一个声音管理类

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.SceneManagement;

//声音对象池
public class AudioObjectPool
{
    
    
	//要生成的对象池预设  
	private GameObject prefab;
	//对象池列表  
	private List<GameObject> pool;
	//构造函数  
	public AudioObjectPool(GameObject prefab, int initialSize)
	{
    
    
		this.prefab = prefab;
		this.pool = new List<GameObject>();
		for (int i = 0; i < initialSize; i++)
		{
    
    
			AlllocateInstance();
		}
	}
	// 获取实例    
	public GameObject GetInstance()
	{
    
    
		if (pool.Count == 0)
		{
    
    
			AlllocateInstance();
		}
		GameObject instance = pool[0];
		pool.RemoveAt(0);
		instance.SetActive(true);
		return instance;
	}
	// 释放实例  
	public void ReleaseInstance(GameObject instance)
	{
    
    
		instance.SetActive(false);
		pool.Add(instance);
	}
	// 生成本地实例  
	private GameObject AlllocateInstance()
	{
    
    
		GameObject instance = (GameObject)GameObject.Instantiate(prefab);
		instance.transform.SetParent(AudioMgr._instance.transform);
		instance.SetActive(false);
		pool.Add(instance);
		return instance;
	}
}

public class AudioMgr : MonoBehaviour
{
    
    
	//单例模式
	public static AudioMgr _instance;

	//audioClip列表
	public List<AudioClip> audioList;
	//初始声音预设数量
	public int initAudioPrefabCount = 5;
	//记录静音前的音量大小
	[HideInInspector]
	public float tempVolume = 0;
	//是否静音
	private bool isMute = false;
	public bool IsMute
	{
    
    
		set
		{
    
    
			isMute = value;
			if (isMute)
			{
    
    
				tempVolume = AudioListener.volume;
				AudioListener.volume = 0;
			}
			else
			{
    
    
				AudioListener.volume = tempVolume;
			}
		}
		private get {
    
     return isMute; }
	}

	//声音大小系数
	private float volumeScale = 1;
	public float VolumeScale
	{
    
    
		set
		{
    
    
			volumeScale = Mathf.Clamp01(value);
			if (!IsMute)
			{
    
    
				AudioListener.volume = value;
			}
		}
		private get
		{
    
    
			return volumeScale;
		}
	}
	//audio字典
	private Dictionary<string, AudioClip> audioDic = new Dictionary<string, AudioClip>();
	//声音对象池
	private AudioObjectPool audioObjectPool;

	void Awake()
	{
    
    
		_instance = this;
		DontDestroyOnLoad(this);
	}

	void Start()
	{
    
    
		SceneManager.sceneUnloaded += scene => {
    
    
			StopAllCoroutines();
			for (int i = 0; i < transform.childCount; i++)
			{
    
    
				if (transform.GetChild(i).hideFlags != HideFlags.HideInHierarchy)
				{
    
    
					InitAudioSource(transform.GetChild(i).GetComponent<AudioSource>());
					audioObjectPool.ReleaseInstance(transform.GetChild(i).gameObject);
				}
			}
		};
		GameObject audioPrefab = new GameObject("AudioObjectPool");
		audioPrefab.AddComponent<AudioSource>();
		audioPrefab.GetComponent<AudioSource>().playOnAwake = false;
		audioObjectPool = new AudioObjectPool(audioPrefab, initAudioPrefabCount);
		audioPrefab.hideFlags = HideFlags.HideInHierarchy;
		audioPrefab.transform.SetParent(this.transform);

		foreach (AudioClip ac in audioList)
		{
    
    
			audioDic.Add(ac.name, ac);
		}
	}
	//暂停播放
	public void PauseAudio(AudioSource audioSource)
	{
    
    
		audioSource.Pause();
	}
	//继续播放
	public void ResumeAudio(AudioSource audioSource)
	{
    
    
		audioSource.UnPause();
	}
	//停止播放
	public void StopAudio(AudioSource audioSource)
	{
    
    
		audioSource.Stop();
	}
	//播放声音
	public void PlayAudio(AudioSource audioSource, string audioName, float volume = 1, bool isLoop = false)
	{
    
    
		if (IsMute)
		{
    
    
			return;
		}
		AudioClip audioClip;
		if (audioDic.TryGetValue(audioName, out audioClip))
		{
    
    
			audioSource.loop = isLoop;
			audioSource.clip = audioClip;
			audioSource.volume = volume;
			if (audioSource.isPlaying)
			{
    
    
				audioSource.Stop();
			}
			audioSource.Play();
		}
	}
	public void PlayAudio(Vector3 audioPos, string audioName, float volume = 1, bool isLoop = false)
	{
    
    
		if (IsMute)
		{
    
    
			return;
		}
		AudioClip audioClip;
		if (audioDic.TryGetValue(audioName, out audioClip))
		{
    
    
			GameObject audioGo = audioObjectPool.GetInstance();
			audioGo.transform.position = audioPos;
			audioGo.name = audioName;
			AudioSource audioSource = audioGo.GetComponent<AudioSource>();
			audioSource.clip = audioClip;
			audioSource.volume = volume;
			audioSource.loop = isLoop;
			audioSource.Play();
			StartCoroutine(DestroyAudioGo(audioSource, audioClip.length));
		}
	}
	//初始化AudioSource
	private void InitAudioSource(AudioSource audioSource)
	{
    
    
		if (audioSource == null)
		{
    
    
			return;
		}
		if (audioSource.isPlaying)
		{
    
    
			audioSource.Stop();
		}
		audioSource.playOnAwake = false;
		audioSource.loop = false;
		audioSource.volume = 1;
		audioSource.clip = null;
		audioSource.name = "AudioObjectPool";
	}
	//销毁声音
	IEnumerator DestroyAudioGo(AudioSource audioSource, float delayTime)
	{
    
    
		yield return new WaitForSeconds(delayTime);
		InitAudioSource(audioSource);
		audioObjectPool.ReleaseInstance(audioSource.gameObject);
	}
	void Destroy()
	{
    
    
		StopAllCoroutines();
	}
}

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转载自blog.csdn.net/weixin_45023328/article/details/123494815