693 lines
26 KiB
C#
693 lines
26 KiB
C#
//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using GameFramework;
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using GameFramework.Resource;
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#if UNITY_5_3
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using GameFramework.Scene;
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#endif
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using GameFramework.Sound;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Audio;
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using UnityEngine.SceneManagement;
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namespace UnityGameFramework.Runtime
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{
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/// <summary>
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/// 声音组件。
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/// </summary>
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[DisallowMultipleComponent]
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[AddComponentMenu("Game Framework/Sound")]
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public sealed partial class SoundComponent : GameFrameworkComponent
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{
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private const int DefaultPriority = 0;
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private ISoundManager m_SoundManager = null;
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private EventComponent m_EventComponent = null;
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private AudioListener m_AudioListener = null;
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[SerializeField]
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private bool m_EnablePlaySoundUpdateEvent = false;
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[SerializeField]
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private bool m_EnablePlaySoundDependencyAssetEvent = false;
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[SerializeField]
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private Transform m_InstanceRoot = null;
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[SerializeField]
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private AudioMixer m_AudioMixer = null;
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[SerializeField]
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private string m_SoundHelperTypeName = "UnityGameFramework.Runtime.DefaultSoundHelper";
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[SerializeField]
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private SoundHelperBase m_CustomSoundHelper = null;
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[SerializeField]
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private string m_SoundGroupHelperTypeName = "UnityGameFramework.Runtime.DefaultSoundGroupHelper";
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[SerializeField]
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private SoundGroupHelperBase m_CustomSoundGroupHelper = null;
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[SerializeField]
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private string m_SoundAgentHelperTypeName = "UnityGameFramework.Runtime.DefaultSoundAgentHelper";
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[SerializeField]
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private SoundAgentHelperBase m_CustomSoundAgentHelper = null;
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[SerializeField]
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private SoundGroup[] m_SoundGroups = null;
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/// <summary>
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/// 获取声音组数量。
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/// </summary>
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public int SoundGroupCount
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{
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get
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{
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return m_SoundManager.SoundGroupCount;
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}
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}
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/// <summary>
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/// 获取声音混响器。
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/// </summary>
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public AudioMixer AudioMixer
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{
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get
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{
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return m_AudioMixer;
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}
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}
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/// <summary>
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/// 游戏框架组件初始化。
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/// </summary>
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protected override void Awake()
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{
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base.Awake();
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m_SoundManager = GameFrameworkEntry.GetModule<ISoundManager>();
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if (m_SoundManager == null)
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{
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Log.Fatal("Sound manager is invalid.");
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return;
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}
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m_SoundManager.PlaySoundSuccess += OnPlaySoundSuccess;
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m_SoundManager.PlaySoundFailure += OnPlaySoundFailure;
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if (m_EnablePlaySoundUpdateEvent)
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{
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m_SoundManager.PlaySoundUpdate += OnPlaySoundUpdate;
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}
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if (m_EnablePlaySoundDependencyAssetEvent)
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{
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m_SoundManager.PlaySoundDependencyAsset += OnPlaySoundDependencyAsset;
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}
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m_AudioListener = gameObject.GetOrAddComponent<AudioListener>();
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#if UNITY_5_4_OR_NEWER
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SceneManager.sceneLoaded += OnSceneLoaded;
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SceneManager.sceneUnloaded += OnSceneUnloaded;
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#else
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ISceneManager sceneManager = GameFrameworkEntry.GetModule<ISceneManager>();
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if (sceneManager == null)
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{
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Log.Fatal("Scene manager is invalid.");
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return;
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}
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sceneManager.LoadSceneSuccess += OnLoadSceneSuccess;
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sceneManager.LoadSceneFailure += OnLoadSceneFailure;
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sceneManager.UnloadSceneSuccess += OnUnloadSceneSuccess;
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sceneManager.UnloadSceneFailure += OnUnloadSceneFailure;
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#endif
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}
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private void Start()
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{
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BaseComponent baseComponent = GameEntry.GetComponent<BaseComponent>();
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if (baseComponent == null)
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{
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Log.Fatal("Base component is invalid.");
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return;
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}
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m_EventComponent = GameEntry.GetComponent<EventComponent>();
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if (m_EventComponent == null)
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{
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Log.Fatal("Event component is invalid.");
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return;
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}
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if (baseComponent.EditorResourceMode)
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{
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m_SoundManager.SetResourceManager(baseComponent.EditorResourceHelper);
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}
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else
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{
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m_SoundManager.SetResourceManager(GameFrameworkEntry.GetModule<IResourceManager>());
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}
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SoundHelperBase soundHelper = Helper.CreateHelper(m_SoundHelperTypeName, m_CustomSoundHelper);
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if (soundHelper == null)
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{
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Log.Error("Can not create sound helper.");
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return;
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}
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soundHelper.name = "Sound Helper";
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Transform transform = soundHelper.transform;
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transform.SetParent(this.transform);
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transform.localScale = Vector3.one;
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m_SoundManager.SetSoundHelper(soundHelper);
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if (m_InstanceRoot == null)
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{
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m_InstanceRoot = new GameObject("Sound Instances").transform;
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m_InstanceRoot.SetParent(gameObject.transform);
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m_InstanceRoot.localScale = Vector3.one;
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}
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for (int i = 0; i < m_SoundGroups.Length; i++)
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{
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if (!AddSoundGroup(m_SoundGroups[i].Name, m_SoundGroups[i].AvoidBeingReplacedBySamePriority, m_SoundGroups[i].Mute, m_SoundGroups[i].Volume, m_SoundGroups[i].AgentHelperCount))
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{
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Log.Warning("Add sound group '{0}' failure.", m_SoundGroups[i].Name);
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continue;
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}
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}
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}
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private void OnDestroy()
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{
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#if UNITY_5_4_OR_NEWER
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SceneManager.sceneLoaded -= OnSceneLoaded;
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SceneManager.sceneUnloaded -= OnSceneUnloaded;
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#endif
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}
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/// <summary>
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/// 是否存在指定声音组。
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/// </summary>
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/// <param name="soundGroupName">声音组名称。</param>
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/// <returns>指定声音组是否存在。</returns>
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public bool HasSoundGroup(string soundGroupName)
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{
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return m_SoundManager.HasSoundGroup(soundGroupName);
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}
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/// <summary>
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/// 获取指定声音组。
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/// </summary>
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/// <param name="soundGroupName">声音组名称。</param>
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/// <returns>要获取的声音组。</returns>
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public ISoundGroup GetSoundGroup(string soundGroupName)
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{
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return m_SoundManager.GetSoundGroup(soundGroupName);
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}
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/// <summary>
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/// 获取所有声音组。
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/// </summary>
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/// <returns>所有声音组。</returns>
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public ISoundGroup[] GetAllSoundGroups()
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{
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return m_SoundManager.GetAllSoundGroups();
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}
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/// <summary>
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/// 获取所有声音组。
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/// </summary>
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/// <param name="results">所有声音组。</param>
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public void GetAllSoundGroups(List<ISoundGroup> results)
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{
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m_SoundManager.GetAllSoundGroups(results);
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}
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/// <summary>
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/// 增加声音组。
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/// </summary>
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/// <param name="soundGroupName">声音组名称。</param>
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/// <param name="soundAgentHelperCount">声音代理辅助器数量。</param>
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/// <returns>是否增加声音组成功。</returns>
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public bool AddSoundGroup(string soundGroupName, int soundAgentHelperCount)
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{
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return AddSoundGroup(soundGroupName, false, false, 1f, soundAgentHelperCount);
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}
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/// <summary>
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/// 增加声音组。
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/// </summary>
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/// <param name="soundGroupName">声音组名称。</param>
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/// <param name="soundGroupAvoidBeingReplacedBySamePriority">声音组中的声音是否避免被同优先级声音替换。</param>
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/// <param name="soundGroupMute">声音组是否静音。</param>
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/// <param name="soundGroupVolume">声音组音量。</param>
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/// <param name="soundAgentHelperCount">声音代理辅助器数量。</param>
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/// <returns>是否增加声音组成功。</returns>
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public bool AddSoundGroup(string soundGroupName, bool soundGroupAvoidBeingReplacedBySamePriority, bool soundGroupMute, float soundGroupVolume, int soundAgentHelperCount)
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{
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if (m_SoundManager.HasSoundGroup(soundGroupName))
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{
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return false;
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}
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SoundGroupHelperBase soundGroupHelper = Helper.CreateHelper(m_SoundGroupHelperTypeName, m_CustomSoundGroupHelper, SoundGroupCount);
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if (soundGroupHelper == null)
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{
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Log.Error("Can not create sound group helper.");
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return false;
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}
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soundGroupHelper.name = Utility.Text.Format("Sound Group - {0}", soundGroupName);
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Transform transform = soundGroupHelper.transform;
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transform.SetParent(m_InstanceRoot);
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transform.localScale = Vector3.one;
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if (m_AudioMixer != null)
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{
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AudioMixerGroup[] audioMixerGroups = m_AudioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}", soundGroupName));
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if (audioMixerGroups.Length > 0)
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{
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soundGroupHelper.AudioMixerGroup = audioMixerGroups[0];
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}
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else
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{
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soundGroupHelper.AudioMixerGroup = m_AudioMixer.FindMatchingGroups("Master")[0];
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}
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}
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if (!m_SoundManager.AddSoundGroup(soundGroupName, soundGroupAvoidBeingReplacedBySamePriority, soundGroupMute, soundGroupVolume, soundGroupHelper))
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{
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return false;
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}
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for (int i = 0; i < soundAgentHelperCount; i++)
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{
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if (!AddSoundAgentHelper(soundGroupName, soundGroupHelper, i))
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{
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// 获取所有正在加载声音的序列编号。
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/// </summary>
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/// <returns>所有正在加载声音的序列编号。</returns>
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public int[] GetAllLoadingSoundSerialIds()
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{
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return m_SoundManager.GetAllLoadingSoundSerialIds();
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}
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/// <summary>
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/// 获取所有正在加载声音的序列编号。
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/// </summary>
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/// <param name="results">所有正在加载声音的序列编号。</param>
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public void GetAllLoadingSoundSerialIds(List<int> results)
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{
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m_SoundManager.GetAllLoadingSoundSerialIds(results);
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}
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/// <summary>
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/// 是否正在加载声音。
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/// </summary>
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/// <param name="serialId">声音序列编号。</param>
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/// <returns>是否正在加载声音。</returns>
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public bool IsLoadingSound(int serialId)
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{
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return m_SoundManager.IsLoadingSound(serialId);
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}
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/// <summary>
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/// 播放声音。
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/// </summary>
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/// <param name="soundAssetName">声音资源名称。</param>
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/// <param name="soundGroupName">声音组名称。</param>
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/// <returns>声音的序列编号。</returns>
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public int PlaySound(string soundAssetName, string soundGroupName)
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{
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return PlaySound(soundAssetName, soundGroupName, DefaultPriority, null, null, null);
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}
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/// <summary>
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/// 播放声音。
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/// </summary>
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/// <param name="soundAssetName">声音资源名称。</param>
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/// <param name="soundGroupName">声音组名称。</param>
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/// <param name="priority">加载声音资源的优先级。</param>
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/// <returns>声音的序列编号。</returns>
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public int PlaySound(string soundAssetName, string soundGroupName, int priority)
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{
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return PlaySound(soundAssetName, soundGroupName, priority, null, null, null);
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}
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/// <summary>
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/// 播放声音。
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/// </summary>
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/// <param name="soundAssetName">声音资源名称。</param>
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/// <param name="soundGroupName">声音组名称。</param>
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/// <param name="playSoundParams">播放声音参数。</param>
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/// <returns>声音的序列编号。</returns>
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public int PlaySound(string soundAssetName, string soundGroupName, PlaySoundParams playSoundParams)
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{
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return PlaySound(soundAssetName, soundGroupName, DefaultPriority, playSoundParams, null, null);
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}
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/// <summary>
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/// 播放声音。
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/// </summary>
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/// <param name="soundAssetName">声音资源名称。</param>
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/// <param name="soundGroupName">声音组名称。</param>
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/// <param name="bindingEntity">声音绑定的实体。</param>
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/// <returns>声音的序列编号。</returns>
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public int PlaySound(string soundAssetName, string soundGroupName, Entity bindingEntity)
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{
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return PlaySound(soundAssetName, soundGroupName, DefaultPriority, null, bindingEntity, null);
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}
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/// <summary>
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/// 播放声音。
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/// </summary>
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/// <param name="soundAssetName">声音资源名称。</param>
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/// <param name="soundGroupName">声音组名称。</param>
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/// <param name="worldPosition">声音所在的世界坐标。</param>
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/// <returns>声音的序列编号。</returns>
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public int PlaySound(string soundAssetName, string soundGroupName, Vector3 worldPosition)
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{
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return PlaySound(soundAssetName, soundGroupName, DefaultPriority, null, worldPosition, null);
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}
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/// <summary>
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/// 播放声音。
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/// </summary>
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/// <param name="soundAssetName">声音资源名称。</param>
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/// <param name="soundGroupName">声音组名称。</param>
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/// <param name="userData">用户自定义数据。</param>
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/// <returns>声音的序列编号。</returns>
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public int PlaySound(string soundAssetName, string soundGroupName, object userData)
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{
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return PlaySound(soundAssetName, soundGroupName, DefaultPriority, null, null, userData);
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}
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/// <summary>
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/// 播放声音。
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/// </summary>
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/// <param name="soundAssetName">声音资源名称。</param>
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/// <param name="soundGroupName">声音组名称。</param>
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/// <param name="priority">加载声音资源的优先级。</param>
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/// <param name="playSoundParams">播放声音参数。</param>
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/// <returns>声音的序列编号。</returns>
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public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams)
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{
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return PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, null, null);
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}
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/// <summary>
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/// 播放声音。
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/// </summary>
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/// <param name="soundAssetName">声音资源名称。</param>
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/// <param name="soundGroupName">声音组名称。</param>
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/// <param name="priority">加载声音资源的优先级。</param>
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/// <param name="playSoundParams">播放声音参数。</param>
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/// <param name="userData">用户自定义数据。</param>
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/// <returns>声音的序列编号。</returns>
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public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, object userData)
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{
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return PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, null, userData);
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}
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/// <summary>
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/// 播放声音。
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/// </summary>
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/// <param name="soundAssetName">声音资源名称。</param>
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/// <param name="soundGroupName">声音组名称。</param>
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/// <param name="priority">加载声音资源的优先级。</param>
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/// <param name="playSoundParams">播放声音参数。</param>
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/// <param name="bindingEntity">声音绑定的实体。</param>
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/// <returns>声音的序列编号。</returns>
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public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Entity bindingEntity)
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{
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return PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, bindingEntity, null);
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}
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/// <summary>
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/// 播放声音。
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/// </summary>
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/// <param name="soundAssetName">声音资源名称。</param>
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/// <param name="soundGroupName">声音组名称。</param>
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/// <param name="priority">加载声音资源的优先级。</param>
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/// <param name="playSoundParams">播放声音参数。</param>
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/// <param name="bindingEntity">声音绑定的实体。</param>
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/// <param name="userData">用户自定义数据。</param>
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/// <returns>声音的序列编号。</returns>
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public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Entity bindingEntity, object userData)
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{
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return m_SoundManager.PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, PlaySoundInfo.Create(bindingEntity, Vector3.zero, userData));
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}
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/// <summary>
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/// 播放声音。
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/// </summary>
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/// <param name="soundAssetName">声音资源名称。</param>
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/// <param name="soundGroupName">声音组名称。</param>
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/// <param name="priority">加载声音资源的优先级。</param>
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/// <param name="playSoundParams">播放声音参数。</param>
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/// <param name="worldPosition">声音所在的世界坐标。</param>
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/// <returns>声音的序列编号。</returns>
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public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Vector3 worldPosition)
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{
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return PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, worldPosition, null);
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}
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/// <summary>
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/// 播放声音。
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/// </summary>
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/// <param name="soundAssetName">声音资源名称。</param>
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/// <param name="soundGroupName">声音组名称。</param>
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/// <param name="priority">加载声音资源的优先级。</param>
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/// <param name="playSoundParams">播放声音参数。</param>
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/// <param name="worldPosition">声音所在的世界坐标。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
/// <returns>声音的序列编号。</returns>
|
|
public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Vector3 worldPosition, object userData)
|
|
{
|
|
return m_SoundManager.PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, PlaySoundInfo.Create(null, worldPosition, userData));
|
|
}
|
|
|
|
/// <summary>
|
|
/// 停止播放声音。
|
|
/// </summary>
|
|
/// <param name="serialId">要停止播放声音的序列编号。</param>
|
|
/// <returns>是否停止播放声音成功。</returns>
|
|
public bool StopSound(int serialId)
|
|
{
|
|
return m_SoundManager.StopSound(serialId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 停止播放声音。
|
|
/// </summary>
|
|
/// <param name="serialId">要停止播放声音的序列编号。</param>
|
|
/// <param name="fadeOutSeconds">声音淡出时间,以秒为单位。</param>
|
|
/// <returns>是否停止播放声音成功。</returns>
|
|
public bool StopSound(int serialId, float fadeOutSeconds)
|
|
{
|
|
return m_SoundManager.StopSound(serialId, fadeOutSeconds);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 停止所有已加载的声音。
|
|
/// </summary>
|
|
public void StopAllLoadedSounds()
|
|
{
|
|
m_SoundManager.StopAllLoadedSounds();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 停止所有已加载的声音。
|
|
/// </summary>
|
|
/// <param name="fadeOutSeconds">声音淡出时间,以秒为单位。</param>
|
|
public void StopAllLoadedSounds(float fadeOutSeconds)
|
|
{
|
|
m_SoundManager.StopAllLoadedSounds(fadeOutSeconds);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 停止所有正在加载的声音。
|
|
/// </summary>
|
|
public void StopAllLoadingSounds()
|
|
{
|
|
m_SoundManager.StopAllLoadingSounds();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 暂停播放声音。
|
|
/// </summary>
|
|
/// <param name="serialId">要暂停播放声音的序列编号。</param>
|
|
public void PauseSound(int serialId)
|
|
{
|
|
m_SoundManager.PauseSound(serialId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 暂停播放声音。
|
|
/// </summary>
|
|
/// <param name="serialId">要暂停播放声音的序列编号。</param>
|
|
/// <param name="fadeOutSeconds">声音淡出时间,以秒为单位。</param>
|
|
public void PauseSound(int serialId, float fadeOutSeconds)
|
|
{
|
|
m_SoundManager.PauseSound(serialId, fadeOutSeconds);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 恢复播放声音。
|
|
/// </summary>
|
|
/// <param name="serialId">要恢复播放声音的序列编号。</param>
|
|
public void ResumeSound(int serialId)
|
|
{
|
|
m_SoundManager.ResumeSound(serialId);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 恢复播放声音。
|
|
/// </summary>
|
|
/// <param name="serialId">要恢复播放声音的序列编号。</param>
|
|
/// <param name="fadeInSeconds">声音淡入时间,以秒为单位。</param>
|
|
public void ResumeSound(int serialId, float fadeInSeconds)
|
|
{
|
|
m_SoundManager.ResumeSound(serialId, fadeInSeconds);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 增加声音代理辅助器。
|
|
/// </summary>
|
|
/// <param name="soundGroupName">声音组名称。</param>
|
|
/// <param name="soundGroupHelper">声音组辅助器。</param>
|
|
/// <param name="index">声音代理辅助器索引。</param>
|
|
/// <returns>是否增加声音代理辅助器成功。</returns>
|
|
private bool AddSoundAgentHelper(string soundGroupName, SoundGroupHelperBase soundGroupHelper, int index)
|
|
{
|
|
SoundAgentHelperBase soundAgentHelper = Helper.CreateHelper(m_SoundAgentHelperTypeName, m_CustomSoundAgentHelper, index);
|
|
if (soundAgentHelper == null)
|
|
{
|
|
Log.Error("Can not create sound agent helper.");
|
|
return false;
|
|
}
|
|
|
|
soundAgentHelper.name = Utility.Text.Format("Sound Agent Helper - {0} - {1}", soundGroupName, index);
|
|
Transform transform = soundAgentHelper.transform;
|
|
transform.SetParent(soundGroupHelper.transform);
|
|
transform.localScale = Vector3.one;
|
|
|
|
if (m_AudioMixer != null)
|
|
{
|
|
AudioMixerGroup[] audioMixerGroups = m_AudioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}/{1}", soundGroupName, index));
|
|
if (audioMixerGroups.Length > 0)
|
|
{
|
|
soundAgentHelper.AudioMixerGroup = audioMixerGroups[0];
|
|
}
|
|
else
|
|
{
|
|
soundAgentHelper.AudioMixerGroup = soundGroupHelper.AudioMixerGroup;
|
|
}
|
|
}
|
|
|
|
m_SoundManager.AddSoundAgentHelper(soundGroupName, soundAgentHelper);
|
|
|
|
return true;
|
|
}
|
|
|
|
private void OnPlaySoundSuccess(object sender, GameFramework.Sound.PlaySoundSuccessEventArgs e)
|
|
{
|
|
PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData;
|
|
if (playSoundInfo != null)
|
|
{
|
|
SoundAgentHelperBase soundAgentHelper = (SoundAgentHelperBase)e.SoundAgent.Helper;
|
|
if (playSoundInfo.BindingEntity != null)
|
|
{
|
|
soundAgentHelper.SetBindingEntity(playSoundInfo.BindingEntity);
|
|
}
|
|
else
|
|
{
|
|
soundAgentHelper.SetWorldPosition(playSoundInfo.WorldPosition);
|
|
}
|
|
}
|
|
|
|
m_EventComponent.Fire(this, PlaySoundSuccessEventArgs.Create(e));
|
|
}
|
|
|
|
private void OnPlaySoundFailure(object sender, GameFramework.Sound.PlaySoundFailureEventArgs e)
|
|
{
|
|
string logMessage = Utility.Text.Format("Play sound failure, asset name '{0}', sound group name '{1}', error code '{2}', error message '{3}'.", e.SoundAssetName, e.SoundGroupName, e.ErrorCode, e.ErrorMessage);
|
|
if (e.ErrorCode == PlaySoundErrorCode.IgnoredDueToLowPriority)
|
|
{
|
|
Log.Info(logMessage);
|
|
}
|
|
else
|
|
{
|
|
Log.Warning(logMessage);
|
|
}
|
|
|
|
m_EventComponent.Fire(this, PlaySoundFailureEventArgs.Create(e));
|
|
}
|
|
|
|
private void OnPlaySoundUpdate(object sender, GameFramework.Sound.PlaySoundUpdateEventArgs e)
|
|
{
|
|
m_EventComponent.Fire(this, PlaySoundUpdateEventArgs.Create(e));
|
|
}
|
|
|
|
private void OnPlaySoundDependencyAsset(object sender, GameFramework.Sound.PlaySoundDependencyAssetEventArgs e)
|
|
{
|
|
m_EventComponent.Fire(this, PlaySoundDependencyAssetEventArgs.Create(e));
|
|
}
|
|
|
|
private void OnLoadSceneSuccess(object sender, GameFramework.Scene.LoadSceneSuccessEventArgs e)
|
|
{
|
|
RefreshAudioListener();
|
|
}
|
|
|
|
private void OnLoadSceneFailure(object sender, GameFramework.Scene.LoadSceneFailureEventArgs e)
|
|
{
|
|
RefreshAudioListener();
|
|
}
|
|
|
|
private void OnUnloadSceneSuccess(object sender, GameFramework.Scene.UnloadSceneSuccessEventArgs e)
|
|
{
|
|
RefreshAudioListener();
|
|
}
|
|
|
|
private void OnUnloadSceneFailure(object sender, GameFramework.Scene.UnloadSceneFailureEventArgs e)
|
|
{
|
|
RefreshAudioListener();
|
|
}
|
|
|
|
private void OnSceneLoaded(Scene scene, LoadSceneMode loadSceneMode)
|
|
{
|
|
RefreshAudioListener();
|
|
}
|
|
|
|
private void OnSceneUnloaded(Scene scene)
|
|
{
|
|
RefreshAudioListener();
|
|
}
|
|
|
|
private void RefreshAudioListener()
|
|
{
|
|
m_AudioListener.enabled = FindObjectsOfType<AudioListener>().Length <= 1;
|
|
}
|
|
}
|
|
}
|