將腳本隨便掛載在一個物體上即可
//======================================================================================
//==description:音頻管理器
//==state:播放音頻、暫停、暫停繼續播放、停止播放、切換音頻、音頻回調播放器、延時音頻播放器、生成2D音效、3D音效、指定音效播放
//======================================================================================
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public delegate void AudioCallBack();
[RequireComponent(typeof(AudioSource))]
public class AudioManager : MonoBehaviour
{
public static AudioManager Instance;
ClipData clipdata = new ClipData();
private AudioSource _audioSource;
void Awake()
{
Instance = this;
}
void Start()
{
_audioSource = GetComponent<AudioSource>();
}
/// <summary>
/// 播放音頻 Resources/Audios/name
/// </summary>
/// <param name="name"></param>
public void AudioPlay(string name)
{
_audioSource.clip = clipdata.audiodata(name);
_audioSource.Play();
}
/// <summary>
/// 暫停播放
/// </summary>
public void AudioPause()
{
_audioSource.Pause();
}
/// <summary>
/// 暫停播放後繼續播放
/// </summary>
public void AudioUnPause()
{
_audioSource.UnPause();
}
/// <summary>
/// 停止播放
/// </summary>
public void AudioStop()
{
_audioSource.Stop();
}
/// <summary>
/// 切換音頻 Resources/Audios/name
/// </summary>
/// <param name="name"></param>
public void AudioSwitch(string name)
{
AudioClip _clip = clipdata.audiodata(name);
if (_audioSource.isPlaying)
{
_audioSource.Stop();
}
_audioSource.clip = _clip;
_audioSource.Play();
}
/// <summary>
/// 音頻回調播放器 Resources/Audios/name callback=>音頻播完後執行的方法。
/// </summary>
/// <param name="name"></param>
/// <param name="callback"></param>
public void AudioPlayer(string name, AudioCallBack callback)
{
_audioSource.clip = clipdata.audiodata(name);
_audioSource.Play();
StartCoroutine(AudioDelayedCallBack(_audioSource.clip.length, callback));
}
/// <summary>
/// 音頻回調播放器 Resources/Audios/name callback=>音頻播完後執行的方法。
/// </summary>
/// <param name="name"></param>
/// <param name="callback"></param>
public void AudioPlayer(string name, AudioCallBack callback, float time)
{
_audioSource.clip = clipdata.audiodata(name);
_audioSource.Play();
StartCoroutine(AudioDelayedCallBack(_audioSource.clip.length + time, callback));
}
//音頻延遲迴調
IEnumerator AudioDelayedCallBack(float time, AudioCallBack callback)
{
yield return new WaitForSeconds(time);
callback();
}
/// <summary>
/// 延時播放音頻 Resources/Audios/name time=>延時時間
/// </summary>
/// <param name="name"></param>
/// <param name="time"></param>
public void AudioDelayPlay(string name, float time)
{
_audioSource.clip = clipdata.audiodata(name);
Invoke("AudioDelayTime", time);
}
private void AudioDelayTime() { _audioSource.Play(); }
/// <summary>
/// 生成2D音效 Resources/Audios/name 播放完畢消失
/// </summary>
/// <param name="name"></param>
public void AudioInstantiate(string name)
{
GameObject obj = new GameObject();
AudioSource _audio = obj.AddComponent<AudioSource>();
_audio.name = "AudioSource";
_audio.playOnAwake = true;
_audio.clip = clipdata.audiodata(name);
_audio.Play();
StartCoroutine(AudioFinish(_audio.clip.length, obj));
}
//音效結束銷燬AudioGameObject
IEnumerator AudioFinish(float time, GameObject obj)
{
yield return new WaitForSeconds(time);
DestroyImmediate(obj);
}
/// <summary>
/// 3D音效 (只播放一次) Resources/Audios/name CameraPos:攝像機位置
/// </summary>
/// <param name="name"></param>
/// <param name="CameraPos"></param>
public void AudioAtPoint(string name, Vector3 CameraPos)
{
AudioSource.PlayClipAtPoint(clipdata.audiodata(name), CameraPos, 1.0f);
}
/// <summary>
/// 指定AudioSource播放音頻
/// </summary>
/// <param name="obj"></param>
/// <param name="name"></param>
public void AudioSourceOther(GameObject obj, string name)
{
AudioSource audioSource = obj.GetComponent<AudioSource>();
audioSource.clip = clipdata.audiodata(name);
audioSource.Play();
}
public void CloseAudio()
{
StopAllCoroutines();
_audioSource.clip = null;
}
}
設置音頻目錄(無需掛載)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//音頻加載目錄
public class ClipData
{
public AudioClip audiodata(string name)
{
return Resources.Load<AudioClip>("Audios/" + name);
}
}