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- //------------------------------------------------------------
- // 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
- {
- /// <summary>
- /// 声音组件。
- /// </summary>
- [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;
- /// <summary>
- /// 获取声音组数量。
- /// </summary>
- public int SoundGroupCount
- {
- get
- {
- return m_SoundManager.SoundGroupCount;
- }
- }
- /// <summary>
- /// 获取声音混响器。
- /// </summary>
- public AudioMixer AudioMixer
- {
- get
- {
- return m_AudioMixer;
- }
- }
- /// <summary>
- /// 游戏框架组件初始化。
- /// </summary>
- protected override void Awake()
- {
- base.Awake();
- m_SoundManager = GameFrameworkEntry.GetModule<ISoundManager>();
- 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<AudioListener>();
- #if UNITY_5_4_OR_NEWER
- SceneManager.sceneLoaded += OnSceneLoaded;
- SceneManager.sceneUnloaded += OnSceneUnloaded;
- #else
- ISceneManager sceneManager = GameFrameworkEntry.GetModule<ISceneManager>();
- 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<BaseComponent>();
- if (baseComponent == null)
- {
- Log.Fatal("Base component is invalid.");
- return;
- }
- m_EventComponent = GameEntry.GetComponent<EventComponent>();
- 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<IResourceManager>());
- }
- 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
- }
- /// <summary>
- /// 是否存在指定声音组。
- /// </summary>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <returns>指定声音组是否存在。</returns>
- public bool HasSoundGroup(string soundGroupName)
- {
- return m_SoundManager.HasSoundGroup(soundGroupName);
- }
- /// <summary>
- /// 获取指定声音组。
- /// </summary>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <returns>要获取的声音组。</returns>
- public ISoundGroup GetSoundGroup(string soundGroupName)
- {
- return m_SoundManager.GetSoundGroup(soundGroupName);
- }
- /// <summary>
- /// 获取所有声音组。
- /// </summary>
- /// <returns>所有声音组。</returns>
- public ISoundGroup[] GetAllSoundGroups()
- {
- return m_SoundManager.GetAllSoundGroups();
- }
- /// <summary>
- /// 获取所有声音组。
- /// </summary>
- /// <param name="results">所有声音组。</param>
- public void GetAllSoundGroups(List<ISoundGroup> results)
- {
- m_SoundManager.GetAllSoundGroups(results);
- }
- /// <summary>
- /// 增加声音组。
- /// </summary>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="soundAgentHelperCount">声音代理辅助器数量。</param>
- /// <returns>是否增加声音组成功。</returns>
- public bool AddSoundGroup(string soundGroupName, int soundAgentHelperCount)
- {
- return AddSoundGroup(soundGroupName, false, false, 1f, soundAgentHelperCount);
- }
- /// <summary>
- /// 增加声音组。
- /// </summary>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="soundGroupAvoidBeingReplacedBySamePriority">声音组中的声音是否避免被同优先级声音替换。</param>
- /// <param name="soundGroupMute">声音组是否静音。</param>
- /// <param name="soundGroupVolume">声音组音量。</param>
- /// <param name="soundAgentHelperCount">声音代理辅助器数量。</param>
- /// <returns>是否增加声音组成功。</returns>
- 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;
- }
- /// <summary>
- /// 获取所有正在加载声音的序列编号。
- /// </summary>
- /// <returns>所有正在加载声音的序列编号。</returns>
- public int[] GetAllLoadingSoundSerialIds()
- {
- return m_SoundManager.GetAllLoadingSoundSerialIds();
- }
- /// <summary>
- /// 获取所有正在加载声音的序列编号。
- /// </summary>
- /// <param name="results">所有正在加载声音的序列编号。</param>
- public void GetAllLoadingSoundSerialIds(List<int> results)
- {
- m_SoundManager.GetAllLoadingSoundSerialIds(results);
- }
- /// <summary>
- /// 是否正在加载声音。
- /// </summary>
- /// <param name="serialId">声音序列编号。</param>
- /// <returns>是否正在加载声音。</returns>
- public bool IsLoadingSound(int serialId)
- {
- return m_SoundManager.IsLoadingSound(serialId);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <returns>声音的序列编号。</returns>
- public int PlaySound(string soundAssetName, string soundGroupName)
- {
- return PlaySound(soundAssetName, soundGroupName, DefaultPriority, null, null, null);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="priority">加载声音资源的优先级。</param>
- /// <returns>声音的序列编号。</returns>
- public int PlaySound(string soundAssetName, string soundGroupName, int priority)
- {
- return PlaySound(soundAssetName, soundGroupName, priority, null, null, null);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="playSoundParams">播放声音参数。</param>
- /// <returns>声音的序列编号。</returns>
- public int PlaySound(string soundAssetName, string soundGroupName, PlaySoundParams playSoundParams)
- {
- return PlaySound(soundAssetName, soundGroupName, DefaultPriority, playSoundParams, null, null);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="bindingEntity">声音绑定的实体。</param>
- /// <returns>声音的序列编号。</returns>
- public int PlaySound(string soundAssetName, string soundGroupName, Entity bindingEntity)
- {
- return PlaySound(soundAssetName, soundGroupName, DefaultPriority, null, bindingEntity, null);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="worldPosition">声音所在的世界坐标。</param>
- /// <returns>声音的序列编号。</returns>
- public int PlaySound(string soundAssetName, string soundGroupName, Vector3 worldPosition)
- {
- return PlaySound(soundAssetName, soundGroupName, DefaultPriority, null, worldPosition, null);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</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, object userData)
- {
- return PlaySound(soundAssetName, soundGroupName, DefaultPriority, null, null, userData);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="priority">加载声音资源的优先级。</param>
- /// <param name="playSoundParams">播放声音参数。</param>
- /// <returns>声音的序列编号。</returns>
- public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams)
- {
- return PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, null, null);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="priority">加载声音资源的优先级。</param>
- /// <param name="playSoundParams">播放声音参数。</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, object userData)
- {
- return PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, null, userData);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="priority">加载声音资源的优先级。</param>
- /// <param name="playSoundParams">播放声音参数。</param>
- /// <param name="bindingEntity">声音绑定的实体。</param>
- /// <returns>声音的序列编号。</returns>
- public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Entity bindingEntity)
- {
- return PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, bindingEntity, null);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="priority">加载声音资源的优先级。</param>
- /// <param name="playSoundParams">播放声音参数。</param>
- /// <param name="bindingEntity">声音绑定的实体。</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, Entity bindingEntity, object userData)
- {
- return m_SoundManager.PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, PlaySoundInfo.Create(bindingEntity, Vector3.zero, userData));
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="priority">加载声音资源的优先级。</param>
- /// <param name="playSoundParams">播放声音参数。</param>
- /// <param name="worldPosition">声音所在的世界坐标。</param>
- /// <returns>声音的序列编号。</returns>
- public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Vector3 worldPosition)
- {
- return PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, worldPosition, null);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="priority">加载声音资源的优先级。</param>
- /// <param name="playSoundParams">播放声音参数。</param>
- /// <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.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<AudioListener>().Length <= 1;
- }
- }
- }
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