//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 loyalsoft. All rights reserved.
// Homepage: http://www.game7000.com/
// Feedback: http://www.game7000.com/
//------------------------------------------------------------
using GameFramework;
using GameFramework.Resource;
#if UNITY_5_3
using GameFramework.Scene;
#endif
using GameFramework.Sound;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
using UnityEngine.SceneManagement;
namespace UnityGameFramework.Runtime
{
///
/// 声音组件。
///
[DisallowMultipleComponent]
[AddComponentMenu("Game Framework/Sound")]
public sealed partial class SoundComponent : GameFrameworkComponent
{
private const int DefaultPriority = 0;
private ISoundManager m_SoundManager = null;
private EventComponent m_EventComponent = null;
private AudioListener m_AudioListener = null;
[SerializeField]
private bool m_EnablePlaySoundUpdateEvent = false;
[SerializeField]
private bool m_EnablePlaySoundDependencyAssetEvent = false;
[SerializeField]
private Transform m_InstanceRoot = null;
[SerializeField]
private AudioMixer m_AudioMixer = null;
[SerializeField]
private string m_SoundHelperTypeName = "UnityGameFramework.Runtime.DefaultSoundHelper";
[SerializeField]
private SoundHelperBase m_CustomSoundHelper = null;
[SerializeField]
private string m_SoundGroupHelperTypeName = "UnityGameFramework.Runtime.DefaultSoundGroupHelper";
[SerializeField]
private SoundGroupHelperBase m_CustomSoundGroupHelper = null;
[SerializeField]
private string m_SoundAgentHelperTypeName = "UnityGameFramework.Runtime.DefaultSoundAgentHelper";
[SerializeField]
private SoundAgentHelperBase m_CustomSoundAgentHelper = null;
[SerializeField]
private SoundGroup[] m_SoundGroups = null;
///
/// 获取声音组数量。
///
public int SoundGroupCount
{
get
{
return m_SoundManager.SoundGroupCount;
}
}
///
/// 获取声音混响器。
///
public AudioMixer AudioMixer
{
get
{
return m_AudioMixer;
}
}
///
/// 游戏框架组件初始化。
///
protected override void Awake()
{
base.Awake();
m_SoundManager = GameFrameworkEntry.GetModule();
if (m_SoundManager == null)
{
Log.Fatal("Sound manager is invalid.");
return;
}
m_SoundManager.PlaySoundSuccess += OnPlaySoundSuccess;
m_SoundManager.PlaySoundFailure += OnPlaySoundFailure;
if (m_EnablePlaySoundUpdateEvent)
{
m_SoundManager.PlaySoundUpdate += OnPlaySoundUpdate;
}
if (m_EnablePlaySoundDependencyAssetEvent)
{
m_SoundManager.PlaySoundDependencyAsset += OnPlaySoundDependencyAsset;
}
m_AudioListener = gameObject.GetOrAddComponent();
#if UNITY_5_4_OR_NEWER
SceneManager.sceneLoaded += OnSceneLoaded;
SceneManager.sceneUnloaded += OnSceneUnloaded;
#else
ISceneManager sceneManager = GameFrameworkEntry.GetModule();
if (sceneManager == null)
{
Log.Fatal("Scene manager is invalid.");
return;
}
sceneManager.LoadSceneSuccess += OnLoadSceneSuccess;
sceneManager.LoadSceneFailure += OnLoadSceneFailure;
sceneManager.UnloadSceneSuccess += OnUnloadSceneSuccess;
sceneManager.UnloadSceneFailure += OnUnloadSceneFailure;
#endif
}
private void Start()
{
BaseComponent baseComponent = GameEntry.GetComponent();
if (baseComponent == null)
{
Log.Fatal("Base component is invalid.");
return;
}
m_EventComponent = GameEntry.GetComponent();
if (m_EventComponent == null)
{
Log.Fatal("Event component is invalid.");
return;
}
if (baseComponent.EditorResourceMode)
{
m_SoundManager.SetResourceManager(baseComponent.EditorResourceHelper);
}
else
{
m_SoundManager.SetResourceManager(GameFrameworkEntry.GetModule());
}
SoundHelperBase soundHelper = Helper.CreateHelper(m_SoundHelperTypeName, m_CustomSoundHelper);
if (soundHelper == null)
{
Log.Error("Can not create sound helper.");
return;
}
soundHelper.name = "Sound Helper";
Transform transform = soundHelper.transform;
transform.SetParent(this.transform);
transform.localScale = Vector3.one;
m_SoundManager.SetSoundHelper(soundHelper);
if (m_InstanceRoot == null)
{
m_InstanceRoot = new GameObject("Sound Instances").transform;
m_InstanceRoot.SetParent(gameObject.transform);
m_InstanceRoot.localScale = Vector3.one;
}
for (int i = 0; i < m_SoundGroups.Length; i++)
{
if (!AddSoundGroup(m_SoundGroups[i].Name, m_SoundGroups[i].AvoidBeingReplacedBySamePriority, m_SoundGroups[i].Mute, m_SoundGroups[i].Volume, m_SoundGroups[i].AgentHelperCount))
{
Log.Warning("Add sound group '{0}' failure.", m_SoundGroups[i].Name);
continue;
}
}
}
private void OnDestroy()
{
#if UNITY_5_4_OR_NEWER
SceneManager.sceneLoaded -= OnSceneLoaded;
SceneManager.sceneUnloaded -= OnSceneUnloaded;
#endif
}
///
/// 是否存在指定声音组。
///
/// 声音组名称。
/// 指定声音组是否存在。
public bool HasSoundGroup(string soundGroupName)
{
return m_SoundManager.HasSoundGroup(soundGroupName);
}
///
/// 获取指定声音组。
///
/// 声音组名称。
/// 要获取的声音组。
public ISoundGroup GetSoundGroup(string soundGroupName)
{
return m_SoundManager.GetSoundGroup(soundGroupName);
}
///
/// 获取所有声音组。
///
/// 所有声音组。
public ISoundGroup[] GetAllSoundGroups()
{
return m_SoundManager.GetAllSoundGroups();
}
///
/// 获取所有声音组。
///
/// 所有声音组。
public void GetAllSoundGroups(List results)
{
m_SoundManager.GetAllSoundGroups(results);
}
///
/// 增加声音组。
///
/// 声音组名称。
/// 声音代理辅助器数量。
/// 是否增加声音组成功。
public bool AddSoundGroup(string soundGroupName, int soundAgentHelperCount)
{
return AddSoundGroup(soundGroupName, false, false, 1f, soundAgentHelperCount);
}
///
/// 增加声音组。
///
/// 声音组名称。
/// 声音组中的声音是否避免被同优先级声音替换。
/// 声音组是否静音。
/// 声音组音量。
/// 声音代理辅助器数量。
/// 是否增加声音组成功。
public bool AddSoundGroup(string soundGroupName, bool soundGroupAvoidBeingReplacedBySamePriority, bool soundGroupMute, float soundGroupVolume, int soundAgentHelperCount)
{
if (m_SoundManager.HasSoundGroup(soundGroupName))
{
return false;
}
SoundGroupHelperBase soundGroupHelper = Helper.CreateHelper(m_SoundGroupHelperTypeName, m_CustomSoundGroupHelper, SoundGroupCount);
if (soundGroupHelper == null)
{
Log.Error("Can not create sound group helper.");
return false;
}
soundGroupHelper.name = Utility.Text.Format("Sound Group - {0}", soundGroupName);
Transform transform = soundGroupHelper.transform;
transform.SetParent(m_InstanceRoot);
transform.localScale = Vector3.one;
if (m_AudioMixer != null)
{
AudioMixerGroup[] audioMixerGroups = m_AudioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}", soundGroupName));
if (audioMixerGroups.Length > 0)
{
soundGroupHelper.AudioMixerGroup = audioMixerGroups[0];
}
else
{
soundGroupHelper.AudioMixerGroup = m_AudioMixer.FindMatchingGroups("Master")[0];
}
}
if (!m_SoundManager.AddSoundGroup(soundGroupName, soundGroupAvoidBeingReplacedBySamePriority, soundGroupMute, soundGroupVolume, soundGroupHelper))
{
return false;
}
for (int i = 0; i < soundAgentHelperCount; i++)
{
if (!AddSoundAgentHelper(soundGroupName, soundGroupHelper, i))
{
return false;
}
}
return true;
}
///
/// 获取所有正在加载声音的序列编号。
///
/// 所有正在加载声音的序列编号。
public int[] GetAllLoadingSoundSerialIds()
{
return m_SoundManager.GetAllLoadingSoundSerialIds();
}
///
/// 获取所有正在加载声音的序列编号。
///
/// 所有正在加载声音的序列编号。
public void GetAllLoadingSoundSerialIds(List results)
{
m_SoundManager.GetAllLoadingSoundSerialIds(results);
}
///
/// 是否正在加载声音。
///
/// 声音序列编号。
/// 是否正在加载声音。
public bool IsLoadingSound(int serialId)
{
return m_SoundManager.IsLoadingSound(serialId);
}
///
/// 播放声音。
///
/// 声音资源名称。
/// 声音组名称。
/// 声音的序列编号。
public int PlaySound(string soundAssetName, string soundGroupName)
{
return PlaySound(soundAssetName, soundGroupName, DefaultPriority, null, null, null);
}
///
/// 播放声音。
///
/// 声音资源名称。
/// 声音组名称。
/// 加载声音资源的优先级。
/// 声音的序列编号。
public int PlaySound(string soundAssetName, string soundGroupName, int priority)
{
return PlaySound(soundAssetName, soundGroupName, priority, null, null, null);
}
///
/// 播放声音。
///
/// 声音资源名称。
/// 声音组名称。
/// 播放声音参数。
/// 声音的序列编号。
public int PlaySound(string soundAssetName, string soundGroupName, PlaySoundParams playSoundParams)
{
return PlaySound(soundAssetName, soundGroupName, DefaultPriority, playSoundParams, null, null);
}
///
/// 播放声音。
///
/// 声音资源名称。
/// 声音组名称。
/// 声音绑定的实体。
/// 声音的序列编号。
public int PlaySound(string soundAssetName, string soundGroupName, Entity bindingEntity)
{
return PlaySound(soundAssetName, soundGroupName, DefaultPriority, null, bindingEntity, null);
}
///
/// 播放声音。
///
/// 声音资源名称。
/// 声音组名称。
/// 声音所在的世界坐标。
/// 声音的序列编号。
public int PlaySound(string soundAssetName, string soundGroupName, Vector3 worldPosition)
{
return PlaySound(soundAssetName, soundGroupName, DefaultPriority, null, worldPosition, null);
}
///
/// 播放声音。
///
/// 声音资源名称。
/// 声音组名称。
/// 用户自定义数据。
/// 声音的序列编号。
public int PlaySound(string soundAssetName, string soundGroupName, object userData)
{
return PlaySound(soundAssetName, soundGroupName, DefaultPriority, null, null, userData);
}
///
/// 播放声音。
///
/// 声音资源名称。
/// 声音组名称。
/// 加载声音资源的优先级。
/// 播放声音参数。
/// 声音的序列编号。
public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams)
{
return PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, null, null);
}
///
/// 播放声音。
///
/// 声音资源名称。
/// 声音组名称。
/// 加载声音资源的优先级。
/// 播放声音参数。
/// 用户自定义数据。
/// 声音的序列编号。
public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, object userData)
{
return PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, null, userData);
}
///
/// 播放声音。
///
/// 声音资源名称。
/// 声音组名称。
/// 加载声音资源的优先级。
/// 播放声音参数。
/// 声音绑定的实体。
/// 声音的序列编号。
public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Entity bindingEntity)
{
return PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, bindingEntity, null);
}
///
/// 播放声音。
///
/// 声音资源名称。
/// 声音组名称。
/// 加载声音资源的优先级。
/// 播放声音参数。
/// 声音绑定的实体。
/// 用户自定义数据。
/// 声音的序列编号。
public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Entity bindingEntity, object userData)
{
return m_SoundManager.PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, PlaySoundInfo.Create(bindingEntity, Vector3.zero, userData));
}
///
/// 播放声音。
///
/// 声音资源名称。
/// 声音组名称。
/// 加载声音资源的优先级。
/// 播放声音参数。
/// 声音所在的世界坐标。
/// 声音的序列编号。
public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Vector3 worldPosition)
{
return PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, worldPosition, null);
}
///
/// 播放声音。
///
/// 声音资源名称。
/// 声音组名称。
/// 加载声音资源的优先级。
/// 播放声音参数。
/// 声音所在的世界坐标。
/// 用户自定义数据。
/// 声音的序列编号。
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));
}
///
/// 停止播放声音。
///
/// 要停止播放声音的序列编号。
/// 是否停止播放声音成功。
public bool StopSound(int serialId)
{
return m_SoundManager.StopSound(serialId);
}
///
/// 停止播放声音。
///
/// 要停止播放声音的序列编号。
/// 声音淡出时间,以秒为单位。
/// 是否停止播放声音成功。
public bool StopSound(int serialId, float fadeOutSeconds)
{
return m_SoundManager.StopSound(serialId, fadeOutSeconds);
}
///
/// 停止所有已加载的声音。
///
public void StopAllLoadedSounds()
{
m_SoundManager.StopAllLoadedSounds();
}
///
/// 停止所有已加载的声音。
///
/// 声音淡出时间,以秒为单位。
public void StopAllLoadedSounds(float fadeOutSeconds)
{
m_SoundManager.StopAllLoadedSounds(fadeOutSeconds);
}
///
/// 停止所有正在加载的声音。
///
public void StopAllLoadingSounds()
{
m_SoundManager.StopAllLoadingSounds();
}
///
/// 暂停播放声音。
///
/// 要暂停播放声音的序列编号。
public void PauseSound(int serialId)
{
m_SoundManager.PauseSound(serialId);
}
///
/// 暂停播放声音。
///
/// 要暂停播放声音的序列编号。
/// 声音淡出时间,以秒为单位。
public void PauseSound(int serialId, float fadeOutSeconds)
{
m_SoundManager.PauseSound(serialId, fadeOutSeconds);
}
///
/// 恢复播放声音。
///
/// 要恢复播放声音的序列编号。
public void ResumeSound(int serialId)
{
m_SoundManager.ResumeSound(serialId);
}
///
/// 恢复播放声音。
///
/// 要恢复播放声音的序列编号。
/// 声音淡入时间,以秒为单位。
public void ResumeSound(int serialId, float fadeInSeconds)
{
m_SoundManager.ResumeSound(serialId, fadeInSeconds);
}
///
/// 增加声音代理辅助器。
///
/// 声音组名称。
/// 声音组辅助器。
/// 声音代理辅助器索引。
/// 是否增加声音代理辅助器成功。
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.ToString());
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.ToString()));
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.ToString(), 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().Length <= 1;
}
}
}