据类型分类所有音效
        private Dictionary<SoundType, Dictionary<string, SoundData>> _allClips = new Dictionary<SoundType, Dictionary<string, SoundData>>()
        {
                { SoundType.Music, new Dictionary<string, SoundData>() },
                { SoundType.Sound, new Dictionary<string, SoundData>() }
        };
 
        //catch ab资源
        private static Dictionary<string, SoundData> abSounds = new Dictionary<string, SoundData>();
 
        //根物体
        private Transform root;
 
        /// <summary>
        /// 音乐静音
        /// </summary>
        public bool MusicMute
        {
            get
            {
                return _musicMute;
            }
            set
            {
                _musicMute = value;
                foreach (var soundData in _allClips[SoundType.Music].Values)
                {
                    soundData.Mute = _musicMute;
                }
 
                PlayerPrefs.SetInt("MusicMute", value? 1 : 0);
            }
        }
 
        private bool _musicMute = false;
 
        /// <summary>
        /// 音效静音
        /// </summary>
        public bool SoundMute
        {
            get
            {
                return _soundMute;
            }
            set
            {
                _soundMute = value;
                foreach (var soundData in _allClips[SoundType.Sound].Values)
                {
                    soundData.Mute = _soundMute;
                }
 
                PlayerPrefs.SetInt("SoundMute", value? 1 : 0);
            }
        }
 
        private bool _soundMute = false;
 
        public void Awake()
        {
            Instance = this;
 
            _musicMute = PlayerPrefs.GetInt("MusicMute", 0) == 1;
            _soundMute = PlayerPrefs.GetInt("SoundMute", 0) == 1;
 
            root = new GameObject("SoundDatas").transform;
 
            if (PlayerPrefs.HasKey("SoundMusic"))
                SoundMusicBGMVolume = PlayerPrefs.GetFloat("SoundMusic");
            if (PlayerPrefs.HasKey("SoundEffect"))
                SoundEffectsVolume = PlayerPrefs.GetFloat("SoundEffect");
 
            GameObject.DontDestroyOnLoad(root.gameObject);
 
 
            //开局播放背景音乐
            this.PlayBgBGM();
        }
 
        private bool IsContainClip(string clipName)
        {
            lock (m_clips)
            {
                if (m_clips.ContainsKey(clipName))
                    return true;
                return false;
            }
        }
 
        private SoundData GetAudioSource(string clipName)
        {
            if (IsContainClip(clipName))
                return m_clips[clipName];
            return null;
        }
 
        private void AddClip(string clipName, SoundData data, SoundType type)
        {
            lock (m_clips)
            {
                data.IsPause = false;
                data.transform.transform.SetParent(root);
                data.Sound = type;
                if (IsContainClip(clipName))
                {
                    m_clips[clipName] = data;
                    _allClips[type][clipName] = data;
                }
                else
                {
                    m_clips.Add(clipName, data);
                    _allClips[type].Add(clipName, data);
                }
            }
        }
 
        /// <summary>
        /// 短暂的声音和特效
        /// 无法暂停
        /// 异步加载音效
        /// </summary>
        public async void PlayClip(string clipName,Action action = null)
        {
            SoundData sd = await LoadSound(clipName);
            if (sd != null)
            {
                sd.volume = Mathf.Clamp(_soundVolume*_soundEffectsVolume, 0, 1);
                sd.Mute = SoundMute;
                if (!IsContainClip(clipName))
                {
                    AddClip(clipName, sd, SoundType.Sound);
                }
 
                PlayMusic(clipName, sd, action);
            }
            else
            {
                Log.Error($"没有此音效 ={clipName}");
            }
        }
 
        /// <summary>
        /// 播放长音乐 背景音乐等
        /// 可以暂停 继续播放
        /// 异步加载音效
        /// </summary>
        /// <param name=”clipName”>声音的预设名字(不包括前缀路径名)</param>
        /// <param name=”delay”>延迟播放 单位秒</param>
        /// <param name=”volume”>音量</param>
        /// <param name=”isloop”>是否循环播放</param>
        /// /// <param name=”forceReplay”>是否强制重头播放</param>
        public async void PlayBgmMusic(string clipName, ulong delay = 0, bool isloop = false, bool forceReplay = false, Action action = null)
        {
            SoundData sd = await LoadSound(clipName);
            if (sd != null)
            {
                sd.isForceReplay = forceReplay;
                sd.isLoop = isloop;
                sd.delay = delay;
                sd.volume = Mathf.Clamp(_soundVolume * _soundMusicBGMVolume, 0, 1);
                sd.Mute = MusicMute;
                if (!IsContainClip(clipName))
                {
                    AddClip(clipName, sd, SoundType.Music);
                }
 
                PlayMusic(clipName, sd, action);
            }
            else
            {
                Log.Error($"没有此音效 ={clipName}");
            }
        }
 
        //加载声音
        private async Task<SoundData> LoadSound(string soundName)
        {
            ResourcesComponent resourcesComponent = Game.Scene.GetComponent<ResourcesComponent>();
            if (!abSounds.ContainsKey(soundName) || abSounds[soundName] == null)
            {
                await resourcesComponent.LoadBundleAsync($"{soundName}.unity3d");
                abSounds.Add(soundName,GameObject.Instantiate((GameObject) resourcesComponent.GetAsset($"{soundName}.unity3d", soundName))
                                     .GetComponent<SoundData>());
                resourcesComponent.UnloadBundle($"{soundName}.unity3d");
            }
 
            return abSounds[soundName];
        }
 
        //播放SoundData
        private void PlayMusic(string clipName, SoundData asource, Action action)
        {
            if (null == asource)
                return;
 
            bool forceReplay = asource.isForceReplay;
 
            asource.audio.volume = asource.volume;
 
            asource.audio.loop = asource.isLoop;
 
            //判断是否强制重新播放
            if (!forceReplay)
            {
                //判断是否正在播放
                if (!asource.IsPlaying)
                {
                    //如果是短音效直接就play
                    if (asource.Sound == SoundType.Sound)
                    {
                        asource.audio.Play(asource.delay);
                        return;
                    }
                    //判断是否暂停
                    if (!asource.IsPause)
                    {
                        asource.PlayClipData(() => { action(); });
                    }
                    else
                    {
                        Resume(clipName);
                    }
                }
            }
            else
            {
                asource.ResumeData(()=>
                {
                    actions();
                });
            }
        }
 
        /// <summary>
        /// 停止并销毁声音
        /// </summary>
        /// <param name=”clipName”></param>
        public void Stop(string clipName)
        {
            SoundData data = GetAudioSource(clipName);
            if (null != data)
            {
                if (_allClips[data.Sound].ContainsKey(clipName))
                {
                    _allClips[data.Sound].Remove(clipName);
                }
 
                m_clips.Remove(clipName);
                abSounds.Remove(clipName);
                data.Dispose();
            }
        }
 
        /// <summary>
        /// 暂停声音
        /// </summary>
        /// <param name=”clipName”></param>
        public void Pause(string clipName)
        {
            SoundData data = GetAudioSource(clipName);
            if (null != data)
            {
                data.IsPause = true;
                data.audio.Pause();
            }
        }
 
        /// <summary>
        /// 继续播放
        /// </summary>
        /// <param name=”clipName”></param>
        public void Resume(string clipName)
        {
            SoundData data = GetAudioSource(clipName);
            if (null != data)
            {
                data.IsPause = false;
                data.audio.UnPause();
            }
        }
 
        /// <summary>
        /// 销毁所有声音
        /// </summary>
        public void DisposeAll()
        {
            foreach (var allClip in _allClips.Values)
            {
                allClip.Clear();
            }
 
            foreach (var item in m_clips)
            {
                item.Value.Dispose();
            }
 
            m_clips.Clear();
        }
 
        /// <summary>
        /// 播放背景音乐,顺序播放
        /// </summary>   
        private int BgmIndex = 0;
 
        public void PlayBgBGM()
        {
            if (this.BgmIndex == SoundsName.BgBGM.Count)
            {
                this.BgmIndex = 0;
            }
 
            string clipName = SoundsName.BgBGM[this.BgmIndex];
            PlayBgmMusic(clipName, 0, false, true,()=>
            {
                return this.PlayBgBGM();
            });
            BgmIndex++;
 
        }
 
        public async void StopBgBgm()
        {
            this.BgmIndex--;
            string clipName = SoundsName.BgBGM[this.BgmIndex];
            SoundData sd = await LoadSound(clipName);
            sd.StopCallBackIEnumerator();
            this.Pause(clipName);
        }
    }
}

SoundName(音效资源组件)

这里就是一个简单的资源组件啦,把所有需要加载的东西放在一个类里面管理,游戏的背景音乐我就直接放在一个集合种了

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using System;
using System.Collections.Generic;
 
namespace ETModel
{
    public static class SoundsName
    {
        //背景音效
        public static List BgBGM = new List() { "bgm1", "bgm2" };
 
        public static string sound1 = "音效1";
 
        public static string sound2 = "音效2";
 
    }
}

Over

希望能对大家有点帮助.

posted on   &大飞  阅读(470)  评论(0编辑  收藏  举报

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