// 播放音效 public uint PlayEffect(GameObject obj, string strEffect, bool bLoop = false) { if (obj == null) { return(0); } CheckAduioListener(); IAudioSource isource = AssetManager.Instance().CreateAudio(strEffect, obj.transform, null); AudioSource source = isource.GetSource(); if (source == null) { return(0); } source.loop = bLoop; source.volume = m_fEffectVolume; //source.mute = m_bMute; source.mute = me_bMute; source.spatialBlend = 0.0f; source.Play(); ++m_uIDSeed; m_fxAudio.Add(m_uIDSeed, isource); return(m_uIDSeed); }
public void PlayMusic(string strMusic, float fDelay = 0.0f) { if (m_strMusic == strMusic) { return; } CheckAduioListener(); GameObject cam = FindMainCamera(); if (cam == null) { return; } if (m_musicSource != null) { m_musicSource.Release(); m_musicSource = null; } m_musicSource = AssetManager.Instance().CreateAudio(strMusic, cam.transform, null); if (m_musicSource == null) { return; } AudioSource source = m_musicSource.GetSource(); if (source != null) { source.priority = 10; // 背景音乐优先级较高 source.loop = true; source.volume = m_fMusicVolume; source.playOnAwake = false; //source.mute = m_bMute; source.mute = mm_bMute; source.PlayDelayed(fDelay); } }