com.alicizax.unity.framework/Runtime/Audio/AudioPlayRequest.cs
陈思海 46194ddee8 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
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
2026-04-23 17:21:36 +08:00

173 lines
5.8 KiB
C#

using AlicizaX;
using UnityEngine;
namespace AlicizaX.Audio.Runtime
{
internal sealed class AudioPlayRequest : IMemory
{
public AudioType Type;
public string Address;
public AudioClip Clip;
public Transform FollowTarget;
public Vector3 Position;
public bool UseWorldPosition;
public bool Loop;
public bool Async;
public bool CacheClip;
public bool Spatial;
public float Volume;
public float Pitch;
public float SpatialBlend;
public float MinDistance;
public float MaxDistance;
public AudioRolloffMode RolloffMode;
public bool OverrideSpatialSettings;
public float FadeOutSeconds;
public AudioPlayRequest()
{
Reset();
}
public void Set2D(AudioType type, string address, bool loop, float volume, bool async, bool cacheClip)
{
Reset();
Type = type;
Address = address;
Loop = loop;
Volume = volume;
Async = async;
CacheClip = cacheClip;
Spatial = false;
SpatialBlend = 0f;
}
public void Set2D(AudioType type, AudioClip clip, bool loop, float volume)
{
Reset();
Type = type;
Clip = clip;
Loop = loop;
Volume = volume;
Spatial = false;
SpatialBlend = 0f;
}
public void Set3D(AudioType type, AudioClip clip, in Vector3 position, bool loop, float volume)
{
Reset();
Type = type;
Clip = clip;
Position = position;
UseWorldPosition = true;
Loop = loop;
Volume = volume;
Spatial = true;
SpatialBlend = 1f;
}
public void Set3D(AudioType type, string address, in Vector3 position, bool loop, float volume, bool async, bool cacheClip)
{
Reset();
Type = type;
Address = address;
Position = position;
UseWorldPosition = true;
Loop = loop;
Volume = volume;
Async = async;
CacheClip = cacheClip;
Spatial = true;
SpatialBlend = 1f;
}
public void Set3D(AudioType type, string address, in Vector3 position, float minDistance, float maxDistance, AudioRolloffMode rolloffMode, float spatialBlend, bool loop, float volume, bool async, bool cacheClip)
{
Set3D(type, address, position, loop, volume, async, cacheClip);
SetSpatialSettings(minDistance, maxDistance, rolloffMode, spatialBlend);
}
public void Set3D(AudioType type, AudioClip clip, in Vector3 position, float minDistance, float maxDistance, AudioRolloffMode rolloffMode, float spatialBlend, bool loop, float volume)
{
Set3D(type, clip, position, loop, volume);
SetSpatialSettings(minDistance, maxDistance, rolloffMode, spatialBlend);
}
public void SetFollow(AudioType type, string address, Transform target, in Vector3 localOffset, bool loop, float volume, bool async, bool cacheClip)
{
Reset();
Type = type;
Address = address;
FollowTarget = target;
Position = localOffset;
Loop = loop;
Volume = volume;
Async = async;
CacheClip = cacheClip;
Spatial = true;
SpatialBlend = 1f;
}
public void SetFollow(AudioType type, AudioClip clip, Transform target, in Vector3 localOffset, bool loop, float volume)
{
Reset();
Type = type;
Clip = clip;
FollowTarget = target;
Position = localOffset;
Loop = loop;
Volume = volume;
Spatial = true;
SpatialBlend = 1f;
}
public void SetFollow(AudioType type, string address, Transform target, in Vector3 localOffset, float minDistance, float maxDistance, AudioRolloffMode rolloffMode, float spatialBlend, bool loop, float volume, bool async, bool cacheClip)
{
SetFollow(type, address, target, localOffset, loop, volume, async, cacheClip);
SetSpatialSettings(minDistance, maxDistance, rolloffMode, spatialBlend);
}
public void SetFollow(AudioType type, AudioClip clip, Transform target, in Vector3 localOffset, float minDistance, float maxDistance, AudioRolloffMode rolloffMode, float spatialBlend, bool loop, float volume)
{
SetFollow(type, clip, target, localOffset, loop, volume);
SetSpatialSettings(minDistance, maxDistance, rolloffMode, spatialBlend);
}
public void Clear()
{
Reset();
}
private void Reset()
{
Type = AudioType.Sound;
Address = null;
Clip = null;
FollowTarget = null;
Position = Vector3.zero;
UseWorldPosition = false;
Loop = false;
Async = false;
CacheClip = true;
Spatial = false;
Volume = 1f;
Pitch = 1f;
SpatialBlend = -1f;
MinDistance = 1f;
MaxDistance = 500f;
RolloffMode = AudioRolloffMode.Logarithmic;
OverrideSpatialSettings = false;
FadeOutSeconds = 0.15f;
}
private void SetSpatialSettings(float minDistance, float maxDistance, AudioRolloffMode rolloffMode, float spatialBlend)
{
MinDistance = Mathf.Max(0f, minDistance);
MaxDistance = Mathf.Max(MinDistance, maxDistance);
RolloffMode = rolloffMode;
SpatialBlend = Mathf.Clamp01(spatialBlend);
OverrideSpatialSettings = true;
}
}
}