public void PlayBgMusic(AudioClip clip, float voulume = 1, bool loop = true, SoundFadeState state = SoundFadeState.NONE) { if ((this.audioBg == null) && this.audioBg.mute) { return; } soundFadeState = SoundFadeState.NONE; if (clip == null || (this.audioBg == null)) { C_DebugHelper.LogError("musicName :" + clip.name + "-Sound Clip Does Not Exists !"); } else { audioBg.clip = clip; audioBg.loop = loop; audioBg.Play(); if (state != SoundFadeState.NONE) { this.soundFadeState = state; } else { audioBg.volume = audioBgMusicVolumn; } audioBg.volume = voulume; } }
/// <summary> /// 播放背景音乐 /// </summary> /// <param name="musicName"></param> /// <param name="isLocal"></param> /// <param name="loop"></param> public void PlayBgMusic(string musicName, bool isLocal = false, bool loop = true, SoundFadeState state = SoundFadeState.NONE) { if ((this.audioBg == null) && this.audioBg.mute) { return; } soundFadeState = SoundFadeState.NONE; string name = musicName; AudioClip clip = C_Singleton <LocalAssetMgr> .Instance.Load_Music(name, isLocal); if (clip == null || (this.audioBg == null)) { C_DebugHelper.LogError("musicName :" + musicName + "-Sound Clip Does Not Exists !"); } else { audioBg.clip = clip; audioBg.loop = loop; audioBg.Play(); if (state != SoundFadeState.NONE) { this.soundFadeState = state; } else { audioBg.volume = audioBgMusicVolumn; } } }
public void PlayFadeOutBgMusic(string musicName, bool isLocal = false, bool loop = true, float fadetime = 0f, float voulume = 0f) { _aliveBgMusic = true; audioBgFadeTime = fadetime; audioBgMusicFadeVolumn = voulume; // PlayBgMusic(musicName, isLocal, loop, SoundFadeState.FADE_OUT); this.soundFadeState = SoundFadeState.FADE_OUT; }
void UpdateMusicFadeOut() { if (this.audioBg != null) { this.audioBg.volume = this.audioBgMusicVolumn * (1 - curSoundTime / audioBgFadeTime); } if (this.curSoundTime >= audioBgFadeTime) { this.soundFadeState = SoundFadeState.NONE; this.ClearFade(); } else { this.curSoundTime += Time.deltaTime; } }
void UpdateMusicFadeIn() { if (this.audioBg != null) { audioBgMusicVolumn = this.audioBg.volume = audioBgMusicFadeVolumn * (curSoundTime / audioBgFadeTime); } //按照一定的时间减少 if (this.curSoundTime >= audioBgFadeTime) { curSoundTime = audioBgFadeTime; this.soundFadeState = SoundFadeState.NONE; this.ClearFade(); } else { this.curSoundTime += Time.deltaTime; } }
void ClearFade() { curSoundTime = 0; soundFadeState = SoundFadeState.NONE; audioBgFadeTime = 0f; }