• Unity常用音频操作类


    using UnityEngine;
    using System.Collections;
     
    public class AudioPlay : MonoBehaviour {
        public static AudioPlay Instance;
        public AudioClip[] FuChuAudio;
        public AudioSource FCAudio;
       // public AudioSource BabyAudio;
        // Use this for initialization
        void Awake()
        {
            Instance = this;
        }
     
        void Start () {    
        }
        
        // Update is called once per frame
        void Update () {    
        }
        /// <summary>
        /// 播放某个音频
        /// </summary>
        /// <param name="i"></param>
        public void playAudio(int i)
        {
            FCAudio.clip = FuChuAudio[i];
            FCAudio.Play();
        }
        /// <summary>
        /// 停止播放所有的音频
        /// </summary>
        public void StopplayAll()
        {
        
            for (int i= 0; i< FuChuAudio.Length; i++)
            {
                FCAudio.clip = FuChuAudio[i];
                FCAudio.Stop();
            }      
        }
        /// <summary>
        /// 停止播放某个音频
        /// </summary>
        /// <param name="i"></param>
        public void StopplayOne(int i)
        {
            FCAudio.clip = FuChuAudio[i];
            FCAudio.Stop();
        }
     
        /// <summary>
        /// 循环播放某个音频
        /// </summary>
        /// <param name="i"></param>
        public void playLoop(int i)
        {
            FCAudio.clip = FuChuAudio[i];
            FCAudio.loop = true;//设置声音为循环播放 ;
            FCAudio.Play();
        }
    }
    ————————————————
    版权声明:本文为CSDN博主「记录成长分享」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。
    原文链接:https://blog.csdn.net/lrh15980692010/article/details/76570423
    /**
    *将这个脚本挂载到一个空物体上,并且给它添加 AudioSource 组件
    */
    using
    System.Collections; using System.Collections.Generic; using UnityEngine; /// <summary> /// 控制所有音乐的管理类 /// </summary> public class AudioManager : MonoBehaviour { //将要轮流播放的音乐组 public AudioClip[] audioGroup; //当前播放的是谁 private int playingIndex; //是否允许播放音乐 private bool canPlayAudio; //AudioSource组件 private AudioSource audioSource; //----------------------------------------------------- void Start() { audioSource = this.GetComponent<AudioSource>(); canPlayAudio = true; playingIndex = 0; } //----------------------------------------------------- void Update() { if (canPlayAudio) { PlayAudio(); canPlayAudio = false; } if (!audioSource.isPlaying) { playingIndex++; if (playingIndex >= audioGroup.Length) { playingIndex = 0; } canPlayAudio = true; } } //----------------------------------------------------- private void PlayAudio() { audioSource.clip = audioGroup[playingIndex]; audioSource.Play(); } //----------------------------------------------------- } ———————————————— 版权声明:本文为CSDN博主「哟呵呵和」的原创文章,遵循CC 4.0 BY-SA版权协议,转载请附上原文出处链接及本声明。 原文链接:https://blog.csdn.net/m0_37250299/article/details/79072361
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  • 原文地址:https://www.cnblogs.com/qq2806933146xiaobai/p/15038743.html
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