using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.Networking;
///
/// 音频帮助类
///
public class AudioHelper
{
#region 私有属性
///
/// 音频组件名称
///
private static string m_AudioComponentName = "AudioHelper";
///
/// 当前音频组件
///
private static AudioSource m_CurrentAudoiSource = null;
private static float m_RecordCurrentVolume = 0;
private const float m_VolumeOffset = 0.1f;
#endregion
///
/// 获取音频组件
///
public static void GetAudioComponent()
{
// 根据名称全局查找音频播放组件
GameObject tmpGame = GameObject.Find(m_AudioComponentName);
if (tmpGame == null)
{
tmpGame = new GameObject(m_AudioComponentName);
}
if (tmpGame.GetComponent() == null)
{
tmpGame.AddComponent();
}
AudioSource audioSource = tmpGame.GetComponent();
// 设置最大、最小半径
audioSource.minDistance = 50;
audioSource.maxDistance = 500;
m_CurrentAudoiSource = audioSource;
}
public static void AudioPause()
{
if (m_CurrentAudoiSource != null)
{
m_CurrentAudoiSource.Pause();
}
}
public static void AudioPlay()
{
if (m_CurrentAudoiSource != null)
{
m_CurrentAudoiSource.Play();
}
}
public static void SetAudioVolume(float _volume)
{
if (m_CurrentAudoiSource != null)
{
m_CurrentAudoiSource.volume = _volume;
}
}
public static void AudioStop()
{
if (m_CurrentAudoiSource != null)
{
m_CurrentAudoiSource.Stop();
}
}
///
/// 播放音频
///
///
public static IEnumerator PlayAudio(AudioClip audioClip, Action playFinishCall = null)
{
ClearCrrentAudioSource();
if (m_CurrentAudoiSource != null && audioClip != null)
{
// 先停止
m_CurrentAudoiSource.Stop();
// 再清空一次
m_CurrentAudoiSource.clip = null;
// 然后在赋值
m_CurrentAudoiSource.clip = audioClip;
// 先暂停,然后播放
m_CurrentAudoiSource.Stop();
m_CurrentAudoiSource.Play();
yield return new WaitForSeconds(audioClip.length);
playFinishCall?.Invoke();
}
else
{
yield return new WaitForSeconds(9f);
playFinishCall?.Invoke();
}
}
///
/// 清空当前的播放
///
private static void ClearCrrentAudioSource()
{
if (m_CurrentAudoiSource != null)
{
if (m_CurrentAudoiSource.isPlaying) m_CurrentAudoiSource.Stop();
m_CurrentAudoiSource.clip = null;
}
}
///
/// 加载指定音频文件
///
///
///
///
public static IEnumerator LoadSpecifiedAudioFile(string _folderName, string _audioName)
{
// 合并完整路径信息
string audioPath = PathHelper.CombineFilePath(PathHelper.m_ReadOnlyPath, _folderName, _audioName);
// 判断文件是否存在
if (File.Exists(audioPath))
{
using (UnityWebRequest webRequest = UnityWebRequestMultimedia.GetAudioClip(audioPath, AudioType.MPEG))
{
yield return webRequest.SendWebRequest();
if (webRequest.isHttpError || webRequest.isNetworkError)
{
Debug.LogError("音频文件加载出错!");
}
else
{
// 获取到 AudioClip
AudioClip audioClip = DownloadHandlerAudioClip.GetContent(webRequest);
if (m_CurrentAudoiSource == null)
{
GetAudioComponent();
}
if (m_CurrentAudoiSource != null)
{
// 先停止
m_CurrentAudoiSource.Stop();
// 再清空一次
m_CurrentAudoiSource.clip = null;
// 然后在赋值
m_CurrentAudoiSource.clip = audioClip;
// 先暂停,然后播放
m_CurrentAudoiSource.Stop();
m_CurrentAudoiSource.Play();
}
}
}
}
else
{
Debug.LogError("缺少音频文件:" + _audioName);
}
}
///
/// 加载单个音频文件
///
/// 音频文件名字
public static IEnumerator LoadAudioClip(string deviceName, string clipName, AudioType type, Action callBack)
{
string extension = string.Empty;
switch (type)
{
case AudioType.MPEG:
extension = ".mp3";
break;
case AudioType.WAV:
extension = ".wav";
break;
case AudioType.VAG:
extension = ".vag";
break;
}
var path = PathHelper.CombineFilePath(PathHelper.m_ReadOnlyPath, "Config","Audios", deviceName, clipName + extension);
if (File.Exists(path))
{
UnityWebRequest request = UnityWebRequestMultimedia.GetAudioClip(path, type);
yield return request.SendWebRequest();
if (request.isHttpError || request.isNetworkError)
{
Debug.LogError("加载出错!" + request.error);
callBack?.Invoke(null);
}
else
{
callBack?.Invoke(DownloadHandlerAudioClip.GetContent(request));
}
}
else
{
callBack?.Invoke(null);
Debug.LogError("缺少音频文件:" + clipName + extension);
}
}
///
/// 加载音频文件
///
///
///
///
///
public static IEnumerator LoadSpecifiedAudioFile(string _folderName, string _audioName, Action loadCallBack)
{
AudioClip tmpAudioClip = null;
// 合并完整路径信息
string audioPath = PathHelper.CombineFilePath(PathHelper.m_ReadOnlyPath, _folderName, _audioName);
// 判断文件是否存在
if (File.Exists(audioPath))
{
using (UnityWebRequest webRequest = UnityWebRequestMultimedia.GetAudioClip(audioPath, AudioType.MPEG))
{
yield return webRequest.SendWebRequest();
if (webRequest.isHttpError || webRequest.isNetworkError)
{
Debug.LogError("音频文件加载出错!");
loadCallBack.Invoke(tmpAudioClip);
}
else
{
// 获取到 AudioClip
tmpAudioClip = DownloadHandlerAudioClip.GetContent(webRequest);
loadCallBack.Invoke(tmpAudioClip);
}
}
}
else
{
Debug.LogError("缺少音频文件:" + _audioName);
loadCallBack.Invoke(tmpAudioClip);
}
}
///
/// 获取当前音频播放器
///
///
public static AudioSource GetCurrentAudioSource()
{
return m_CurrentAudoiSource;
}
}