重构音频模块 1. 高频、大量音频反复调用时,单帧 CPU 开销与 GC 最优 2. AudioClip / AudioSource 的加载、缓存淘汰、卸载形成完整闭环,避免线性遍历 3. AudioSource 对象池 + 播放请求 struct 全部池化覆盖所有分配点 4. 支持3D环境音并具备距离衰减、遮挡等空间属性 5. 新增音频类型(BGM/SFX/Voice/Ambient) 6. 可调式监控Debug信息 及时跟踪音频缓存 处理 句柄状态
146 lines
3.9 KiB
C#
146 lines
3.9 KiB
C#
using System;
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using AlicizaX;
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using UnityEngine;
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using YooAsset;
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namespace AlicizaX.Audio.Runtime
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{
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internal sealed class AudioClipCacheEntry : IMemory
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{
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private readonly Action<AssetHandle> _completedCallback;
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public AudioService Owner;
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public string Address;
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public AssetHandle Handle;
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public AudioClip Clip;
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public AudioLoadRequest PendingHead;
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public AudioLoadRequest PendingTail;
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public AudioClipCacheEntry LruPrev;
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public AudioClipCacheEntry LruNext;
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public AudioClipCacheEntry AllPrev;
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public AudioClipCacheEntry AllNext;
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public int RefCount;
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public bool Loading;
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public bool Pinned;
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public bool CacheAfterUse;
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public bool InLru;
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public float LastUseTime;
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public AudioClipCacheEntry()
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{
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_completedCallback = OnLoadCompleted;
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}
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public Action<AssetHandle> CompletedCallback => _completedCallback;
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public bool IsLoaded => Clip != null && Handle is { IsValid: true } && !Loading;
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public void Initialize(AudioService owner, string address, bool pinned)
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{
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Owner = owner;
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Address = address;
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Pinned = pinned;
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CacheAfterUse = pinned;
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LastUseTime = Time.realtimeSinceStartup;
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}
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public void AddPending(AudioLoadRequest request)
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{
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request.Next = null;
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if (PendingTail == null)
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{
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PendingHead = request;
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PendingTail = request;
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return;
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}
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PendingTail.Next = request;
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PendingTail = request;
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}
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public int CountPending()
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{
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int count = 0;
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AudioLoadRequest request = PendingHead;
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while (request != null)
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{
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count++;
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request = request.Next;
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}
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return count;
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}
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public void FillDebugInfo(AudioClipCacheDebugInfo info)
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{
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if (info == null)
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{
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return;
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}
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info.Address = Address;
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info.Clip = Clip;
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info.RefCount = RefCount;
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info.PendingCount = CountPending();
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info.Loading = Loading;
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info.Pinned = Pinned;
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info.CacheAfterUse = CacheAfterUse;
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info.InLru = InLru;
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info.IsLoaded = IsLoaded;
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info.HasValidHandle = Handle is { IsValid: true };
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info.LastUseTime = LastUseTime;
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}
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public void Clear()
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{
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if (Handle is { IsValid: true })
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{
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if (Loading)
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{
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Handle.Completed -= _completedCallback;
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}
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Handle.Dispose();
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}
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AudioLoadRequest request = PendingHead;
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while (request != null)
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{
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AudioLoadRequest next = request.Next;
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MemoryPool.Release(request);
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request = next;
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}
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Owner = null;
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Address = null;
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Handle = null;
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Clip = null;
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PendingHead = null;
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PendingTail = null;
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LruPrev = null;
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LruNext = null;
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AllPrev = null;
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AllNext = null;
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RefCount = 0;
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Loading = false;
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Pinned = false;
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CacheAfterUse = false;
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InLru = false;
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LastUseTime = 0f;
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}
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private void OnLoadCompleted(AssetHandle handle)
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{
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AudioService owner = Owner;
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if (owner != null)
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{
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owner.OnClipLoadCompleted(this, handle);
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}
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else if (handle is { IsValid: true })
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{
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handle.Dispose();
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}
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}
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}
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}
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