150 lines
5.7 KiB
C#
150 lines
5.7 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using Ichni.RhythmGame.Beatmap;
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using SLSUtilities.WwiseAssistance;
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namespace Ichni.RhythmGame
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{
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public partial class NoteAudioSubmodule : SubmoduleBase
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{
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#region [暴露属性字段] Audio Settings
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public List<string> generalJudgeAudioList;
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public List<string> perfectAudioList;
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public List<string> goodAudioList;
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public List<string> badAudioList;
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public List<string> missAudioList;
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public List<string> holdStartAudioList;
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#endregion
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#region [运行时缓存变量] GC-Free Wwise IDs
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// --- 高性能无 GC 的 Wwise 预存 ID 数组 ---
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// 我们利用基础类型数组而不是 List 再次挤压最后一点遍历性能。
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private uint[] _generalJudgeAudioIds;
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private uint[] _perfectAudioIds;
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private uint[] _goodAudioIds;
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private uint[] _badAudioIds;
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private uint[] _missAudioIds;
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private uint[] _holdStartAudioIds;
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private NoteBase note => attachedGameElement as NoteBase;
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#endregion
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#region [生命周期] Initialization
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public NoteAudioSubmodule(NoteBase attachedGameElement, string defaultAudio) : base(attachedGameElement)
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{
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generalJudgeAudioList = new List<string>() { defaultAudio };
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perfectAudioList = new List<string>();
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goodAudioList = new List<string>();
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badAudioList = new List<string>();
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missAudioList = new List<string>();
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holdStartAudioList = new List<string>();
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if (!HaveSameSubmodule)
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{
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this.note.NoteAudioSubmodule = this;
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}
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InitializeAudio();
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}
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public NoteAudioSubmodule(NoteBase attachedGameElement, List<string> generalJudgeAudioList,
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List<string> perfectAudioList, List<string> goodAudioList, List<string> badAudioList,
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List<string> missAudioList, List<string> holdStartAudioList) : base(attachedGameElement)
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{
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this.generalJudgeAudioList = generalJudgeAudioList ?? new List<string>();
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this.perfectAudioList = perfectAudioList ?? new List<string>();
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this.goodAudioList = goodAudioList ?? new List<string>();
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this.badAudioList = badAudioList ?? new List<string>();
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this.missAudioList = missAudioList ?? new List<string>();
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this.holdStartAudioList = holdStartAudioList ?? new List<string>();
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if (!HaveSameSubmodule)
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{
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this.note.NoteAudioSubmodule = this;
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}
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InitializeAudio();
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}
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public void InitializeAudio()
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{
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// 通过反射,只在生成(或池化取出)时进行一次大写转换与常数查询,彻底摒弃字符串带来的运行时哈希。
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_generalJudgeAudioIds = ParseWwiseEventIDs(generalJudgeAudioList);
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_perfectAudioIds = ParseWwiseEventIDs(perfectAudioList);
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_goodAudioIds = ParseWwiseEventIDs(goodAudioList);
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_badAudioIds = ParseWwiseEventIDs(badAudioList);
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_missAudioIds = ParseWwiseEventIDs(missAudioList);
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_holdStartAudioIds = ParseWwiseEventIDs(holdStartAudioList);
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}
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private uint[] ParseWwiseEventIDs(List<string> audioNames)
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{
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if (audioNames == null || audioNames.Count == 0) return new uint[0];
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List<uint> ids = new List<uint>(audioNames.Count);
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Type eventsType = typeof(AK.EVENTS);
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for (int i = 0; i < audioNames.Count; i++)
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{
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if (string.IsNullOrEmpty(audioNames[i])) continue;
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string upperName = audioNames[i].ToUpper();
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FieldInfo field = eventsType.GetField(upperName, BindingFlags.Public | BindingFlags.Static);
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if (field != null)
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{
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ids.Add((uint)field.GetValue(null));
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}
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else
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{
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UnityEngine.Debug.LogWarning($"[Wwise 注意] 在 AK.EVENTS 中找不到对应的大写事件名称: {upperName}");
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}
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}
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return ids.ToArray();
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}
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#endregion
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}
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#region [播放控制] Audio Playback Methods
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public partial class NoteAudioSubmodule
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{
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public void PlayHoldStartAudio()
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{
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PlayAudioInternal(_holdStartAudioIds);
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}
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public void PlayGeneralJudgeAudios()
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{
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PlayAudioInternal(_generalJudgeAudioIds);
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}
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public void PlayNoteJudgeAudios(NoteBase.NoteJudgeType judgeType)
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{
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switch (judgeType)
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{
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case NoteBase.NoteJudgeType.Perfect: PlayAudioInternal(_perfectAudioIds); break;
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case NoteBase.NoteJudgeType.Good: PlayAudioInternal(_goodAudioIds); break;
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case NoteBase.NoteJudgeType.Bad: PlayAudioInternal(_badAudioIds); break;
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case NoteBase.NoteJudgeType.Miss: PlayAudioInternal(_missAudioIds); break;
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}
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}
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private void PlayAudioInternal(uint[] audioIds)
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{
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if (audioIds == null) return;
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for (int i = 0; i < audioIds.Length; i++)
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{
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// 最高性能播放:绕过 AudioManager 那些空物体创建,直接挂载到 AudioManager 的单例底层进行原生播放。
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AkSoundEngine.PostEvent(audioIds[i], AudioManager.Instance.gameObject);
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}
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}
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}
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#endregion
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#region [Beatmap] Executing and Reversing
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#endregion
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} |