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
73 lines
2.0 KiB
C#
73 lines
2.0 KiB
C#
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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[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;
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[SerializeField] private AudioListener m_AudioListener;
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[SerializeField] private AudioGroupConfigCollection m_AudioGroupConfigs;
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private IAudioService _audioService;
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private void Awake()
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{
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_audioService = AppServices.RegisterApp(new AudioService());
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}
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private void Start()
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{
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EnsureInstanceRoot();
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EnsureAudioMixer();
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AudioGroupConfig[] configs = m_AudioGroupConfigs != null ? m_AudioGroupConfigs.GroupConfigs : null;
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_audioService.Initialize(configs, m_InstanceRoot, m_AudioMixer);
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if (m_AudioListener != null)
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{
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_audioService.RegisterListener(m_AudioListener);
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}
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}
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private void OnEnable()
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{
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if (_audioService != null && m_AudioListener != null)
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{
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_audioService.RegisterListener(m_AudioListener);
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}
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}
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private void OnDisable()
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{
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if (_audioService != null && m_AudioListener != null)
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{
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_audioService.UnregisterListener(m_AudioListener);
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}
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}
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private void EnsureInstanceRoot()
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{
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if (m_InstanceRoot != null)
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{
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return;
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}
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m_InstanceRoot = new GameObject("[AudioService Instances]").transform;
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m_InstanceRoot.SetParent(transform, false);
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m_InstanceRoot.localScale = Vector3.one;
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}
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private void EnsureAudioMixer()
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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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}
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}
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}
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