学习游戏制作记录(音频的制作和使用)8.28

1.音频管理器

创建管理器对象

创建AudioManager脚本:

public static AudioManager instance;

SerializeField private AudioSource\[\] SFX;//音效
SerializeField private AudioSource\[\] BGM;//bgm

public bool playBGM;//是否播放bgm
private int bgmIndex;//bgm的索引

public void Awake()
{
if (instance != null)
{
Destroy(instance.gameObject);
}
else
{
instance = this;
}
}
void Update()
{
if(!playBGM)//确保bgm的正确播放
StopAllBGM();
else
{
if (!BGMbgmIndex.isPlaying)
PlayBGM(bgmIndex);
}
}

public void PlaySFX(int _SFXindex)
{
if(_SFXindex<SFX.Length)

{

SFX_SFXindex.pitch = Random.Range(.85f, 1.1f);//每次音效的效果不同
SFX_SFXindex.Play();//播放指定音效
}

}

public void StopSFX(int _SFXindex) => SFX_SFXindex.Stop();

public void PlayRandomBGM()//播放随机bgm
{
bgmIndex =Random.Range(0, BGM.Length);
PlayBGM(bgmIndex);
}
public void PlayBGM(int _BGMindex)//播放指定bgm
{
bgmIndex= _BGMindex;

StopAllBGM();

BGMbgmIndex.Play();

}
public void StopAllBGM()
{
for(int i = 0; i < BGM.Length; i++)
{

BGMi.Stop();
}

}

2.音频的距离限制

AudioManager脚本:

SerializeField private float sfxMinDistance;

public void PlaySFX(int _SFXindex,Transform _source)//传入声源的位置
{
if (SFXbgmIndex.isPlaying)//防止重复播放
return;

if (_source != null && Vector2.Distance(PlayerManage.instance.player.transform.position, _source.position) > sfxMinDistance)//检测距离
return;

if(_SFXindex<SFX.Length)
{
SFX_SFXindex.pitch = Random.Range(.85f, 1.1f);
SFX_SFXindex.Play();
}
}

SkeletonIdleState脚本:

public override void Exit()
{
base.Exit();

AudioManager.instance.PlaySFX(14,enemy.transform);//敌人退出待机状态时播放音乐
}

3.更多音频的设置

PlayerMoveState脚本:

public override void Enter()
{
base.Enter();

AudioManager.instance.PlaySFX(14, null);//播放脚步声
}

public override void Exit()
{
base.Exit();

AudioManager.instance.StopSFX(14);
}

Checkpoint脚本:

public void ActiveCheckPoints()
{
if(activeStatus==false)
{
AudioManager.instance.PlaySFX(5, transform);//播放检查点激活的音效

}
activeStatus=true;
anim.SetBool("active", true);
}

ItemObject脚本:

public void PickupObject()
{
if (!Inventory.instance.canAddItem() && itemData.itemType==ItemType.Equipment)
{
rb.velocity = new Vector2(0, 7);
return;
}
Inventory.instance.AddItem(itemData);
AudioManager.instance.PlaySFX(18, transform);//物品拾取的音效
Destroy(gameObject);
}

Blackhole_Skill脚本:

public override void UseSkill()
{
base.UseSkill();
GameObject newblackhole = Instantiate(blackholePrefab,player.transform.position,Quaternion.identity);

currentBlackholeScript = newblackhole.GetComponent<Blackhole_Skill_Control>();

currentBlackholeScript.SetupBlackhole(maxSize, growSpeed, shrinkSpeed, cloneAttackCooldown, amountofAttack,blackholeDuration);

AudioManager.instance.PlaySFX(3,player.transform);//播放黑洞的声音
AudioManager.instance.PlaySFX(6, player.transform);
}

4.音频混合器的设置

UI_VolumeSlider脚本:

public Slider slider;//滑块
public string pamater;//音频混合器的参数

SerializeField private AudioMixer audioMixer;//音频混合器
SerializeField private float mutiplier;//乘数
private const string delayedMethodName = "DelayedSetVolume";
private float pendingValue;

public void SliderValue(float _value)
{

if (IsInvoking(delayedMethodName))
{
CancelInvoke(delayedMethodName);
}

pendingValue = _value;

Invoke(delayedMethodName, 0.01f);//延迟调用声音调整
}

private void DelayedSetVolume()
{
float dB = Mathf.Log10(pendingValue) * mutiplier;
audioMixer.SetFloat(pamater, dB);//修改音频混合器

}

public void LoadSlider(float _value)//加载数据
{

if (_value >= 0.001f)
slider.value = _value;
}

GameData脚本:

public SerializbleDictionary<string, float> volumeSettings;//需要保存的数据

UI脚本:

public class UI : MonoBehaviour,ISaveManager实现保存接口

SerializeField public UI_VolumeSlider\[\] volumeSettings;

public void LoadDate(GameData gameData)//加载声音的调整
{
foreach (KeyValuePair<string,float> pair in gameData.volumeSettings)
{
foreach(UI_VolumeSlider item in volumeSettings)
{
if(item.pamater==pair.Key)
item.LoadSlider(pair.Value);
}
}
}

public void SaveDate(ref GameData gameData)//保存声音的调整
{
gameData.volumeSettings.Clear();

foreach(UI_VolumeSlider volumeSlider in volumeSettings)
{
gameData.volumeSettings.Add(volumeSlider.pamater, volumeSlider.slider.value);
}

}'

5.音频时间限制器

AudioManager脚本:

private bool canPlaySFX;//是否可以播放音效

public void PlaySFX(int _SFXindex, Transform _source)
{
if(canPlaySFX==false)//不能则直接返回
{
return;
}
//if (SFXbgmIndex.isPlaying)
//return;

if (_source != null && Vector2.Distance(PlayerManage.instance.player.transform.position, _source.position) > sfxMinDistance)
return;

if (_SFXindex < SFX.Length)
{
SFX_SFXindex.pitch = Random.Range(.85f, 1.1f);
SFX_SFXindex.Play();
}
}

private void AllowSFXPlay()=>canPlaySFX = true;//启用音效

public void Awake()
{
if (instance != null)
{
Destroy(instance.gameObject);
}
else
{
instance = this;
}

Invoke("AllowSFXPlay", 1f); //延迟调用
}

6.区域音效制作

创建AreaSound脚本并挂载在一片空对象上:

SerializeField private int areaSoundIndex;//该区域对应的音效索引

private void OnTriggerEnter2D(Collider2D collision)
{
if (collision.GetComponent<Player>() != null)
AudioManager.instance.PlaySFX(areaSoundIndex,null);//进入播放
}

private void OnTriggerExit2D(Collider2D collision)
{
if (collision.GetComponent<Player>() != null)
AudioManager.instance.StopSFXWithTime(areaSoundIndex);//退出时缓慢的关闭音乐
}

AudioManager脚本:

public void StopSFXWithTime(int _index)
{
StartCoroutine(DecreaseVolume(SFX_index));
}

private IEnumerator DecreaseVolume(AudioSource _audio)//延迟关闭,并且缓慢较小音效的音调大小
{
float defualtVolume=_audio.volume;

while(_audio.volume > .1f)
{
_audio.volume -= _audio.volume * .2f;
yield return new WaitForSeconds(.6f);

if(_audio.volume <.1f)
{
_audio.Stop();
_audio.volume=defualtVolume;
break;
}

}
}