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
83 lines
2.2 KiB
C#
83 lines
2.2 KiB
C#
using AlicizaX;
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using AlicizaX.ObjectPool;
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using UnityEngine;
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namespace AlicizaX.Audio.Runtime
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{
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internal sealed class AudioSourceObject : ObjectBase
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{
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private AudioSource _source;
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private AudioLowPassFilter _lowPassFilter;
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public AudioSource Source => _source;
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public AudioLowPassFilter LowPassFilter => _lowPassFilter;
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public static AudioSourceObject Create(string name, AudioSource source, AudioLowPassFilter lowPassFilter)
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{
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if (source == null)
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{
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throw new GameFrameworkException("Audio source is invalid.");
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}
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AudioSourceObject audioSourceObject = MemoryPool.Acquire<AudioSourceObject>();
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audioSourceObject.Initialize(name, source);
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audioSourceObject._source = source;
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audioSourceObject._lowPassFilter = lowPassFilter;
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return audioSourceObject;
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}
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protected internal override void OnSpawn()
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{
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if (_source != null)
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{
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_source.gameObject.SetActive(true);
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}
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}
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protected internal override void OnUnspawn()
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{
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ResetSource();
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if (_source != null)
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{
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_source.gameObject.SetActive(false);
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}
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}
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protected internal override void Release(bool isShutdown)
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{
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if (_source != null)
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{
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Object.Destroy(_source.gameObject);
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}
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}
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public override void Clear()
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{
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base.Clear();
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_source = null;
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_lowPassFilter = null;
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}
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private void ResetSource()
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{
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if (_source == null)
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{
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return;
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}
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_source.Stop();
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_source.clip = null;
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_source.loop = false;
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_source.volume = 1f;
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_source.pitch = 1f;
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_source.spatialBlend = 0f;
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if (_lowPassFilter != null)
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{
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_lowPassFilter.enabled = false;
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_lowPassFilter.cutoffFrequency = 22000f;
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}
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}
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}
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}
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