Unity常用音频操作类示例代码

这篇文章主要介绍了Unity常用音频操作类,本文通过示例代码给大家介绍的非常详细,对大家的学习或工作具有一定的参考借鉴价值,需要的朋友可以参考下

下面通过代码给大家介绍Unity常用音频操作类,具体代码如下所示:

 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 () { } ///  /// 播放某个音频 ///  ///  public void playAudio(int i) { FCAudio.clip = FuChuAudio[i]; FCAudio.Play(); } ///  /// 停止播放所有的音频 ///  public void StopplayAll() { for (int i= 0; i /// 停止播放某个音频 ///  ///  public void StopplayOne(int i) { FCAudio.clip = FuChuAudio[i]; FCAudio.Stop(); } ///  /// 循环播放某个音频 ///  ///  public void playLoop(int i) { FCAudio.clip = FuChuAudio[i]; FCAudio.loop = true;//设置声音为循环播放 ; FCAudio.Play(); } }
 /***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; ///  /// 控制所有音乐的管理类 ///  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(); 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(); } //----------------------------------------------------- }

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