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using System.Linq;
using AudioLib.CriAdx;
using UnityEngine;
namespace GameSample.Audio
{
/// <summary>
/// GameAudio管理クラス (CRI)
/// </summary>
public class GameCriAdxAudioService : IGameAudioService
{
/// <summary>
/// オーディオAPIサービス
/// </summary>
private readonly ICriAdxApiService _criAdxApiService;
public GameCriAdxAudioService()
{
// 初期生成情報
var initializeSettings = GameCriAdxAudioSettings.CriAdx.InitializeSetting;
// Listenerオブジェクト設定
var listenerObject = Camera.main.gameObject;
initializeSettings.ListenerObject = listenerObject;
// サービス生成
_criAdxApiService = new CriAdxApiService(initializeSettings);
}
/// <summary>
/// Masterボリューム
/// </summary>
public float MasterVolume
{
get => _criAdxApiService.GetBusVolume(GameCriAdxAudioSettings.CriAdx.BusName.Master);
set => _criAdxApiService.SetBusVolume(GameCriAdxAudioSettings.CriAdx.BusName.Master, value);
}
/// <summary>
/// BGMボリューム
/// </summary>
public float BgmVolume
{
get => _criAdxApiService.GetCategoryVolume(GameCriAdxAudioSettings.CriAdx.CategoryName.Bgm);
set => _criAdxApiService.SetCategoryVolume(GameCriAdxAudioSettings.CriAdx.CategoryName.Bgm, value);
}
/// <summary>
/// SEボリューム
/// </summary>
public float SeVolume
{
get => _criAdxApiService.GetCategoryVolume(GameCriAdxAudioSettings.CriAdx.CategoryName.Se);
set => _criAdxApiService.SetCategoryVolume(GameCriAdxAudioSettings.CriAdx.CategoryName.Se, value);
}
/// <summary>
/// 一時停止
/// </summary>
public void Pause()
{
_criAdxApiService.Pause();
}
/// <summary>
/// 再開
/// </summary>
public void Resume()
{
_criAdxApiService.Resume();
}
/// <summary>
/// サウンドシートロード処理
/// </summary>
/// <param name="soundSheetName">サウンドシート名</param>
public void LoadSoundSheet(string soundSheetName)
{
var cueSheetInfo = GameCriAdxAudioSettings.CriAdx.CueSheetInfoArray
.FirstOrDefault(cueSheetInfo => cueSheetInfo.Name == soundSheetName);
_criAdxApiService.RegisterCueSheet(cueSheetInfo);
}
/// <summary>
/// サウンドシートアンロード処理
/// </summary>
public void UnLoadAllSoundSheet()
{
_criAdxApiService.RemoveAllCueSheet();
}
/// <summary>
/// BGM全停止
/// </summary>
/// <param name="option">停止オプション</param>
public void StopAllBgm(IGameAudioService.SoundStopOption option = null)
{
_criAdxApiService.StopAll(new ICriAdxApiService.SoundStopOption()
{
FadeTimeMs = option?.FadeTimeMs ?? 0,
});
}
/// <summary>
/// サウンドイベント停止
/// </summary>
/// <param name="eventName">サウンドイベント名</param>
/// <param name="option">停止オプション</param>
public void StopSoundEvent(string eventName, IGameAudioService.SoundStopOption option = null)
{
_criAdxApiService.Stop(GameCriAdxAudioSettings.CriAdx.GetCueSheetName(eventName), new ICriAdxApiService.SoundStopOption()
{
FadeTimeMs = option?.FadeTimeMs ?? 0,
});
}
/// <summary>
/// サウンドイベント再生
/// </summary>
/// <param name="eventName">サウンドイベント名</param>
/// <param name="option">再生オプション</param>
public void PlaySoundEvent(string eventName, IGameAudioService.SoundPlayOption option = null)
{
_criAdxApiService.Play(GameCriAdxAudioSettings.CriAdx.GetCueSheetName(eventName), eventName,
new ICriAdxApiService.SoundPlayOption()
{
FadeTimeMs = option?.FadeTimeMs ?? 0,
});
// コールバックイベントの追加
if (option?.BeatSyncCallback != null)
{
_criAdxApiService.SetBeatSyncCallback(
GameCriAdxAudioSettings.CriAdx.GetCueSheetName(eventName), option.BeatSyncLabel, option.BeatSyncCallback);
}
if (option?.CustomEventCallback != null)
{
_criAdxApiService.SetSequenceCallback(option.CustomEventName, option.CustomEventCallback);
}
}
/// <summary>
/// サウンドイベント再生(3D)
/// </summary>
/// <param name="eventName">サウンドイベント名</param>
/// <param name="gameObject">再生するゲームオブジェクト</param>
/// <param name="option">再生オプション</param>
public void PlaySoundEvent(string eventName, GameObject gameObject, IGameAudioService.SoundPlayOption option = null)
{
_criAdxApiService.Play3d(gameObject, GameCriAdxAudioSettings.CriAdx.GetCueSheetName(eventName), eventName,
new ICriAdxApiService.SoundPlayOption()
{
FadeTimeMs = option?.FadeTimeMs ?? 0,
});
}
/// <summary>
/// BGMエフェクト変更
/// </summary>
/// <param name="effectType">エフェクトタイプ</param>
public void ChangeBgmEffect(IGameAudioService.EffectType effectType)
{
switch (effectType)
{
case IGameAudioService.EffectType.Normal:
_criAdxApiService.ChangeBusSnapshot(GameCriAdxAudioSettings.CriAdx.BusSnapshotName.Normal, 1000);
break;
case IGameAudioService.EffectType.Reverb:
_criAdxApiService.ChangeBusSnapshot(GameCriAdxAudioSettings.CriAdx.BusSnapshotName.BgmReverb, 1000);
break;
case IGameAudioService.EffectType.Distortion:
_criAdxApiService.ChangeBusSnapshot(GameCriAdxAudioSettings.CriAdx.BusSnapshotName.BgmDistortion, 1000);
break;
}
}
/// <summary>
/// SEエフェクト変更
/// </summary>
/// <param name="effectType">エフェクトタイプ</param>
public void ChangeSeEffect(IGameAudioService.EffectType effectType)
{
switch (effectType)
{
case IGameAudioService.EffectType.Normal:
_criAdxApiService.ChangeBusSnapshot(GameCriAdxAudioSettings.CriAdx.BusSnapshotName.Normal, 1000);
break;
case IGameAudioService.EffectType.Reverb:
_criAdxApiService.ChangeBusSnapshot(GameCriAdxAudioSettings.CriAdx.BusSnapshotName.SeReverb, 1000);
break;
case IGameAudioService.EffectType.Distortion:
_criAdxApiService.ChangeBusSnapshot(GameCriAdxAudioSettings.CriAdx.BusSnapshotName.SeDistortion, 1000);
break;
}
}
/// <summary>
/// ブロック遷移状態を設定する
/// </summary>
/// <param name="state">遷移状態</param>
public void SetNextBlockState(IGameAudioService.NextBlockState state)
{
switch (state)
{
case IGameAudioService.NextBlockState.BgmAtomChainIntro:
// イントロ再生時は何もしない
break;
case IGameAudioService.NextBlockState.BgmAtomChainMain:
// 対象インデックスに進める
const int playBlock = 2;
var eventName = GameCriAdxAudioSettings.CriAdx.CueName.BgmAtomChain;
_criAdxApiService.SetNextBlockIndex(eventName, playBlock);
break;
}
}
/// <summary>
/// ゲーム内パラメータを設定する
/// </summary>
/// <param name="eventName">サウンドイベント名</param>
/// <param name="parameterName">パラメータ名</param>
/// <param name="value">パラメータ値</param>
public void SetGameParameter(string eventName, string parameterName, float value)
{
_criAdxApiService.SetAisacControl(GameCriAdxAudioSettings.CriAdx.GetCueSheetName(eventName), eventName, parameterName, value);
}
/// <summary>
/// スペクトラムアナライザの設定
/// </summary>
/// <param name="eventName">サウンドイベント名</param>
/// <param name="sampleCount">サンプル数</param>
/// <returns>作成に成功したか?</returns>
public bool SetSpectrumAnalyzer(string eventName, int sampleCount)
{
_criAdxApiService.SetSpectrumAnalyzer(GameCriAdxAudioSettings.CriAdx.GetCueSheetName(eventName), sampleCount);
return true;
}
/// <summary>
/// スペクトラムアナライザから周波数データを取得する
/// </summary>
/// <param name="sampleCount">サンプル数</param>
/// <param name="isConvertDecibel">デシベル値に変換するか?</param>
/// <returns></returns>
public float[] GetSpectrumData(int sampleCount, bool isConvertDecibel)
{
return _criAdxApiService.GetSpectrumData(sampleCount, isConvertDecibel);
}
}
}