AudioHelper.cs 8.4 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,Action<float> audioClipLengthCall = null,Action audioPlayFinishCall = null)
  118. {
  119. // 合并完整路径信息
  120. string audioPath = PathHelper.CombineFilePath(PathHelper.m_ReadOnlyPath, _folderName, _audioName + ".mp3");
  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 (audioClip != null)
  136. {
  137. audioClipLengthCall?.Invoke(audioClip.length);
  138. }else
  139. {
  140. audioClipLengthCall?.Invoke(0);
  141. }
  142. if (m_CurrentAudoiSource == null)
  143. {
  144. GetAudioComponent();
  145. }
  146. if (m_CurrentAudoiSource != null)
  147. {
  148. // 先停止
  149. m_CurrentAudoiSource.Stop();
  150. // 再清空一次
  151. m_CurrentAudoiSource.clip = null;
  152. // 然后在赋值
  153. m_CurrentAudoiSource.clip = audioClip;
  154. // 先暂停,然后播放
  155. m_CurrentAudoiSource.Stop();
  156. m_CurrentAudoiSource.Play();
  157. yield return new WaitForSeconds(audioClip.length);
  158. audioPlayFinishCall?.Invoke();
  159. }
  160. }
  161. }
  162. }
  163. else
  164. {
  165. Debug.LogError("缺少音频文件:" + audioPath);
  166. }
  167. }
  168. /// <summary>
  169. /// 加载单个音频文件
  170. /// </summary>
  171. /// <param name="clipName">音频文件名字</param>
  172. public static IEnumerator LoadAudioClip(string deviceName, string clipName, AudioType type, Action<AudioClip> callBack)
  173. {
  174. string extension = string.Empty;
  175. switch (type)
  176. {
  177. case AudioType.MPEG:
  178. extension = ".mp3";
  179. break;
  180. case AudioType.WAV:
  181. extension = ".wav";
  182. break;
  183. case AudioType.VAG:
  184. extension = ".vag";
  185. break;
  186. }
  187. var path = PathHelper.CombineFilePath(PathHelper.m_ReadOnlyPath, "Config","Audios", deviceName, clipName + extension);
  188. if (File.Exists(path))
  189. {
  190. UnityWebRequest request = UnityWebRequestMultimedia.GetAudioClip(path, type);
  191. yield return request.SendWebRequest();
  192. if (request.isHttpError || request.isNetworkError)
  193. {
  194. Debug.LogError("加载出错!" + request.error);
  195. callBack?.Invoke(null);
  196. }
  197. else
  198. {
  199. callBack?.Invoke(DownloadHandlerAudioClip.GetContent(request));
  200. }
  201. }
  202. else
  203. {
  204. callBack?.Invoke(null);
  205. Debug.LogError("缺少音频文件:" + clipName + extension);
  206. }
  207. }
  208. /// <summary>
  209. /// 加载音频文件
  210. /// </summary>
  211. /// <param name="_folderName"></param>
  212. /// <param name="_audioName"></param>
  213. /// <param name="loadCallBack"></param>
  214. /// <returns></returns>
  215. public static IEnumerator LoadSpecifiedAudioFile(string _folderName, string _audioName, Action<AudioClip> loadCallBack)
  216. {
  217. AudioClip tmpAudioClip = null;
  218. // 合并完整路径信息
  219. string audioPath = PathHelper.CombineFilePath(PathHelper.m_ReadOnlyPath, _folderName, _audioName);
  220. // 判断文件是否存在
  221. if (File.Exists(audioPath))
  222. {
  223. using (UnityWebRequest webRequest = UnityWebRequestMultimedia.GetAudioClip(audioPath, AudioType.MPEG))
  224. {
  225. yield return webRequest.SendWebRequest();
  226. if (webRequest.isHttpError || webRequest.isNetworkError)
  227. {
  228. Debug.LogError("音频文件加载出错!");
  229. loadCallBack.Invoke(tmpAudioClip);
  230. }
  231. else
  232. {
  233. // 获取到 AudioClip
  234. tmpAudioClip = DownloadHandlerAudioClip.GetContent(webRequest);
  235. loadCallBack.Invoke(tmpAudioClip);
  236. }
  237. }
  238. }
  239. else
  240. {
  241. Debug.LogError("缺少音频文件:" + _audioName);
  242. loadCallBack.Invoke(tmpAudioClip);
  243. }
  244. }
  245. /// <summary>
  246. /// 获取当前音频播放器
  247. /// </summary>
  248. /// <returns></returns>
  249. public static AudioSource GetCurrentAudioSource()
  250. {
  251. return m_CurrentAudoiSource;
  252. }
  253. }