AudioHelper.cs 7.9 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using System.IO;
  5. using UnityEngine;
  6. using UnityEngine.Networking;
  7. /// <summary>
  8. /// 音频帮助类
  9. /// </summary>
  10. public class AudioHelper
  11. {
  12. #region 私有属性
  13. /// <summary>
  14. /// 音频组件名称
  15. /// </summary>
  16. private static string m_AudioComponentName = "AudioHelper";
  17. /// <summary>
  18. /// 当前音频组件
  19. /// </summary>
  20. private static AudioSource m_CurrentAudoiSource = null;
  21. private static float m_RecordCurrentVolume = 0;
  22. private const float m_VolumeOffset = 0.1f;
  23. #endregion
  24. /// <summary>
  25. /// 获取音频组件
  26. /// </summary>
  27. public static void GetAudioComponent()
  28. {
  29. // 根据名称全局查找音频播放组件
  30. GameObject tmpGame = GameObject.Find(m_AudioComponentName);
  31. if (tmpGame == null)
  32. {
  33. tmpGame = new GameObject(m_AudioComponentName);
  34. }
  35. if (tmpGame.GetComponent<AudioSource>() == null)
  36. {
  37. tmpGame.AddComponent<AudioSource>();
  38. }
  39. AudioSource audioSource = tmpGame.GetComponent<AudioSource>();
  40. // 设置最大、最小半径
  41. audioSource.minDistance = 50;
  42. audioSource.maxDistance = 500;
  43. m_CurrentAudoiSource = audioSource;
  44. }
  45. public static void AudioPause()
  46. {
  47. if (m_CurrentAudoiSource != null)
  48. {
  49. m_CurrentAudoiSource.Pause();
  50. }
  51. }
  52. public static void AudioPlay()
  53. {
  54. if (m_CurrentAudoiSource != null)
  55. {
  56. m_CurrentAudoiSource.Play();
  57. }
  58. }
  59. public static void SetAudioVolume(float _volume)
  60. {
  61. if (m_CurrentAudoiSource != null)
  62. {
  63. m_CurrentAudoiSource.volume = _volume;
  64. }
  65. }
  66. public static void AudioStop()
  67. {
  68. if (m_CurrentAudoiSource != null)
  69. {
  70. m_CurrentAudoiSource.Stop();
  71. }
  72. }
  73. /// <summary>
  74. /// 播放音频
  75. /// </summary>
  76. /// <param name="audioClip"></param>
  77. public static IEnumerator PlayAudio(AudioClip audioClip, Action playFinishCall = null)
  78. {
  79. ClearCrrentAudioSource();
  80. if (m_CurrentAudoiSource != null && audioClip != null)
  81. {
  82. // 先停止
  83. m_CurrentAudoiSource.Stop();
  84. // 再清空一次
  85. m_CurrentAudoiSource.clip = null;
  86. // 然后在赋值
  87. m_CurrentAudoiSource.clip = audioClip;
  88. // 先暂停,然后播放
  89. m_CurrentAudoiSource.Stop();
  90. m_CurrentAudoiSource.Play();
  91. yield return new WaitForSeconds(audioClip.length);
  92. playFinishCall?.Invoke();
  93. }
  94. else
  95. {
  96. yield return new WaitForSeconds(9f);
  97. playFinishCall?.Invoke();
  98. }
  99. }
  100. /// <summary>
  101. /// 清空当前的播放
  102. /// </summary>
  103. private static void ClearCrrentAudioSource()
  104. {
  105. if (m_CurrentAudoiSource != null)
  106. {
  107. if (m_CurrentAudoiSource.isPlaying) m_CurrentAudoiSource.Stop();
  108. m_CurrentAudoiSource.clip = null;
  109. }
  110. }
  111. /// <summary>
  112. /// 加载指定音频文件
  113. /// </summary>
  114. /// <param name="_folderName"></param>
  115. /// <param name="_audioName"></param>
  116. /// <returns></returns>
  117. public static IEnumerator LoadSpecifiedAudioFile(string _folderName, string _audioName)
  118. {
  119. // 合并完整路径信息
  120. string audioPath = PathHelper.CombineFilePath(PathHelper.m_ReadOnlyPath, _folderName, _audioName);
  121. // 判断文件是否存在
  122. if (File.Exists(audioPath))
  123. {
  124. using (UnityWebRequest webRequest = UnityWebRequestMultimedia.GetAudioClip(audioPath, AudioType.MPEG))
  125. {
  126. yield return webRequest.SendWebRequest();
  127. if (webRequest.isHttpError || webRequest.isNetworkError)
  128. {
  129. Debug.LogError("音频文件加载出错!");
  130. }
  131. else
  132. {
  133. // 获取到 AudioClip
  134. AudioClip audioClip = DownloadHandlerAudioClip.GetContent(webRequest);
  135. if (m_CurrentAudoiSource == null)
  136. {
  137. GetAudioComponent();
  138. }
  139. if (m_CurrentAudoiSource != null)
  140. {
  141. // 先停止
  142. m_CurrentAudoiSource.Stop();
  143. // 再清空一次
  144. m_CurrentAudoiSource.clip = null;
  145. // 然后在赋值
  146. m_CurrentAudoiSource.clip = audioClip;
  147. // 先暂停,然后播放
  148. m_CurrentAudoiSource.Stop();
  149. m_CurrentAudoiSource.Play();
  150. }
  151. }
  152. }
  153. }
  154. else
  155. {
  156. Debug.LogError("缺少音频文件:" + _audioName);
  157. }
  158. }
  159. /// <summary>
  160. /// 加载单个音频文件
  161. /// </summary>
  162. /// <param name="clipName">音频文件名字</param>
  163. public static IEnumerator LoadAudioClip(string deviceName, string clipName, AudioType type, Action<AudioClip> callBack)
  164. {
  165. string extension = string.Empty;
  166. switch (type)
  167. {
  168. case AudioType.MPEG:
  169. extension = ".mp3";
  170. break;
  171. case AudioType.WAV:
  172. extension = ".wav";
  173. break;
  174. case AudioType.VAG:
  175. extension = ".vag";
  176. break;
  177. }
  178. var path = PathHelper.CombineFilePath(PathHelper.m_ReadOnlyPath, "Config","Audios", deviceName, clipName + extension);
  179. if (File.Exists(path))
  180. {
  181. UnityWebRequest request = UnityWebRequestMultimedia.GetAudioClip(path, type);
  182. yield return request.SendWebRequest();
  183. if (request.isHttpError || request.isNetworkError)
  184. {
  185. Debug.LogError("加载出错!" + request.error);
  186. callBack?.Invoke(null);
  187. }
  188. else
  189. {
  190. callBack?.Invoke(DownloadHandlerAudioClip.GetContent(request));
  191. }
  192. }
  193. else
  194. {
  195. callBack?.Invoke(null);
  196. Debug.LogError("缺少音频文件:" + clipName + extension);
  197. }
  198. }
  199. /// <summary>
  200. /// 加载音频文件
  201. /// </summary>
  202. /// <param name="_folderName"></param>
  203. /// <param name="_audioName"></param>
  204. /// <param name="loadCallBack"></param>
  205. /// <returns></returns>
  206. public static IEnumerator LoadSpecifiedAudioFile(string _folderName, string _audioName, Action<AudioClip> loadCallBack)
  207. {
  208. AudioClip tmpAudioClip = null;
  209. // 合并完整路径信息
  210. string audioPath = PathHelper.CombineFilePath(PathHelper.m_ReadOnlyPath, _folderName, _audioName);
  211. // 判断文件是否存在
  212. if (File.Exists(audioPath))
  213. {
  214. using (UnityWebRequest webRequest = UnityWebRequestMultimedia.GetAudioClip(audioPath, AudioType.MPEG))
  215. {
  216. yield return webRequest.SendWebRequest();
  217. if (webRequest.isHttpError || webRequest.isNetworkError)
  218. {
  219. Debug.LogError("音频文件加载出错!");
  220. loadCallBack.Invoke(tmpAudioClip);
  221. }
  222. else
  223. {
  224. // 获取到 AudioClip
  225. tmpAudioClip = DownloadHandlerAudioClip.GetContent(webRequest);
  226. loadCallBack.Invoke(tmpAudioClip);
  227. }
  228. }
  229. }
  230. else
  231. {
  232. Debug.LogError("缺少音频文件:" + _audioName);
  233. loadCallBack.Invoke(tmpAudioClip);
  234. }
  235. }
  236. /// <summary>
  237. /// 获取当前音频播放器
  238. /// </summary>
  239. /// <returns></returns>
  240. public static AudioSource GetCurrentAudioSource()
  241. {
  242. return m_CurrentAudoiSource;
  243. }
  244. }