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Unity音频 Unity常用音频操作类代码实例

小白工作室 人气:0
想了解Unity常用音频操作类代码实例的相关内容吗,小白工作室在本文为您仔细讲解Unity音频的相关知识和一些Code实例,欢迎阅读和指正,我们先划重点:Unity常用音频,Unity音频操作类,下面大家一起来学习吧。

下面通过代码给大家介绍Unity常用音频操作类,具体代码如下所示:

using UnityEngine;
using System.Collections;
 
public class AudioPlay : MonoBehaviour {
    public static AudioPlay Instance;
    public AudioClip[] FuChuAudio;
    public AudioSource FCAudio;
   // public AudioSource BabyAudio;
    // Use this for initialization
    void Awake()
    {
        Instance = this;
    }
 
    void Start () {    
    }
    
    // Update is called once per frame
    void Update () {    
    }
    /// <summary>
    /// 播放某个音频
    /// </summary>
    /// <param name="i"></param>
    public void playAudio(int i)
    {
        FCAudio.clip = FuChuAudio[i];
        FCAudio.Play();
    }
    /// <summary>
    /// 停止播放所有的音频
    /// </summary>
    public void StopplayAll()
    {
    
        for (int i= 0; i< FuChuAudio.Length; i++)
        {
            FCAudio.clip = FuChuAudio[i];
            FCAudio.Stop();
        }      
    }
    /// <summary>
    /// 停止播放某个音频
    /// </summary>
    /// <param name="i"></param>
    public void StopplayOne(int i)
    {
        FCAudio.clip = FuChuAudio[i];
        FCAudio.Stop();
    }
 
    /// <summary>
    /// 循环播放某个音频
    /// </summary>
    /// <param name="i"></param>
    public void playLoop(int i)
    {
        FCAudio.clip = FuChuAudio[i];
        FCAudio.loop = true;//设置声音为循环播放 ;
        FCAudio.Play();
    }
}
/***将这个脚本挂载到一个空物体上,并且给它添加 AudioSource 组件*/using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
/// <summary>
/// 控制所有音乐的管理类
/// </summary>
public class AudioManager : MonoBehaviour
{
    //将要轮流播放的音乐组
    public AudioClip[] audioGroup;
 
    //当前播放的是谁
    private int playingIndex;
 
    //是否允许播放音乐
    private bool canPlayAudio;
 
    //AudioSource组件
    private AudioSource audioSource;
 
    //-----------------------------------------------------
 
    void Start()
    {
        audioSource = this.GetComponent<AudioSource>();
 
        canPlayAudio = true;
 
        playingIndex = 0;
    }
 
    //-----------------------------------------------------
 
    void Update()
    {
        if (canPlayAudio)
        {
            PlayAudio();
 
            canPlayAudio = false;
        }
 
        if (!audioSource.isPlaying)
        {
            playingIndex++;
 
            if (playingIndex >= audioGroup.Length)
            {
                playingIndex = 0;
            }
 
            canPlayAudio = true;
        }
    }
 
    //-----------------------------------------------------
 
    private void PlayAudio()
    {
        audioSource.clip = audioGroup[playingIndex];
        audioSource.Play();
    }
 
    //-----------------------------------------------------
}

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