优化音乐模块分类功能

This commit is contained in:
dgflash
2025-08-28 16:04:21 +08:00
parent 5bd45653bf
commit 3e47b3daa6
3 changed files with 67 additions and 79 deletions

View File

@@ -87,10 +87,10 @@ export class AudioEffectPool {
/**
* 加载与播放音效
* @param path 音效资源地址与音效资源
* @param params 音效附加参数
* @param params 音效附加参数
* @returns
*/
async loadAndPlay(path: string | AudioClip, params?: IAudioParams): Promise<number> {
async loadAndPlay(path: string | AudioClip, params?: IAudioParams): Promise<AudioEffect> {
return new Promise(async (resolve, reject) => {
if (params == null) {
params = {
@@ -102,28 +102,30 @@ export class AudioEffectPool {
else {
if (params.bundle == null) params.bundle = resLoader.defaultBundleName;
if (params.loop == null) params.loop = false;
if (params.type == null) params.type = AudioEffectType.Effect;
if (params.type == null) params.type = AudioEffectType.Effect; // 默认音效类型
}
let iad = this.data[params.type!];
if (iad == null) console.error(`类型为【${params.type!}】的音效配置不存在`);
if (!iad.switch) return resolve(-1);
if (!iad.switch) {
resolve(null!);
return;
}
if (params.volume == null) params.volume = iad.volume;
let bundle = params.bundle!;
let key: string = null!;
let clip: AudioClip | undefined;
// 通过预制自动加载的音效资源(音效内存跟随预制体的内存一并释放)
if (path instanceof AudioClip) {
key = `${params.type}_${path.uuid}`;
clip = path;
key = path.uuid;
}
// 非引擎管理的远程资源加载
else if (path.indexOf("http") == 0) {
key = path;
key = `${params.type}_${path}`;
clip = this.res_remote.get(path);
if (clip == null) {
const extension = path.split('.').pop();
@@ -133,7 +135,7 @@ export class AudioEffectPool {
}
// 资源加载
else {
key = `${bundle}_${path}`;
key = `${params.type}_${bundle}_${path}`;
clip = resLoader.get(path, AudioClip, bundle)!;
// 加载音效资源
@@ -153,7 +155,7 @@ export class AudioEffectPool {
// 资源已被释放
if (!clip.isValid) {
resolve(-1);
resolve(null!);
return;
}
@@ -177,8 +179,7 @@ export class AudioEffectPool {
else {
node = this.pool.get()!;
ae = node.getComponent(AudioEffect)!;
ae.key = ae.key;
ae.aeid = ae.aeid;
key = ae.key;
}
// 记录正在播放的音效播放器
@@ -189,41 +190,28 @@ export class AudioEffectPool {
ae.volume = params.volume!;
ae.clip = clip;
ae.play();
resolve(aeid);
resolve(ae);
});
}
/** 音效播放完成 */
private onAudioEffectPlayComplete(ae: AudioEffect) {
const bundle = ae.params!.bundle!;
this.put(ae.aeid, ae.path, bundle); // 播放完回收对象
ae.params && ae.params.onPlayComplete && ae.params.onPlayComplete(ae.aeid, ae.path, bundle);
this.put(ae);
ae.params && ae.params.onPlayComplete && ae.params.onPlayComplete(ae);
console.log(`【音效】回收,池中剩余音效播放器【${this.pool.size()}`);
}
/**
* 回收音效播放器
* @param aeid 播放器编号
* @param path 音效路径
* @param bundleName 资源包名
* @param ae loadAndPlay 方法返回的音效播放器对象
*/
put(aeid: number, path: string | AudioClip, bundleName: string = resLoader.defaultBundleName) {
let key: string;
if (path instanceof AudioClip) {
key = path.uuid;
}
else if (path.indexOf("http") == 0) {
key = path;
}
else {
key = `${bundleName}_${path}`;
}
key += "_" + aeid;
let ae = this.effects.get(key);
if (ae && ae.clip) {
this.effects.delete(key);
ae.stop();
this.pool.put(ae.node);
put(ae: AudioEffect) {
let effect = this.effects.get(ae.key);
if (effect && effect.clip) {
effect.stop();
effect.clip = null;
this.effects.delete(ae.key);
this.pool.put(effect.node);
}
}
@@ -238,13 +226,11 @@ export class AudioEffectPool {
/** 恢复所有音效 */
play() {
// if (!this.switch) return;
this.effects.forEach(ae => ae.play());
}
/** 暂停所有音效 */
pause() {
// if (!this.switch) return;
this.effects.forEach(ae => {
ae.pause();
this.onAudioEffectPlayComplete(ae);
@@ -252,6 +238,16 @@ export class AudioEffectPool {
this.effects.clear();
}
/** 施放音乐资源对象 */
releaseAudioClip(ae: AudioEffect) {
if (ae.path instanceof AudioClip) {
ae.path.decRef();
}
else {
resLoader.release(ae.path, ae.params!.bundle)
}
}
/** 释放所有音效资源与对象池中播放器 */
release() {
// 释放池中音乐播放器

View File

@@ -1,5 +1,6 @@
import { AudioClip, Component } from "cc";
import { oops } from "../../Oops";
import { AudioEffect } from "./AudioEffect";
import { AudioEffectPool } from "./AudioEffectPool";
import { AudioMusic } from "./AudioMusic";
import { IAudioData, IAudioParams } from "./IAudio";
@@ -35,13 +36,13 @@ export class AudioManager extends Component {
* @param url 资源地址
* @param params 音效参数
*/
playEffect(url: string | AudioClip, params?: IAudioParams): Promise<number> {
playEffect(url: string | AudioClip, params?: IAudioParams): Promise<AudioEffect> {
return this.effect.loadAndPlay(url, params);
}
/** 回收音效播放器 */
putEffect(aeid: number, url: string | AudioClip, bundleName?: string) {
this.effect.put(aeid, url, bundleName);
putEffect(ae: AudioEffect) {
this.effect.put(ae);
}
/** 恢复当前暂停的音乐与音效播放 */

View File

@@ -6,6 +6,7 @@
*/
import { Asset, Button, Component, EventHandler, EventKeyboard, EventTouch, Input, Node, Prefab, Sprite, SpriteFrame, __private, _decorator, input, isValid } from "cc";
import { oops } from "../../core/Oops";
import { AudioEffect } from "../../core/common/audio/AudioEffect";
import { IAudioParams } from "../../core/common/audio/IAudio";
import { EventDispatcher } from "../../core/common/event/EventDispatcher";
import { EventMessage, ListenerFunc } from "../../core/common/event/EventMessage";
@@ -17,8 +18,7 @@ const { ccclass } = _decorator;
/** 加载资源类型 */
enum ResType {
Load,
LoadDir,
Audio
LoadDir
}
/** 资源加载记录 */
@@ -33,7 +33,6 @@ interface ResRecord {
resId?: number
}
/**
* 游戏显示对象组件模板
* 1、当前对象加载的资源会在对象释放时自动释放引用的资源
@@ -138,7 +137,7 @@ export class GameComponent extends Component {
* @param bundleName 资源包名
* @param paths 资源路径
*/
private addPathToRecord<T>(type: ResType, bundleName: string, paths?: string | string[] | AssetType<T> | ProgressCallback | CompleteCallback | null, resId?: number) {
private addPathToRecord<T>(type: ResType, bundleName: string, paths?: string | string[] | AssetType<T> | ProgressCallback | CompleteCallback | null) {
if (this.resPaths == null) this.resPaths = new Map();
var rps = this.resPaths.get(type);
@@ -151,45 +150,44 @@ export class GameComponent extends Component {
let realBundle = bundleName;
for (let index = 0; index < paths.length; index++) {
let realPath = paths[index];
let key = this.getResKey(realBundle, realPath, resId);
let key = this.getResKey(realBundle, realPath);
let rp = rps.get(key);
if (rp) {
rp.refCount++;
}
else {
rps.set(key, { path: realPath, bundle: realBundle, refCount: 1, resId: resId });
rps.set(key, { path: realPath, bundle: realBundle, refCount: 1 });
}
}
}
else if (typeof paths === "string") {
let realBundle = bundleName;
let realPath = paths;
let key = this.getResKey(realBundle, realPath, resId);
let key = this.getResKey(realBundle, realPath);
let rp = rps.get(key);
if (rp) {
rp.refCount++;
}
else {
rps.set(key, { path: realPath, bundle: realBundle, refCount: 1, resId: resId });
rps.set(key, { path: realPath, bundle: realBundle, refCount: 1 });
}
}
else {
let realBundle = oops.res.defaultBundleName;
let realPath = bundleName;
let key = this.getResKey(realBundle, realPath, resId);
let key = this.getResKey(realBundle, realPath);
let rp = rps.get(key);
if (rp) {
rp.refCount++;
}
else {
rps.set(key, { path: realPath, bundle: realBundle, refCount: 1, resId: resId });
rps.set(key, { path: realPath, bundle: realBundle, refCount: 1 });
}
}
}
private getResKey(realBundle: string, realPath: string, resId?: number): string {
private getResKey(realBundle: string, realPath: string): string {
let key = `${realBundle}:${realPath}`;
if (resId != null) key += ":" + resId;
return key;
}
@@ -304,13 +302,12 @@ export class GameComponent extends Component {
/** 释放音效资源 */
releaseAudioEffect() {
if (this.resPaths) {
const rps = this.resPaths.get(ResType.Audio);
if (rps) {
rps.forEach((value: ResRecord) => {
oops.audio.putEffect(value.resId!, value.path, value.bundle); // 回收音乐效到音效池中等下次使用
});
}
if (this.audioEffects) {
this.audioEffects.forEach((ae: AudioEffect) => {
ae.stop();
oops.audio.effect.releaseAudioClip(ae);
});
this.audioEffects.clear();
}
}
@@ -346,37 +343,30 @@ export class GameComponent extends Component {
oops.audio.music.loadAndPlay(url, params);
}
/** 音效缓存 */
private audioEffects: Map<string, AudioEffect> = null!;
/**
* 播放音效
* @param url 资源地址
* @param params 音效播放参数
*/
async playEffect(url: string, params?: IAudioParams): Promise<number> {
async playEffect(url: string, params?: IAudioParams): Promise<AudioEffect> {
return new Promise(async (resolve, reject) => {
let bundleName = resLoader.defaultBundleName;
if (params == null) {
params = { bundle: bundleName }
}
else if (params.bundle != null) {
bundleName = params.bundle;
}
// 音效播放完,关闭正在播放状态的音乐效果
params.onPlayComplete = (aeid: number, url: string, bundleName: string) => {
if (params == null) params = {};
params.onPlayComplete = (ae: AudioEffect) => {
// 音效播放完前,界面被释放
if (!this.isValid) return;
// 删除界面音效的播放记录
const rps = this.resPaths.get(ResType.Audio);
if (rps) {
const key = this.getResKey(bundleName, url, aeid);
rps.delete(key);
}
this.audioEffects.delete(ae.key);
}
let resId = await oops.audio.playEffect(url, params);
this.addPathToRecord(ResType.Audio, bundleName, url, resId); // 支持界面释放时,立即停止所有音效的播放
resolve(resId);
let ae = await oops.audio.playEffect(url, params);
if (this.audioEffects == null) this.audioEffects = new Map();
this.audioEffects.set(ae.key, ae);
resolve(ae);
});
}
//#endregion
@@ -528,11 +518,12 @@ export class GameComponent extends Component {
// 自动释放资源
if (this.resPaths) {
this.releaseAudioEffect();
this.release();
this.releaseDir();
this.resPaths.clear();
this.resPaths = null!;
}
this.releaseAudioEffect();
}
}