Audio система в процессе

This commit is contained in:
ThomasCharester committed 2025-11-13 12:31:43 +03:00
1 parent b13cf8cfc0
commit 557c4c3dee
10 files changed
+236 -30

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@@ -1,8 +1,11 @@
using System;
using System.Collections.Generic;
using Code.Configs;
using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.Audio;
using UnityEngine.ResourceManagement.AsyncOperations;
using Object = UnityEngine.Object;
namespace Code.Audio
@@ -10,13 +13,29 @@ namespace Code.Audio
public class AudioFactory : IAudioFactory
{
private AssetReference _audioMixerPrefab;
private AssetReference _audioSourcePrefab;
private AssetReference[] _peacefulSoundtrack;
private AssetReference[] _actionSoundtrack;
private AssetReference[] _menuSoundtrack;
private AssetReference[] _SFX;
private AssetReference[] _enemies;
private AssetReference[] _dispatcher;
private AssetReference[] _character;
private AsyncOperationHandle<IList<AudioClip>> _menuMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _actionMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _peacefulMusicHandle;
private AsyncOperationHandle<IList<AudioClip>> _SFXHandle;
private AsyncOperationHandle<IList<AudioClip>> _enemiesHandle;
private AsyncOperationHandle<IList<AudioClip>> _dispatcherHandle;
public List<AudioClip> PeacefulMusic { get; private set; }
public List<AudioClip> ActionMusic { get; private set; }
public List<AudioClip> MenuMusic { get; private set; }
public List<AudioClip> SFXAudios { get; private set; }
public List<AudioClip> EnemiesAudios { get; private set; }
public List<AudioClip> DispatcherAudios { get; private set; }
public AudioFactory(AudioMixerConfig audioMixerConfig,
SoundtrackListConfig soundtrackListConfig,
@@ -26,15 +45,18 @@ namespace Code.Audio
CharacterSoundListConfig characterSoundListConfig)
{
_audioMixerPrefab = audioMixerConfig.audioMixerPrefab;
_audioSourcePrefab = audioMixerConfig.audioSourcePrefab;
_peacefulSoundtrack = soundtrackListConfig.peacefulSoundtrack;
_actionSoundtrack = soundtrackListConfig.actionSoundtrack;
_actionSoundtrack = soundtrackListConfig.menuSoundtrack;
_SFX = sfxListConfig.SFX;
_enemies = enemiesSoundListConfig.enemies;
_dispatcher = dispatcherSoundListConfig.dispatcher;
_character = characterSoundListConfig.character;
}
public async UniTask<AudioMixer> CreateCanvas()
public async UniTask<AudioMixer> CreateMixer()
{
AudioMixer audioMixer = (await Addressables.InstantiateAsync(_audioMixerPrefab).ToUniTask()).GetComponent<AudioMixer>();
@@ -43,10 +65,108 @@ namespace Code.Audio
return audioMixer;
}
public void ReleaseMixer()
public async UniTaskVoid LoadAudioSourcePrefab(Action<AudioSource> callback) => callback?.Invoke(await Addressables.LoadAssetAsync<AudioSource>(_audioSourcePrefab));
public async UniTaskVoid WarmGameplayMusic(Action callback)
{
_actionMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_actionSoundtrack, OnActionTrackLoaded);
_peacefulMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_peacefulSoundtrack, OnPeacefulTrackLoaded);
await UniTask.WhenAll(_actionMusicHandle.ToUniTask(), _peacefulMusicHandle.ToUniTask());
callback?.Invoke();
}
public void ReleaseGameplayMusic()
{
ActionMusic.Clear();
_actionMusicHandle.Release();
PeacefulMusic.Clear();
_peacefulMusicHandle.Release();
}
public async UniTaskVoid WarmMenuMusic(Action callback)
{
_menuMusicHandle = Addressables.LoadAssetsAsync<AudioClip>(_menuSoundtrack, OnMenuTrackLoaded);
await _menuMusicHandle.ToUniTask();
callback?.Invoke();
}
public void ReleaseMenuMusic()
{
MenuMusic.Clear();
_menuMusicHandle.Release();
}
public async UniTaskVoid WarmSFX(Action callback)
{
_SFXHandle = Addressables.LoadAssetsAsync<AudioClip>(_SFX, OnSFXLoaded);
await _SFXHandle.ToUniTask();
callback?.Invoke();
}
public void ReleaseSFX()
{
SFXAudios.Clear();
_SFXHandle.Release();
}
public async UniTaskVoid WarmEnemies(Action callback)
{
_enemiesHandle = Addressables.LoadAssetsAsync<AudioClip>(_enemies, OnEnemiesLoaded);
await _enemiesHandle.ToUniTask();
callback?.Invoke();
}
public void ReleaseEnemies()
{
EnemiesAudios.Clear();
_enemiesHandle.Release();
}
public async UniTaskVoid WarmDispatcher(Action callback)
{
_dispatcherHandle = Addressables.LoadAssetsAsync<AudioClip>(_dispatcher, OnDispatcherLoaded);
await _dispatcherHandle.ToUniTask();
callback?.Invoke();
}
public void ReleaseDispatcher()
{
DispatcherAudios.Clear();
_dispatcherHandle.Release();
}
private void OnActionTrackLoaded(AudioClip audioClip)
{
ActionMusic.Add(audioClip);
}
private void OnPeacefulTrackLoaded(AudioClip audioClip)
{
PeacefulMusic.Add(audioClip);
}
private void OnMenuTrackLoaded(AudioClip audioClip)
{
MenuMusic.Add(audioClip);
}
private void OnSFXLoaded(AudioClip audioClip)
{
SFXAudios.Add(audioClip);
}
private void OnEnemiesLoaded(AudioClip audioClip)
{
EnemiesAudios.Add(audioClip);
}
private void OnDispatcherLoaded(AudioClip audioClip)
{
DispatcherAudios.Add(audioClip);
}
}
}