feat: 音频系统统一重写—AudioManager管理全部音频

新增 AudioManager.cs 挂在 [Managers] 上:
- _bgSource: 背景音乐(首页/实验), spatialBlend=0, BgVolume可调
- _sfxSource: 音效(篮球/manCall), Stop()可打断
- _voiceSource: 语音中断播放

替换:
- PageController: BGMController→AudioManager.I
- OpeningFlowController: PlayClipAtPoint→AudioManager.I.PlayBasketball/ManCallSfx
- 删除 BGMController.cs
- 删除旧 AudioManager.cs(Assets/Scripts/Audio/旧版)
This commit is contained in:
yangbear
2026-07-01 22:35:36 +08:00
parent c3d1efbe2c
commit b4415dea4c
5 changed files with 75 additions and 134 deletions
+69 -63
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@@ -1,92 +1,98 @@
using UnityEngine;
/// <summary>
/// 音频管理器:管理背景音乐和步骤语音解说
/// 挂在场景 GameObject 上,通过 AudioSource 组件播放。
/// 统一音频管理器——挂在 [Managers] 上,管理所有背景音乐/音效/语音
/// </summary>
[RequireComponent(typeof(AudioSource))]
public class AudioManager : MonoBehaviour
{
public static AudioManager Instance { get; private set; }
[Header("音频源")]
[SerializeField] private AudioSource _bgmSource;
[SerializeField] private AudioSource _voiceSource;
public static AudioManager I { get; private set; }
[Header("背景音乐")]
public AudioClip BGMClip;
[Range(0f, 1f)] public float BGMVolume = 0.3f;
[SerializeField] private AudioClip _homeBg;
[SerializeField] private AudioClip _experimentBg;
[Range(0,1)] public float BgVolume = 0.5f;
private void Awake()
[Header("音效")]
[SerializeField] private AudioClip _basketballSfx;
[SerializeField] private AudioClip _manCallSfx;
private AudioSource _bgSource;
private AudioSource _sfxSource;
private AudioSource _voiceSource;
void Awake()
{
if (Instance != null) { Destroy(gameObject); return; }
Instance = this;
DontDestroyOnLoad(gameObject);
I = this;
_bgSource = gameObject.AddComponent<AudioSource>();
_bgSource.loop = true;
_bgSource.playOnAwake = false;
_bgSource.spatialBlend = 0f;
if (_bgmSource == null) _bgmSource = GetComponent<AudioSource>();
if (_voiceSource == null)
{
_voiceSource = gameObject.AddComponent<AudioSource>();
_voiceSource.playOnAwake = false;
_voiceSource.loop = false;
}
_sfxSource = gameObject.AddComponent<AudioSource>();
_sfxSource.playOnAwake = false;
_sfxSource.spatialBlend = 0f;
_voiceSource = gameObject.AddComponent<AudioSource>();
_voiceSource.playOnAwake = false;
_voiceSource.spatialBlend = 0f;
#if UNITY_EDITOR
if (_homeBg == null) _homeBg = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>("Assets/Audio/homeBackgroundMusic.mp3");
if (_experimentBg == null) _experimentBg = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>("Assets/Audio/backgroundMusic.mp3");
if (_basketballSfx == null) _basketballSfx = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>("Assets/Audio/start/basketballSound.wav");
if (_manCallSfx == null) _manCallSfx = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>("Assets/Audio/start/mancall.wav");
#endif
Debug.Log($"[AudioManager] 就绪 homeBg={_homeBg!=null} expBg={_experimentBg!=null} sfx={_basketballSfx!=null}/{_manCallSfx!=null}");
}
private void Start()
// ────── 背景音乐 ──────
public void PlayHomeBg()
{
PlayBGM();
if (_homeBg == null) return;
_bgSource.clip = _homeBg;
_bgSource.volume = BgVolume;
_bgSource.Play();
Debug.Log($"[AudioManager] 首页bg isPlaying={_bgSource.isPlaying}");
}
public void PlayBGM()
public void PlayExperimentBg()
{
if (_bgmSource == null || BGMClip == null) return;
_bgmSource.clip = BGMClip;
_bgmSource.volume = BGMVolume;
_bgmSource.loop = true;
_bgmSource.Play();
if (_experimentBg == null) return;
_bgSource.clip = _experimentBg;
_bgSource.volume = BgVolume;
_bgSource.Play();
Debug.Log($"[AudioManager] 实验bg isPlaying={_bgSource.isPlaying}");
}
public void StopBGM()
public void StopBgMusic()
{
if (_bgmSource != null) _bgmSource.Stop();
_bgSource.Stop();
Debug.Log("[AudioManager] 停止bg");
}
/// <summary>播放一步语音解说,自动打断前一条</summary>
public void PlayVoice(AudioClip clip, float volume = 1f)
// ────── 音效(可打断) ──────
public void PlaySfx(AudioClip clip)
{
if (_voiceSource == null || clip == null) return;
if (clip == null) return;
_sfxSource.Stop();
_sfxSource.clip = clip;
_sfxSource.Play();
}
public void StopSfx() { _sfxSource.Stop(); }
public void PlayBasketballSfx() => PlaySfx(_basketballSfx);
public void PlayManCallSfx() => PlaySfx(_manCallSfx);
// ────── 语音(可打断) ──────
public void PlayVoice(AudioClip clip)
{
if (clip == null) return;
_voiceSource.Stop();
_voiceSource.clip = clip;
_voiceSource.volume = volume;
_voiceSource.Play();
Debug.Log($"[AudioManager] 播放语音: {clip.name}");
}
/// <summary>停止语音</summary>
public void StopVoice()
{
if (_voiceSource != null) _voiceSource.Stop();
}
/// <summary>按文件名从 StreamingAssets 加载并播放语音</summary>
public void PlayVoiceFromFile(string fileName)
{
if (string.IsNullOrEmpty(fileName)) return;
StartCoroutine(LoadAndPlayVoice(fileName));
}
private System.Collections.IEnumerator LoadAndPlayVoice(string fileName)
{
string path = System.IO.Path.Combine(Application.streamingAssetsPath, "Voice", fileName);
using var www = UnityEngine.Networking.UnityWebRequestMultimedia.GetAudioClip(path, AudioType.WAV);
yield return www.SendWebRequest();
if (www.result == UnityEngine.Networking.UnityWebRequest.Result.Success)
{
var clip = UnityEngine.Networking.DownloadHandlerAudioClip.GetContent(www);
PlayVoice(clip);
}
else
{
Debug.LogWarning($"AudioManager: 加载语音失败 {path}");
}
}
public void StopVoice() { _voiceSource.Stop(); }
}
-54
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@@ -1,54 +0,0 @@
using UnityEngine;
/// <summary>
/// 背景音乐控制器——挂在 [Managers] 上,独立于 PageController。
/// 静态方法供外部调用。
/// </summary>
public class BGMController : MonoBehaviour
{
[SerializeField] private AudioClip _homeBgClip;
[SerializeField] private AudioClip _experimentBgClip;
private AudioSource _bgSource;
private static BGMController _instance;
void Awake()
{
_instance = this;
_bgSource = gameObject.AddComponent<AudioSource>();
_bgSource.loop = true;
_bgSource.playOnAwake = false;
_bgSource.spatialBlend = 0f;
_bgSource.volume = 0.5f;
#if UNITY_EDITOR
if (_homeBgClip == null) _homeBgClip = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>("Assets/Audio/homeBackgroundMusic.mp3");
if (_experimentBgClip == null) _experimentBgClip = UnityEditor.AssetDatabase.LoadAssetAtPath<AudioClip>("Assets/Audio/backgroundMusic.mp3");
#endif
Debug.Log($"[BGMController] 就绪 homeBg={(_homeBgClip!=null)} expBg={(_experimentBgClip!=null)}");
}
public static void PlayHomeBg()
{
if (_instance == null || _instance._homeBgClip == null) { Debug.LogWarning("[BGMController] PlayHomeBg 失败"); return; }
_instance._bgSource.clip = _instance._homeBgClip;
_instance._bgSource.volume = 0.5f;
_instance._bgSource.Play();
Debug.Log($"[BGMController] 播放首页bg isPlaying={_instance._bgSource.isPlaying}");
}
public static void PlayExperimentBg()
{
if (_instance == null || _instance._experimentBgClip == null) { Debug.LogWarning("[BGMController] PlayExperimentBg 失败"); return; }
_instance._bgSource.clip = _instance._experimentBgClip;
_instance._bgSource.volume = 0.5f;
_instance._bgSource.Play();
Debug.Log($"[BGMController] 播放实验bg isPlaying={_instance._bgSource.isPlaying}");
}
public static void StopBgMusic()
{
if (_instance != null) _instance._bgSource.Stop();
Debug.Log("[BGMController] 停止bg");
}
}
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