Unity实现音频播放管理器

这篇文章主要为大家详细介绍了Unity实现音频播放管理器,文中示例代码介绍的非常详细,具有一定的参考价值,感兴趣的小伙伴们可以参考一下

本文实例为大家分享了Unity实现音频播放管理器的具体代码,供大家参考,具体内容如下

1、模块化,直接用。创建一个空物体,把此脚本拖上去,然后把需要播放的所有音频拖到面板上的”AudioList“中;

2、通过AudioManagerP._instance直接调用方法,包含:

  • 暂停;
  • 继续播放;
  • 停止播放;
  • 播放背景音乐(0号播放器专用于播放背景音);
  • 直接播放声音(带参数1、播放器序号  2、音频的名字    3、声音大小    4、   是否循环);
  • 直接播放呻吟(带参数1、播放器序号  2、音频的名字);
  • 声音淡入(带参数1、播放器序号  2、音频的名字    3、 是否循环);
  • 声音淡出(带参数  播放器序号 )。

优点:同时可以播放很多个声音源,可以精确控制每个播放源的状态

缺点:不知道。

源码


using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AudioManagerP : MonoBehaviour
{
 public static AudioManagerP _instance;//单例
 
 private bool isOut;
 private bool isIn;
 
 void Awake()
 {
  _instance = this;
  DontDestroyOnLoad(this);
 }
 
 //audioClipl列表
 public List<AudioClip> audioList;
 //初始声音预设数量
 private int initAudioPrefabcount = 7;
 //记录静音前的音量大小
 [HideInInspector]
 public float tempVolume = 0;
 //是否静音
 private bool isMute = false;
 public bool IsMute
 {
  set
  {
   isMute = value;
   if (isMute)
   {
    tempVolume = AudioListener.volume;
    AudioListener.volume = 0;
   }
   else
   {
    AudioListener.volume = tempVolume;
   }
  }
  private get { return isMute; }
 }
 
 
 
 //声音大小系数
 private float volumeScale = 1;
 public float VolumeScale
 {
  set
  {
   volumeScale = Mathf.Clamp01(value);
   if (!IsMute)
   {
    AudioListener.volume = value;
   }
  }
  private get { return volumeScale; }
 }
 
 //audio字典
 private Dictionary<string, AudioClip> audioDic = new Dictionary<string, AudioClip>();
 
 //背景音乐
 private AudioSource bgAudioSource;
 
 //声音对象池
 private AudioObjectPool audioObjectPool;
 
 private void Start()
 {
  GameObject audioPrefab = new GameObject("AudioObjectPool");
  audioPrefab.AddComponent<AudioSource>();
  audioPrefab.GetComponent<AudioSource>().playOnAwake = false;
  audioObjectPool = new AudioObjectPool(audioPrefab, initAudioPrefabcount);
  audioPrefab.hideFlags = HideFlags.HideInHierarchy;
  audioPrefab.transform.SetParent(this.transform);
 
  foreach (AudioClip ac in audioList)
  {
   audioDic.Add(ac.name, ac);
  }
  bgAudioSource = this.transform.GetChild(0).GetComponent<AudioSource>();
 
 }
 
 
 private void Update()
 {
  //测试代码
  if (Input.GetMouseButtonDown(0))
  {
   //StartCoroutine(AudioFadeIn(0, "沈木-Sold Out(热播版)", true)); //音乐渐入
   //PlayAudio(0, "沈木-Sold Out(热播版)");       //直接播放
  }
  if (Input.GetMouseButtonDown(1))
  {
   //StartCoroutine(AudioFadedOut(0));        //音乐淡出
 
  }
 }
 
 /// <summary>
 /// 音频播放
 /// </summary>
 /// <param name="index">播放器序号(用第几个AudioSource播放)</param>
 public void PauseAudio(int index)
 {
  AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>();
  audioSource.Pause();
 }
 
 /// <summary>
 /// 继续播放
 /// </summary>
 /// <param name="index">播放器序号</param>
 public void ResumeAudio(int index)
 {
  AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>();
  audioSource.UnPause();
 }
 
 /// <summary>
 /// 停止播放声音
 /// </summary>
 /// <param name="index">播放器序号</param>
 public void StopAudio(int index)
 {
  AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>();
  audioSource.Stop();
 }
 
 
 /// <summary>
 /// 播放背景音乐,这里直接固定0号播放器用来播放北京音乐
 /// </summary>
 /// <param name="audioNme"></param>
 public void PlayBGMAudio(string audioNme)
 {
  AudioClip audioClip;
  if (audioDic.TryGetValue(audioNme, out audioClip))
  {
   bgAudioSource.gameObject.SetActive(true);
   bgAudioSource.clip = audioClip;
   this.transform.GetChild(0).gameObject.SetActive(true);
   bgAudioSource.Play();
   bgAudioSource.loop = true;
  }
 }
 
 /// <summary>
 /// 直接播放声音
 /// </summary>
 /// <param name="index">播放器序号</param>
 /// <param name="audioName">音频文件名称</param>
 /// <param name="volume">音量大小</param>
 /// <param name="isLoop">是否循环</param>
 public void PlayAudio(int index, string audioName, float volume = 1, bool isLoop = false)
 {
  //Debug.Log("------------执行播放声音----------------");
  AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>();
 
  if (IsMute || audioSource == null)
  {
   return;
  }
  StopAllCoroutines();
  AudioClip audioClip;
  if (audioDic.TryGetValue(audioName, out audioClip))
  {
   //Debug.Log("按钮点击的clip名字是:"+audioClip.name);
   audioSource.gameObject.SetActive(true);
   audioSource.loop = isLoop;
   audioSource.clip = audioClip;
   audioSource.volume = volume;
   if (audioSource.isPlaying)
   {
    audioSource.Stop();
   }
   audioSource.Play();
  }
 }
 
 /// <summary>
 /// 重载播放,只有播放器和音频
 /// </summary>
 /// <param name="index">播放器序号</param>
 /// <param name="audioName">音频的名称</param>
 public void PlayAudio(int index, string audioName)
 {
  //Debug.Log("------------执行播放声音----------------");
  AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>();
 
  if (IsMute || audioSource == null)
  {
   return;
  }
  StopAllCoroutines();
  AudioClip audioClip;
  if (audioDic.TryGetValue(audioName, out audioClip))
  {
   //Debug.Log("按钮点击的clip名字是:"+audioClip.name);
   audioSource.gameObject.SetActive(true);
   audioSource.clip = audioClip;
   if (audioSource.isPlaying)
   {
    audioSource.Stop();
   }
   audioSource.Play();
  }
 }
 
 /// <summary>
 /// 声音淡入
 /// </summary>
 /// <param name="index">播放器序号</param>
 /// <param name="audioName">音频名称</param>
 /// <param name="isLoop">是否循环</param>
 /// <returns></returns>
 public IEnumerator AudioFadeIn(int index, string audioName, bool isLoop)
 {
  float initVolume = 0;
  float preTime = 1.0f / 5;       //渐变率
  AudioClip audioClip;
  if (audioDic.TryGetValue(audioName, out audioClip))
  {
   AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>();
   if (audioSource == null) yield break;
   audioSource.gameObject.SetActive(true);   //声音播放对象默认为false,播放时把对应的对象设为true
   audioSource.clip = audioClip;
   audioSource.volume = 0;
   audioSource.loop = isLoop;
   print("zhi 0");
   if (audioSource.isPlaying)
   {
    audioSource.Stop();
   }
   audioSource.Play();
   audioSource.volume = 0;
 
   while (true)
   {
    initVolume += 1 * Time.deltaTime * preTime;      //声音渐高
    audioSource.volume = initVolume;         //将渐高变量赋值给播放器音量
    if (initVolume >= 1 - 0.02f)  //如果很接近配置文件中的值,那么将其固定在配置文件中的值(最大值)
    {
     audioSource.volume = 1;
     break;
    }
    yield return 1;
   }
  }
 }
 
 /// <summary>
 /// 声音淡出
 /// </summary>
 /// <param name="index">淡出的播放器序号</param>
 /// <returns></returns>
 public IEnumerator AudioFadedOut(int index)
 {
  AudioSource audioSource = this.transform.GetChild(index).GetComponent<AudioSource>();
 
  if (audioSource == null || audioSource.volume == 0 || audioSource == null)
  {
   yield break;
  }
  float initVolume = audioSource.volume;
  float preTime = 1.0f / 5;
  while (true)
  {
   initVolume += -1 * Time.deltaTime * preTime;
   audioSource.volume = initVolume;
   if (initVolume <= 0)
   {
    audioSource.volume = 0;
    audioSource.Stop();
    break;
   }
   yield return 1;
  }
 }
 
 /// <summary>
 /// 初始化音频
 /// </summary>
 /// <param name="audioSource"></param>
 private void InitAudioSource(AudioSource audioSource)
 {
  if (audioSource == null)
  {
   return;
  }
  if (audioSource.isPlaying)
  {
   audioSource.Stop();
  }
  audioSource.playOnAwake = false;
  audioSource.loop = false;
  audioSource.volume = 1;
  audioSource.clip = null;
  audioSource.name = "AudioObjectPool";
 }
 
 private void Destroy()
 {
  StopAllCoroutines();
 }
}
 
 
 
#region 声音对象池
/*声音对象池,待完善,可能存在同一时间多种声音源在播放,硬切或者播放完毕再切,无法判定是那种,无法准确释放AudioObjectPool
 这里只是在开局使用对象池生成了指定个数的播放器,没有用到获取和释放播放器对象*/
public class AudioObjectPool
{
 
 //要生成的对象池预设
 private GameObject prefab;
 //对象池列表
 private List<GameObject> pool;
 //构造函数
 public AudioObjectPool(GameObject prefab, int initialSize)
 {
  this.prefab = prefab;
  this.pool = new List<GameObject>();
  for (int i = 0; i < initialSize; i++)
  {
   //进行初始化
   AllLocateInstance();
  }
 }
 //获取实例
 public GameObject GetInstance()
 {
  if (pool.Count == 0)
  {
   //创建实例
  }
  GameObject instance = pool[0];
  pool.RemoveAt(0);
  instance.SetActive(true);
  return instance;
 }
 //释放实力
 public void ReleaseInstance(GameObject instance)
 {
  instance.SetActive(false);
  pool.Add(instance);
 }
 //生成本地实力
 private GameObject AllLocateInstance()
 {
  GameObject instance = (GameObject)GameObject.Instantiate(prefab);
  instance.transform.SetParent(AudioManagerP._instance.transform);
  instance.SetActive(false);
  pool.Add(instance);
  return instance;
 }
}
#endregion

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本文标题为:Unity实现音频播放管理器

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