186 lines
6.7 KiB
C#
186 lines
6.7 KiB
C#
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Lean.Pool;
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using Sirenix.OdinInspector;
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using UniRx;
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using UnityEngine;
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using Event = AK.Wwise.Event;
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namespace SLSUtilities.WwiseAssistance
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{
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public class AudioContainer : SerializedMonoBehaviour
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{
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public Dictionary<string, Event> soundEventDictionary = new Dictionary<string, Event>();
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private HashSet<uint> normalAudioPlayingIDs;
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private void Awake()
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{
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soundEventDictionary ??= new Dictionary<string, Event>();
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normalAudioPlayingIDs = new HashSet<uint>();
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}
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/// <summary>
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/// 触发自定义的Wwise事件
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/// </summary>
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public void PostEvent(string eventName, GameObject attachedObject = null)
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{
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Event evt = soundEventDictionary[eventName];
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if (evt == null) return;
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attachedObject = attachedObject == null ? gameObject : attachedObject;
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evt.Post(attachedObject);
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}
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/// <summary>
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/// 依附于GameObject播放3D音频,attachedObject为null时默认为当前GameObject
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/// </summary>
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public uint PlaySoundFX(string soundName, GameObject attachedObject = null, bool spawnTempObject = false)
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{
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if (!soundEventDictionary.TryGetValue(soundName, out Event sound))
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{
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Debug.LogWarning($"Sound event '{soundName}' not found in dictionary.");
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return 0;
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}
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attachedObject = attachedObject == null ? gameObject : attachedObject;
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uint playingID; // *** 修正 ***: 在这里声明 playingID
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if (spawnTempObject)
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{
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GameObject soundObj = LeanPool.Spawn(AudioManager.Instance.audioPoint, attachedObject.transform);
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// *** 修正 ***:
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// 1. 将 soundObj 本身作为 cookie 传递。
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// 2. 捕获 Post() 返回的
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playingID = sound.Post(soundObj, (uint)AkCallbackType.AK_EndOfEvent, AutoDespawnCallback, soundObj);
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soundObj.name = $"{soundName}-WwiseEvent{playingID}"; // 使用正确的 playingID
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}
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else
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{
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// *** 修正 ***:
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// 1. cookie 传递 null,因为我们不需要它。
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// 2. 捕获 Post() 返回的 playingID。
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playingID = sound.Post(attachedObject,(uint)AkCallbackType.AK_EndOfEvent, OnEventCallback, null);
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}
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// *** 修正 ***:
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// 将捕获到的、正确的 playingID 添加到集合中
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// (还应检查 Post 是否成功,不为0)
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if (playingID != 0)
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{
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normalAudioPlayingIDs.Add(playingID);
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}
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return playingID;
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}
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/// <summary>
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/// 在指定位置播放3D音频
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/// </summary>
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public uint PlaySoundFX(string soundName, Vector3 position, bool isLoop = false)
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{
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Event sound = soundEventDictionary[soundName];
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if (sound == null) return 0;
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GameObject soundObj = LeanPool.Spawn(AudioManager.Instance.audioPoint, position, Quaternion.identity);
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// *** 修正 ***:
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// 1. 将 soundObj 作为 cookie 传递。
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// 2. 捕获 Post() 返回的 playingID。
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uint playingID = sound.Post(soundObj, (uint)AkCallbackType.AK_EndOfEvent, AutoDespawnCallback, soundObj);
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soundObj.name = $"{soundName}-WwiseEvent{playingID}"; // 使用正确的 playingID
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if (playingID != 0)
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{
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normalAudioPlayingIDs.Add(playingID);
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}
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return playingID;
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}
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/// <summary>
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/// 停止播放音效
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/// </summary>
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public void StopSoundFX(uint playingID)
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{
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if (normalAudioPlayingIDs.Contains(playingID))
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{
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AkUnitySoundEngine.StopPlayingID(playingID);
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}
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else
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{
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Debug.LogWarning($"No sound is playing with PlayingID: {playingID}");
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}
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}
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/// <summary>
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/// 以淡出效果停止播放音效
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/// </summary>
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public void StopSoundWithFadeOut(uint playingID, float fadeOutDuration)
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{
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if (normalAudioPlayingIDs.Contains(playingID))
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{
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AkUnitySoundEngine.ExecuteActionOnPlayingID(
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AkActionOnEventType.AkActionOnEventType_Stop,
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playingID,
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(int)(fadeOutDuration * 1000), // 将秒数转为毫秒
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AkCurveInterpolation.AkCurveInterpolation_Sine // 选择淡出曲线
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);
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}
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else
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{
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Debug.LogWarning($"No sound is playing with PlayingID: {playingID}");
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}
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}
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/// <summary>
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/// 自动回收临时音频对象
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/// </summary>
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private void AutoDespawnCallback(object in_cookie, AkCallbackType in_type, AkCallbackInfo in_info)
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{
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if (in_type == AkCallbackType.AK_EndOfEvent)
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{
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// *** 修正 ***: cookie 现在是 GameObject
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GameObject soundObj = (GameObject)in_cookie;
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// *** 修正 ***: 从 AkCallbackInfo (in_info) 中获取 playingID
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uint playingID = 0;
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if (in_info is AkEventCallbackInfo eventInfo)
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{
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playingID = eventInfo.playingID;
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}
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if (playingID != 0 && normalAudioPlayingIDs.Contains(playingID))
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{
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normalAudioPlayingIDs.Remove(playingID);
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if (soundObj != null) // 最好检查一下对象是否仍然存在
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{
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LeanPool.Despawn(soundObj);
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}
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}
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}
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}
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private void OnEventCallback(object in_cookie, AkCallbackType in_type, AkCallbackInfo in_info)
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{
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if (in_type == AkCallbackType.AK_EndOfEvent)
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{
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// *** 修正 ***: 从 AkCallbackInfo (in_info) 中获取 playingID
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uint playingID = 0;
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if (in_info is AkEventCallbackInfo eventInfo)
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{
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playingID = eventInfo.playingID;
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}
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if (playingID != 0 && normalAudioPlayingIDs.Contains(playingID))
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{
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normalAudioPlayingIDs.Remove(playingID);
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}
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}
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}
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}
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}
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