/// <summary> /// MusciNum:1背景音乐暂停 /// 2 插曲音乐暂停 /// 3音乐都暂停 /// </summary> /// <param name="MusicNum"></param> public void AudioStop(MusicNumType MusicNum) { switch (MusicNum) { case MusicNumType.groundMusic: if (as1.isPlaying) { as1.Stop(); PlayFlag1 = false; } break; case MusicNumType.realtimeMusic: if (as2.isPlaying) { as2.Stop(); PlayFlag2 = false; } break; default: if (as1.isPlaying) { as1.Stop(); } if (as2.isPlaying) { as2.Stop(); } break; } }
/// <summary> /// MusicNum:3 播放速度同时加快 /// </summary> /// <param name="MusicNum"></param> /// <param name="Pitch"></param> public void SetAudioPitch(MusicNumType MusicNum, float Pitch) { switch (MusicNum) { case MusicNumType.groundMusic: if (as1.isPlaying) { as1.pitch = Pitch; } break; case MusicNumType.realtimeMusic: if (as2.isPlaying) { as2.pitch = Pitch; } break; default: if (as1.isPlaying) { as1.pitch = Pitch; } if (as2.isPlaying) { as2.pitch = Pitch; } break; } }
public float getAudioVolume(MusicNumType type) { switch (type) { case MusicNumType.groundMusic: return(as1.volume); case MusicNumType.realtimeMusic: return(as2.volume); } return(0); }
public void SetAudioLoop(bool isLoop, MusicNumType MusicNum) { switch (MusicNum) { case MusicNumType.groundMusic: as1.loop = isLoop; break; case MusicNumType.realtimeMusic: as2.loop = isLoop; break; default: break; } }
/// <summary> /// MusicNum:3 两个音乐声音大小同时加减 /// </summary> /// <param name="MusicNum"></param> /// <param name="Volume"></param> public void SetAudioVolume(MusicNumType MusicNum, float Volume, bool scale = false) { // Debug.LogError("ttt:" + Volume); switch (MusicNum) { case MusicNumType.groundMusic: //if (as1.isPlaying) //{ if (scale) { groundScale = Volume; as1.volume = as1.volume * groundScale; } else { as1.volume = Volume * groundScale; } //} break; case MusicNumType.realtimeMusic: //if (as2.isPlaying) //{ as2.volume = Volume; //} break; default: //if (as1.isPlaying) //{ if (scale) { groundScale = Volume; as1.volume = as1.volume * groundScale; } else { groundScale = 0.2f; as1.volume = Volume * groundScale; as2.volume = Volume; } break; } }
public void AudioPause(MusicNumType MusicNum) { //暂停音乐 //这里说一下音乐暂停以后 //点击播放音乐为继续播放 //而停止以后在点击播放音乐 //则为从新播放 //这就是暂停与停止的区别 //music.Pause(); switch (MusicNum) { case MusicNumType.groundMusic: if (as1.isPlaying) { as1.Pause(); PlayFlag1 = false; } break; case MusicNumType.realtimeMusic: if (as2.isPlaying) { as2.Pause(); PlayFlag2 = false; } break; default: if (as1.isPlaying) { as1.Pause(); } if (as2.isPlaying) { as2.Pause(); } break; } }
/// <summary> /// 选择音轨1或者音轨2,用选择的音轨来播放音乐 /// MusicNumTypem默认为1,设置为背景音乐。 /// 2,为切换音乐。 /// </summary> /// <param name="MusicNumTypem"></param> /// <param name="musicName"></param> public void AudioPlay(string musicName, MusicNumType type = MusicNumType.groundMusic) { switch (type) { case MusicNumType.groundMusic: as1.clip = (AudioClip)Resources.Load(rootPath + musicName, typeof(AudioClip)); AudioPlay(type); PlayFlag1 = true; break; case MusicNumType.realtimeMusic: as2.clip = (AudioClip)Resources.Load(rootPath + musicName, typeof(AudioClip)); AudioPlay(type); PlayFlag2 = true; break; case MusicNumType.clicki: AudioSource cameraAudioClip = GameObject.Find("Camera").GetComponent <AudioSource>(); cameraAudioClip.clip = (AudioClip)Resources.Load(rootPath + musicName, typeof(AudioClip)); cameraAudioClip.Play(); break; } }
/// <summary> /// 只用于选择音轨 /// </summary> /// <param name="MusicNum"></param> public void AudioPlay(MusicNumType MusicNum) { //播放音乐 switch (MusicNum) { case MusicNumType.groundMusic: if (!as1.isPlaying) { as1.Play(); groundScale = 1f; //SetAudioVolume(MusicNumType.groundMusic, 0.2f, false);// 修改背景音乐的初始音量大小 } break; case MusicNumType.realtimeMusic: if (!as2.isPlaying) { as2.Play(); groundScale = 1f; //SetAudioVolume(MusicNumType.groundMusic, 0.1f, false);// 当有事实音乐时,把修改背景音乐的初始音量变得更小 } break; default: if (!as1.isPlaying) { as1.Play(); } if (!as2.isPlaying) { as2.Play(); //SetAudioVolume(MusicNumType.groundMusic, 0.2f, true); } break; } }