2025-09-05 19:46:30 +08:00
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using AlicizaX;
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using UnityEngine;
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using UnityEngine.Audio;
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namespace AlicizaX.Audio.Runtime
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{
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/// <summary>
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/// 音效管理,为游戏提供统一的音效播放接口。
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/// </summary>
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/// <remarks>场景3D音效挂到场景物件、技能3D音效挂到技能特效上,并在AudioSource的Output上设置对应分类的AudioMixerGroup</remarks>
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[DisallowMultipleComponent]
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[AddComponentMenu("Game Framework/Audio")]
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public sealed class AudioComponent : MonoBehaviour
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{
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[SerializeField] private AudioMixer m_AudioMixer;
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[SerializeField] private Transform m_InstanceRoot = null;
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[SerializeField] private AudioGroupConfig[] m_AudioGroupConfigs = null;
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2026-03-26 16:14:05 +08:00
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private IAudioService _audioService;
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2025-09-05 19:46:30 +08:00
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private void Awake()
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{
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2026-03-26 16:14:05 +08:00
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_audioService = AppServices.GetOrCreateScope<AppScope>().Register(new AudioService());
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2025-09-05 19:46:30 +08:00
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}
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/// <summary>
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/// 初始化音频模块。
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/// </summary>
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void Start()
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{
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if (m_InstanceRoot == null)
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{
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2026-03-26 16:14:05 +08:00
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m_InstanceRoot = new GameObject("[AudioService Instances]").transform;
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2025-09-05 19:46:30 +08:00
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m_InstanceRoot.SetParent(gameObject.transform);
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m_InstanceRoot.localScale = Vector3.one;
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}
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if (m_AudioMixer == null)
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{
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m_AudioMixer = Resources.Load<AudioMixer>("AudioMixer");
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}
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2026-03-26 16:14:05 +08:00
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_audioService.Initialize(m_AudioGroupConfigs, m_InstanceRoot, m_AudioMixer);
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2025-09-05 19:46:30 +08:00
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}
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}
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}
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