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【Unity開發小技巧】AudioManager聲音管理器

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在項目裡做音頻管理的時候,我們往往是跟資源管理結合起來的,但是這裡我們就單音頻管理展開。其實音頻管理無非就是對幾種固定的音效類型進行加載,播放,暫停,調音等一系列操作。我們隻需要把一些正常操作寫出來滿足大部分的需求即可,對于其他一些特殊功能的比如線上剪切片段,動态調整音素的就需要我們另外實作。

我們一般會把音頻分為四類:以農場類項目為例

1.背景音樂:全局隻有一個,不同的場景不同的時間不同的天氣都會有不同的背景音樂,其主要作用是為了烘托氛圍。是以大部分的背景音樂都是2d的且音量是所有音效中最低的,目的為不突兀不刺激為主。

// 播放背景音樂
public void PlayBackgroundMusic(AudioClip clip, bool isLoop = true, float speed = 1)
// 暫停播放背景音樂
public void PauseBackgroundMusic(bool isGradual = true)      

2.人聲配音:全局隻有一個,經常會用在人物對話,npc講話等人聲場景下。當播放新的聲音時會把目前的聲音覆寫掉。

/// 播放單通道音效
public void PlaySingleSound(AudioClip clip, bool isLoop = false, float speed = 1)
/// 暫停播放單通道音效
public void PauseSingleSound(bool isGradual = true)      

3.技能ui音效:全局可以多個,在觸發ui的時候或者釋放技能的時候我們的配音是可以多個可重疊的。

/// 播放多通道音效
 public void PlayMultipleSound(AudioClip clip, bool isLoop = false, float speed = 1)
 /// 停止播放指定的多通道音效
  public void StopMultipleSound(AudioClip clip)      

4.世界3d音效:全局可以多個,世界音效其實就是3d音,我們一般用在固定位置範圍内的音效,通過設定觸發距離聽到音量不一樣的空間聲音,比如cf的敵人腳步聲。

/// 播放世界音效
public void PlayWorldSound(GameObject attachTarget, AudioClip clip, bool isLoop = false, float speed = 1)
/// 暫停播放指定的世界音效
  public void PauseWorldSound(GameObject attachTarget, bool isGradual = true)      
using DG.Tweening;
using System.Collections.Generic;
using UnityEngine;

public delegate void AudAction();
/// <summary>
/// 音頻管理者
/// </summary>
[DisallowMultipleComponent]
public sealed class AudioManager : MonoBehaviour
{
    /// <summary>
    /// 是否靜音初始值【請勿在代碼中修改】
    /// </summary>
    public bool MuteDefault = false;
    /// <summary>
    /// 背景音樂優先級初始值【請勿在代碼中修改】
    /// </summary>
    public int BackgroundPriorityDefault = 0;
    /// <summary>
    /// 單通道音效優先級初始值【請勿在代碼中修改】
    /// </summary>
    public int SinglePriorityDefault = 10;
    /// <summary>
    /// 多通道音效優先級初始值【請勿在代碼中修改】
    /// </summary>
    public int MultiplePriorityDefault = 20;
    /// <summary>
    /// 世界音效優先級初始值【請勿在代碼中修改】
    /// </summary>
    public int WorldPriorityDefault = 30;
    /// <summary>
    /// 背景音樂音量初始值【請勿在代碼中修改】
    /// </summary>
    public float BackgroundVolumeDefault = 0.6f;
    /// <summary>
    /// 單通道音效音量初始值【請勿在代碼中修改】
    /// </summary>
    public float SingleVolumeDefault = 1;
    /// <summary>
    /// 多通道音效音量初始值【請勿在代碼中修改】
    /// </summary>
    public float MultipleVolumeDefault = 1;
    /// <summary>
    /// 世界音效音量初始值【請勿在代碼中修改】
    /// </summary>
    public float WorldVolumeDefault = 1;
    /// <summary>
    /// 單通道音效播放結束事件
    /// </summary>
    public event AudAction SingleSoundEndOfPlayEvent;

    private AudioSource _backgroundAudio;
    private AudioSource _singleAudio;
    private List<AudioSource> _multipleAudios = new List<AudioSource>();
    private Dictionary<GameObject, AudioSource> _worldAudios = new Dictionary<GameObject, AudioSource>();
    private bool _singleSoundPlayDetector = false;
    private bool _isMute = false;
    private int _backgroundPriority = 0;
    private int _singlePriority = 10;
    private int _multiplePriority = 20;
    private int _worldPriority = 30;
    private float _backgroundVolume = 0.6f;
    private float _singleVolume = 1;
    private float _multipleVolume = 1;
    private float _worldVolume = 1;

    public void Awake()
    {
        _backgroundAudio = CreateAudioSource("BackgroundAudio", BackgroundPriorityDefault, BackgroundVolumeDefault, 1, 0);
        _singleAudio = CreateAudioSource("SingleAudio", SinglePriorityDefault, SingleVolumeDefault, 1, 0);

        Mute = MuteDefault;
        BackgroundPriority = BackgroundPriorityDefault;
        SinglePriority = SinglePriorityDefault;
        MultiplePriority = MultiplePriorityDefault;
        WorldPriority = WorldPriorityDefault;
        BackgroundVolume = BackgroundVolumeDefault;
        SingleVolume = SingleVolumeDefault;
        MultipleVolume = MultipleVolumeDefault;
        WorldVolume = WorldVolumeDefault;
    }

    public void Start()
    {
        StopBackgroundMusic();
        StopSingleSound();
        StopAllMultipleSound();
        StopAllWorldSound();
    }

    public void Update()
    {
        if (_singleSoundPlayDetector)
        {
            if (!_singleAudio.isPlaying)
            {
                _singleSoundPlayDetector = false;
                SingleSoundEndOfPlayEvent?.Invoke();
            }
        }
    }

    /// <summary>
    /// 靜音
    /// </summary>
    public bool Mute
    {
        get
        {
            return _isMute;
        }
        set
        {
            if (_isMute != value)
            {
                _isMute = value;
                _backgroundAudio.mute = _isMute;
                _singleAudio.mute = _isMute;
                for (int i = 0; i < _multipleAudios.Count; i++)
                {
                    _multipleAudios[i].mute = _isMute;
                }
                foreach (var audio in _worldAudios)
                {
                    audio.Value.mute = _isMute;
                }
            }
        }
    }
    /// <summary>
    /// 背景音樂優先級
    /// </summary>
    public int BackgroundPriority
    {
        get
        {
            return _backgroundPriority;
        }
        set
        {
            if (_backgroundPriority != value)
            {
                _backgroundPriority = value;
                _backgroundAudio.priority = _backgroundPriority;
            }
        }
    }
    /// <summary>
    /// 單通道音效優先級
    /// </summary>
    public int SinglePriority
    {
        get
        {
            return _singlePriority;
        }
        set
        {
            if (_singlePriority != value)
            {
                _singlePriority = value;
                _singleAudio.priority = _singlePriority;
            }
        }
    }
    /// <summary>
    /// 多通道音效優先級
    /// </summary>
    public int MultiplePriority
    {
        get
        {
            return _multiplePriority;
        }
        set
        {
            if (_multiplePriority != value)
            {
                _multiplePriority = value;
                for (int i = 0; i < _multipleAudios.Count; i++)
                {
                    _multipleAudios[i].priority = _multiplePriority;
                }
            }
        }
    }
    /// <summary>
    /// 世界音效優先級
    /// </summary>
    public int WorldPriority
    {
        get
        {
            return _worldPriority;
        }
        set
        {
            if (_worldPriority != value)
            {
                _worldPriority = value;
                foreach (var audio in _worldAudios)
                {
                    audio.Value.priority = _worldPriority;
                }
            }
        }
    }
    /// <summary>
    /// 背景音樂音量
    /// </summary>
    public float BackgroundVolume
    {
        get
        {
            return _backgroundVolume;
        }
        set
        {
            if (!Mathf.Approximately(_backgroundVolume, value))
            {
                _backgroundVolume = value;
                _backgroundAudio.volume = _backgroundVolume;
            }
        }
    }
    /// <summary>
    /// 單通道音效音量
    /// </summary>
    public float SingleVolume
    {
        get
        {
            return _singleVolume;
        }
        set
        {
            if (!Mathf.Approximately(_singleVolume, value))
            {
                _singleVolume = value;
                _singleAudio.volume = _singleVolume;
            }
        }
    }
    /// <summary>
    /// 多通道音效音量
    /// </summary>
    public float MultipleVolume
    {
        get
        {
            return _multipleVolume;
        }
        set
        {

            if (!Mathf.Approximately(_multipleVolume, value))
            {
                _multipleVolume = value;
                for (int i = 0; i < _multipleAudios.Count; i++)
                {
                    _multipleAudios[i].volume = _multipleVolume;
                }
            }
        }
    }
    /// <summary>
    /// 世界音效音量
    /// </summary>
    public float WorldVolume
    {
        get
        {
            return _worldVolume;
        }
        set
        {
            if (!Mathf.Approximately(_worldVolume, value))
            {
                _worldVolume = value;
                foreach (var audio in _worldAudios)
                {
                    audio.Value.volume = _worldVolume;
                }
            }
        }
    }

    /// <summary>
    /// 播放背景音樂
    /// </summary>
    /// <param name="clip">音樂剪輯</param>
    /// <param name="isLoop">是否循環</param>
    /// <param name="speed">播放速度</param>
    public void PlayBackgroundMusic(AudioClip clip, bool isLoop = true, float speed = 1)
    {
        if (_backgroundAudio.isPlaying)
        {
            _backgroundAudio.Stop();
        }

        _backgroundAudio.clip = clip;
        _backgroundAudio.loop = isLoop;
        _backgroundAudio.pitch = speed;
        _backgroundAudio.Play();
    }
    /// <summary>
    /// 暫停播放背景音樂
    /// </summary>
    /// <param name="isGradual">是否漸進式</param>
    public void PauseBackgroundMusic(bool isGradual = true)
    {
        if (isGradual)
        {
            _backgroundAudio.DOFade(0, 2).OnComplete(() =>
            {
                _backgroundAudio.volume = BackgroundVolume;
                _backgroundAudio.Pause();
            });
        }
        else
        {
            _backgroundAudio.Pause();
        }
    }
    /// <summary>
    /// 恢複播放背景音樂
    /// </summary>
    /// <param name="isGradual">是否漸進式</param>
    public void UnPauseBackgroundMusic(bool isGradual = true)
    {
        if (isGradual)
        {
            _backgroundAudio.UnPause();
            _backgroundAudio.volume = 0;
            _backgroundAudio.DOFade(BackgroundVolume, 2);
        }
        else
        {
            _backgroundAudio.UnPause();
        }
    }
    /// <summary>
    /// 停止播放背景音樂
    /// </summary>
    public void StopBackgroundMusic()
    {
        if (_backgroundAudio.isPlaying)
        {
            _backgroundAudio.Stop();
        }
    }

    /// <summary>
    /// 播放單通道音效
    /// </summary>
    /// <param name="clip">音樂剪輯</param>
    /// <param name="isLoop">是否循環</param>
    /// <param name="speed">播放速度</param>
    public void PlaySingleSound(AudioClip clip, bool isLoop = false, float speed = 1)
    {
        if (_singleAudio.isPlaying)
        {
            _singleAudio.Stop();
        }

        _singleAudio.clip = clip;
        _singleAudio.loop = isLoop;
        _singleAudio.pitch = speed;
        _singleAudio.Play();
        _singleSoundPlayDetector = true;
    }
    /// <summary>
    /// 暫停播放單通道音效
    /// </summary>
    /// <param name="isGradual">是否漸進式</param>
    public void PauseSingleSound(bool isGradual = true)
    {
        if (isGradual)
        {
            _singleAudio.DOFade(0, 2).OnComplete(() =>
            {
                _singleAudio.volume = SingleVolume;
                _singleAudio.Pause();
            });
        }
        else
        {
            _singleAudio.Pause();
        }
    }
    /// <summary>
    /// 恢複播放單通道音效
    /// </summary>
    /// <param name="isGradual">是否漸進式</param>
    public void UnPauseSingleSound(bool isGradual = true)
    {
        if (isGradual)
        {
            _singleAudio.UnPause();
            _singleAudio.volume = 0;
            _singleAudio.DOFade(SingleVolume, 2);
        }
        else
        {
            _singleAudio.UnPause();
        }
    }
    /// <summary>
    /// 停止播放單通道音效
    /// </summary>
    public void StopSingleSound()
    {
        if (_singleAudio.isPlaying)
        {
            _singleAudio.Stop();
        }
    }

    /// <summary>
    /// 播放多通道音效
    /// </summary>
    /// <param name="clip">音樂剪輯</param>
    /// <param name="isLoop">是否循環</param>
    /// <param name="speed">播放速度</param>
    public void PlayMultipleSound(AudioClip clip, bool isLoop = false, float speed = 1)
    {
        AudioSource audio = ExtractIdleMultipleAudioSource();
        audio.clip = clip;
        audio.loop = isLoop;
        audio.pitch = speed;
        audio.Play();
    }
    /// <summary>
    /// 停止播放指定的多通道音效
    /// </summary>
    /// <param name="clip">音樂剪輯</param>
    public void StopMultipleSound(AudioClip clip)
    {
        for (int i = 0; i < _multipleAudios.Count; i++)
        {
            if (_multipleAudios[i].isPlaying)
            {
                if (_multipleAudios[i].clip == clip)
                {
                    _multipleAudios[i].Stop();
                }
            }
        }
    }
    /// <summary>
    /// 停止播放所有多通道音效
    /// </summary>
    public void StopAllMultipleSound()
    {
        for (int i = 0; i < _multipleAudios.Count; i++)
        {
            if (_multipleAudios[i].isPlaying)
            {
                _multipleAudios[i].Stop();
            }
        }
    }
    /// <summary>
    /// 銷毀所有閑置中的多通道音效的音源
    /// </summary>
    public void ClearIdleMultipleAudioSource()
    {
        for (int i = 0; i < _multipleAudios.Count; i++)
        {
            if (!_multipleAudios[i].isPlaying)
            {
                AudioSource audio = _multipleAudios[i];
                _multipleAudios.RemoveAt(i);
                i -= 1;
                Destroy(audio.gameObject);
            }
        }
    }

    /// <summary>
    /// 播放世界音效
    /// </summary>
    /// <param name="attachTarget">附加目标</param>
    /// <param name="clip">音樂剪輯</param>
    /// <param name="isLoop">是否循環</param>
    /// <param name="speed">播放速度</param>
    public void PlayWorldSound(GameObject attachTarget, AudioClip clip, bool isLoop = false, float speed = 1)
    {
        if (_worldAudios.ContainsKey(attachTarget))
        {
            AudioSource audio = _worldAudios[attachTarget];
            if (audio.isPlaying)
            {
                audio.Stop();
            }
            audio.clip = clip;
            audio.loop = isLoop;
            audio.pitch = speed;
            audio.Play();
        }
        else
        {
            AudioSource audio = AttachAudioSource(attachTarget, WorldPriority, WorldVolume, 1, 1);
            _worldAudios.Add(attachTarget, audio);
            audio.clip = clip;
            audio.loop = isLoop;
            audio.pitch = speed;
            audio.Play();
        }
    }
    /// <summary>
    /// 暫停播放指定的世界音效
    /// </summary>
    /// <param name="attachTarget">附加目标</param>
    /// <param name="isGradual">是否漸進式</param>
    public void PauseWorldSound(GameObject attachTarget, bool isGradual = true)
    {
        if (_worldAudios.ContainsKey(attachTarget))
        {
            AudioSource audio = _worldAudios[attachTarget];
            if (isGradual)
            {
                audio.DOFade(0, 2).OnComplete(() =>
                {
                    audio.volume = WorldVolume;
                    audio.Pause();
                });
            }
            else
            {
                audio.Pause();
            }
        }
    }
    /// <summary>
    /// 恢複播放指定的世界音效
    /// </summary>
    /// <param name="attachTarget">附加目标</param>
    /// <param name="isGradual">是否漸進式</param>
    public void UnPauseWorldSound(GameObject attachTarget, bool isGradual = true)
    {
        if (_worldAudios.ContainsKey(attachTarget))
        {
            AudioSource audio = _worldAudios[attachTarget];
            if (isGradual)
            {
                audio.UnPause();
                audio.volume = 0;
                audio.DOFade(WorldVolume, 2);
            }
            else
            {
                audio.UnPause();
            }
        }
    }
    /// <summary>
    /// 停止播放所有的世界音效
    /// </summary>
    public void StopAllWorldSound()
    {
        foreach (var audio in _worldAudios)
        {
            if (audio.Value.isPlaying)
            {
                audio.Value.Stop();
            }
        }
    }
    /// <summary>
    /// 銷毀所有閑置中的世界音效的音源
    /// </summary>
    public void ClearIdleWorldAudioSource()
    {
        HashSet<GameObject> removeSet = new HashSet<GameObject>();
        foreach (var audio in _worldAudios)
        {
            if (!audio.Value.isPlaying)
            {
                removeSet.Add(audio.Key);
                Destroy(audio.Value);
            }
        }
        foreach (var item in removeSet)
        {
            _worldAudios.Remove(item);
        }
    }

    //建立一個音源
    private AudioSource CreateAudioSource(string name, int priority, float volume, float speed, float spatialBlend)
    {
        GameObject audioObj = new GameObject(name);
        audioObj.transform.SetParent(transform);
        audioObj.transform.localPosition = Vector3.zero;
        audioObj.transform.localRotation = Quaternion.identity;
        audioObj.transform.localScale = Vector3.one;
        AudioSource audio = audioObj.AddComponent<AudioSource>();
        audio.playOnAwake = false;
        audio.priority = priority;
        audio.volume = volume;
        audio.pitch = speed;
        audio.spatialBlend = spatialBlend;
        audio.mute = _isMute;
        return audio;
    }
    //附加一個音源
    private AudioSource AttachAudioSource(GameObject target, int priority, float volume, float speed, float spatialBlend)
    {
        AudioSource audio = target.AddComponent<AudioSource>();
        audio.playOnAwake = false;
        audio.priority = priority;
        audio.volume = volume;
        audio.pitch = speed;
        audio.spatialBlend = spatialBlend;
        audio.mute = _isMute;
        return audio;
    }
    //提取閑置中的多通道音源
    private AudioSource ExtractIdleMultipleAudioSource()
    {
        for (int i = 0; i < _multipleAudios.Count; i++)
        {
            if (!_multipleAudios[i].isPlaying)
            {
                return _multipleAudios[i];
            }
        }

        AudioSource audio = CreateAudioSource("MultipleAudio", MultiplePriority, MultipleVolume, 1, 0);
        _multipleAudios.Add(audio);
        return audio;
    }
}