chicken_dy/Assets/WX-WASM-SDK/WXInnerAudioContext.cs

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using UnityEngine;
using System.Collections;
using System.Runtime.InteropServices;
using System.Collections.Generic;
using System;
namespace WeChatWASM
{
/// <summary>
/// 音频类,详见 https://developers.weixin.qq.com/minigame/dev/api/media/audio/InnerAudioContext.html
/// </summary>
public class WXInnerAudioContext
{
public Hashtable ht = new Hashtable();
#region C#JS桥接方法
#if UNITY_WEBGL
[DllImport("__Internal")]
#endif
private static extern void WXInnerAudioContextSetBool(string id,string key, bool value);
#if UNITY_WEBGL
[DllImport("__Internal")]
#endif
private static extern void WXInnerAudioContextSetString(string id,string key, string value);
#if UNITY_WEBGL
[DllImport("__Internal")]
#endif
private static extern void WXInnerAudioContextSetFloat(string id,string key, float value);
#if UNITY_WEBGL
[DllImport("__Internal")]
#endif
private static extern float WXInnerAudioContextGetFloat(string id, string key);
#if UNITY_WEBGL
[DllImport("__Internal")]
#endif
private static extern bool WXInnerAudioContextGetBool(string id, string key);
#if UNITY_WEBGL
[DllImport("__Internal")]
#endif
private static extern void WXInnerAudioContextPlay(string id);
#if UNITY_WEBGL
[DllImport("__Internal")]
#endif
private static extern void WXInnerAudioContextPause(string id);
#if UNITY_WEBGL
[DllImport("__Internal")]
#endif
private static extern void WXInnerAudioContextStop(string id);
#if UNITY_WEBGL
[DllImport("__Internal")]
#endif
private static extern void WXInnerAudioContextSeek(string id, float position);
#if UNITY_WEBGL
[DllImport("__Internal")]
#endif
private static extern void WXInnerAudioContextDestroy(string id);
#if UNITY_WEBGL
[DllImport("__Internal")]
#endif
private static extern void WXInnerAudioContextAddListener(string id, string key);
#if UNITY_WEBGL
[DllImport("__Internal")]
#endif
private static extern void WXInnerAudioContextRemoveListener(string id, string key);
#endregion
private bool _autoplay = false;
private bool _loop = false;
private string _src = "";
private float _startTime = 0;
private float _volume = 1;
private float _oldVolume = 1;
private float _playbackRate = 1;
private bool _isPlaying = false;
private bool isWaiting = false;
private bool isWaitingPlay = false;
private bool isWaitingStop = false;
private bool isWaitingPause = false;
private Action _onCanplay;
private Action _onPlay;
private Action _onPause;
private Action _onStop;
private Action _onEnded;
private Action _onTimeUpdate;
private Action _onError;
private Action _onWaiting;
private Action _onSeeking;
private Action _onSeeked;
#if UNITY_WEBGL && !UNITY_EDITOR
private static readonly bool isWebGLPlayer = true;
#else
private static readonly bool isWebGLPlayer = false;
#endif
public static Dictionary<string, WXInnerAudioContext> Dict = new Dictionary<string, WXInnerAudioContext>();
public string instanceId;
public WXInnerAudioContext(string id, InnerAudioContextParam param)
{
instanceId = id;
_src = param.src;
_autoplay = param.autoplay;
_startTime = param.startTime;
_volume = param.volume;
_oldVolume = _volume;
_loop = param.loop;
_playbackRate = param.playbackRate;
Dict.Add(id, this);
OnPlay(()=> {
_isPlaying = true;
});
OnEnded(()=> {
_isPlaying = false;
});
OnPause(()=> {
_isPlaying = false;
});
OnStop(()=> {
_isPlaying = false;
});
#if UNITY_EDITOR
_isPlaying = autoplay;
#endif
}
/// <summary>
/// 内部函数,请不要调用
/// </summary>
/// <param name="key"></param>
public void _HandleCallBack(string key)
{
switch (key){
case "onCanplay":
_onCanplay?.Invoke();
break;
case "onPlay":
_onPlay?.Invoke();
break;
case "onPause":
_onPause?.Invoke();
break;
case "onStop":
_onStop?.Invoke();
break;
case "onEnded":
_onEnded?.Invoke();
break;
case "onTimeUpdate":
_onTimeUpdate?.Invoke();
break;
case "onError":
_onError?.Invoke();
break;
case "onWaiting":
_onWaiting?.Invoke();
break;
case "onSeeking":
_onSeeking?.Invoke();
break;
case "onSeeked":
_onSeeked?.Invoke();
break;
}
}
/// <summary>
/// 是否自动开始播放,默认为 false
/// </summary>
public bool autoplay
{
get
{
return _autoplay;
}
set
{
if (!isWebGLPlayer)
{
ht["autoplay"] = value;
}
else {
WXInnerAudioContextSetBool(instanceId, "autoplay", value);
}
_autoplay = value;
}
}
/// <summary>
/// 音频资源的地址用于直接播放。可以设置为网络地址或者unity中的本地路径如 Assets/xx.wav运行时会自动和配置的音频地址前缀做拼接得到最终线上地址
/// </summary>
public string src
{
get
{
return _src;
}
set
{
if (!isWebGLPlayer)
{
ht["src"] = value;
}
else {
WXInnerAudioContextSetString(instanceId, "src", value);
}
_src = value;
}
}
/// <summary>
/// 开始播放的位置单位s默认为 0
/// </summary>
public float startTime
{
get
{
return _startTime;
}
set
{
if (!isWebGLPlayer)
{
ht["startTime"] = value;
}
else {
WXInnerAudioContextSetFloat(instanceId, "startTime", value);
}
_startTime = value;
}
}
/// <summary>
/// 是否循环播放,默认为 false
/// </summary>
public bool loop
{
get
{
return _loop;
}
set
{
if (!isWebGLPlayer)
{
ht["loop"] = value;
}
else {
WXInnerAudioContextSetBool(instanceId, "loop", value);
}
_loop = value;
}
}
/// <summary>
/// 音量。范围 0~1。默认为 1
/// </summary>
public float volume
{
get
{
return _volume;
}
set
{
if (!isWebGLPlayer)
{
ht["volume"] = value;
}
else {
if (!isWaiting) {
isWaiting = true;
WXSDKManagerHandler.Instance.StartCoroutine(DoSetVolume());
}
}
_oldVolume = value;
_volume = value;
}
}
IEnumerator DoSetVolume()
{
//这里unity音频音量设置太频繁延迟0.5秒后再执行
yield return new WaitForSeconds(0.5f);
WXInnerAudioContextSetFloat(instanceId, "volume", _volume);
isWaiting = false;
}
/// <summary>
/// 静音,静音时将音量设置为 0取消静音则恢复原来的音量
/// </summary>
public bool mute
{
get
{
return _volume == 0;
}
set
{
if (!isWebGLPlayer)
{
ht["volume"] = value ? 0 : _oldVolume;
}
else
{
WXInnerAudioContextSetFloat(instanceId, "volume", value ? 0 : _oldVolume);
}
_volume = value ? 0 : _oldVolume;
}
}
/// <summary>
/// 播放速度。范围 0.5-2.0,默认为 1。Android 需要 6 及以上版本)
/// </summary>
public float playbackRate
{
get
{
return _playbackRate;
}
set
{
if (!isWebGLPlayer)
{
ht["playbackRate"] = value;
}
else {
WXInnerAudioContextSetFloat(instanceId, "playbackRate", value);
}
_playbackRate = value;
}
}
/// <summary>
/// 当前音频的长度(单位 s。只有在当前有合法的 src 时返回(只读)
/// </summary>
public float duration
{
get
{
if (!isWebGLPlayer) {
var v = ht["duration"];
if (v == null)
{
v = 0f;
}
return (float)v;
}
return WXInnerAudioContextGetFloat(instanceId, "duration");
}
}
/// <summary>
/// 当前音频的播放位置(单位 s。只有在当前有合法的 src 时返回,时间保留小数点后 6 位(只读)
/// </summary>
public float currentTime
{
get
{
if (!isWebGLPlayer)
{
var v = ht["currentTime"];
if (v == null)
{
v = 0f;
}
return (float)v;
}
return WXInnerAudioContextGetFloat(instanceId, "currentTime");
}
}
/// <summary>
/// 当前音频的播放位置(单位 s。只有在当前有合法的 src 时返回,时间保留小数点后 6 位(只读)
/// </summary>
public float buffered
{
get
{
if(!isWebGLPlayer)
{
var v = ht["buffered"];
if (v == null)
{
v = 0f;
}
return (float)v;
}
return WXInnerAudioContextGetFloat(instanceId, "buffered");
}
}
/// <summary>
/// 当前是是否暂停或停止状态(只读)
/// </summary>
public bool paused
{
get
{
if (!isWebGLPlayer) {
var v = ht["paused"];
if (v == null)
{
v = false;
}
return (bool)v;
}
return WXInnerAudioContextGetBool(instanceId, "paused");
}
}
public bool isPlaying
{
get
{
return _isPlaying;
}
}
/// <summary>
/// 播放
/// </summary>
public void Play()
{
if (isWebGLPlayer)
{
if (!isWaitingPlay)
{
isWaitingPlay = true;
WXSDKManagerHandler.Instance.StartCoroutine(DoPlay());
}
return;
}
Debug.Log(_src + " 音频播放了,这里就不真的播放了。");
ht["paused"] = false;
_HandleCallBack("onPlay");
}
IEnumerator DoPlay()
{
//这里unity音频调用太频繁延迟0.1秒后再执行
yield return new WaitForSeconds(0.1f);
WXInnerAudioContextPlay(instanceId);
isWaitingPlay = false;
}
/// <summary>
/// 暂停。暂停后的音频再播放会从暂停处开始播放
/// </summary>
public void Pause()
{
if (isWebGLPlayer)
{
if (!isWaitingPause)
{
isWaitingPause = true;
WXSDKManagerHandler.Instance.StartCoroutine(DoPause());
}
return;
}
Debug.Log(_src + " 音频暂停了");
ht["paused"] = true;
_HandleCallBack("onPause");
}
IEnumerator DoPause()
{
//这里unity音频调用太频繁延迟0.1秒后再执行
yield return new WaitForSeconds(0.1f);
WXInnerAudioContextPause(instanceId);
isWaitingPause = false;
}
/// <summary>
/// 停止。停止后的音频再播放会从头开始播放。
/// </summary>
public void Stop()
{
if (isWebGLPlayer)
{
if (!isWaitingStop)
{
isWaitingStop = true;
WXSDKManagerHandler.Instance.StartCoroutine(DoStop());
}
return;
}
Debug.Log(_src + " 音频停止了");
ht["paused"] = false;
_HandleCallBack("onStop");
}
IEnumerator DoStop()
{
//这里unity音频调用太频繁延迟0.1秒后再执行
yield return new WaitForSeconds(0.1f);
WXInnerAudioContextStop(instanceId);
isWaitingStop = false;
}
/// <summary>
/// 跳转到指定位置
/// </summary>
public void Seek(float position)
{
if (isWebGLPlayer)
{
WXInnerAudioContextSeek(instanceId, position);
return;
}
Debug.Log(_src + " 音频跳转播放");
}
/// <summary>
/// 销毁当前实例
/// </summary>
public void Destroy()
{
if (isWebGLPlayer)
{
WXInnerAudioContextDestroy(instanceId);
}
else {
Debug.Log(_src + " 音频销毁!");
}
Dict.Remove(instanceId);
}
/// <summary>
/// 监听音频进入可以播放状态的事件。但不保证后面可以流畅播放
/// </summary>
public void OnCanplay(Action action)
{
if (_onCanplay == null)
{
if (isWebGLPlayer) {
WXInnerAudioContextAddListener(instanceId, "onCanplay");
}
}
_onCanplay += action;
}
/// <summary>
/// 监听音频进入可以播放状态的事件。但不保证后面可以流畅播放,action 为空表示移除全部事件监听
/// </summary>
public void OffCanplay(Action action = null)
{
if (action == null)
{
_onCanplay = null;
}
else
{
_onCanplay -= action;
}
if (_onCanplay == null)
{
if (isWebGLPlayer)
{
WXInnerAudioContextRemoveListener(instanceId, "offCanplay");
}
}
}
/// <summary>
/// 监听音频播放事件
/// </summary>
public void OnPlay(Action action)
{
if (_onPlay == null)
{
if (isWebGLPlayer)
{
WXInnerAudioContextAddListener(instanceId, "onPlay");
}
}
_onPlay += action;
}
/// <summary>
/// 取消监听音频播放事件,action 为空表示移除全部事件监听
/// </summary>
public void OffPlay(Action action = null)
{
if (action == null)
{
_onPlay = null;
}
else
{
_onPlay -= action;
}
if (_onPlay == null)
{
if (isWebGLPlayer)
{
WXInnerAudioContextRemoveListener(instanceId, "offPlay");
}
}
}
/// <summary>
/// 监听音频暂停事件
/// </summary>
public void OnPause(Action action)
{
if (_onPause == null)
{
if (isWebGLPlayer)
{
WXInnerAudioContextAddListener(instanceId, "onPause");
}
}
_onPause += action;
}
/// <summary>
/// 取消监听音频暂停事件,action 为空表示移除全部事件监听
/// </summary>
public void OffPause(Action action = null)
{
if (action == null)
{
_onPause = null;
}
else
{
_onPause -= action;
}
if (_onPause == null)
{
if (isWebGLPlayer)
{
WXInnerAudioContextRemoveListener(instanceId, "offPause");
}
}
}
/// <summary>
/// 监听音频暂停事件
/// </summary>
public void OnStop(Action action)
{
if (_onStop == null)
{
if (isWebGLPlayer) {
WXInnerAudioContextAddListener(instanceId, "onStop");
}
}
_onStop += action;
}
/// <summary>
/// 取消监听音频暂停事件,action 为空表示移除全部事件监听
/// </summary>
public void OffStop(Action action = null)
{
if (action == null)
{
_onStop = null;
}
else
{
_onStop -= action;
}
if (_onStop == null)
{
if (isWebGLPlayer)
{
WXInnerAudioContextRemoveListener(instanceId, "offStop");
}
}
}
/// <summary>
/// 监听音频自然播放至结束的事件
/// </summary>
public void OnEnded(Action action)
{
if (_onEnded == null)
{
if (isWebGLPlayer) {
WXInnerAudioContextAddListener(instanceId, "onEnded");
}
}
_onEnded += action;
}
/// <summary>
/// 取消监听音频自然播放至结束的事件,action 为空表示移除全部事件监听
/// </summary>
public void OffEnded(Action action = null)
{
if (action == null)
{
_onEnded = null;
}
else
{
_onEnded -= action;
}
if (_onEnded == null)
{
if (isWebGLPlayer)
{
WXInnerAudioContextRemoveListener(instanceId, "offEnded");
}
}
}
/// <summary>
/// 监听音频播放进度更新事件
/// </summary>
public void OnTimeUpdate(Action action)
{
if (_onTimeUpdate == null)
{
if (isWebGLPlayer) {
WXInnerAudioContextAddListener(instanceId, "onTimeUpdate");
}
}
_onTimeUpdate += action;
}
/// <summary>
/// 取消监听音频播放进度更新事件,action 为空表示移除全部事件监听
/// </summary>
public void OffTimeUpdate(Action action = null)
{
if (action == null)
{
_onTimeUpdate = null;
}
else
{
_onTimeUpdate -= action;
}
if (_onTimeUpdate == null)
{
if (isWebGLPlayer) {
WXInnerAudioContextRemoveListener(instanceId, "offTimeUpdate");
}
}
}
/// <summary>
/// 监听音频播放错误事件
/// </summary>
public void OnError(Action action)
{
if (_onError == null)
{
if (isWebGLPlayer) {
WXInnerAudioContextAddListener(instanceId, "onError");
}
}
_onError += action;
}
/// <summary>
/// 取消监听音频播放错误事件,action 为空表示移除全部事件监听
/// </summary>
public void OffError(Action action = null)
{
if (action == null)
{
_onError = null;
}
else
{
_onError -= action;
}
if (_onError == null)
{
if (isWebGLPlayer) {
WXInnerAudioContextRemoveListener(instanceId, "offError");
}
}
}
/// <summary>
/// 监听音频加载中事件。当音频因为数据不足,需要停下来加载时会触发
/// </summary>
public void OnWaiting(Action action)
{
if (_onWaiting == null)
{
if (isWebGLPlayer) {
WXInnerAudioContextAddListener(instanceId, "onWaiting");
}
}
_onWaiting += action;
}
/// <summary>
/// 取消监听音频加载中事件,action 为空表示移除全部事件监听
/// </summary>
public void OffWaiting(Action action = null)
{
if (action == null)
{
_onWaiting = null;
}
else
{
_onWaiting -= action;
}
if (_onWaiting == null)
{
if (isWebGLPlayer)
{
WXInnerAudioContextRemoveListener(instanceId, "offWaiting");
}
}
}
/// <summary>
/// 监听音频进行跳转操作的事件
/// </summary>
public void OnSeeking(Action action)
{
if (_onSeeking == null && isWebGLPlayer)
{
WXInnerAudioContextAddListener(instanceId, "onSeeking");
}
_onSeeking += action;
}
/// <summary>
/// 取消监听音频进行跳转操作的事件,action 为空表示移除全部事件监听
/// </summary>
public void OffSeeking(Action action = null)
{
if (action == null)
{
_onSeeking = null;
}
else
{
_onSeeking -= action;
}
if (_onSeeking == null && isWebGLPlayer)
{
WXInnerAudioContextRemoveListener(instanceId, "offSeeking");
}
}
/// <summary>
/// 监听音频完成跳转操作的事件
/// </summary>
public void OnSeeked(Action action)
{
if (_onSeeked == null && isWebGLPlayer)
{
WXInnerAudioContextAddListener(instanceId, "onSeeked");
}
_onSeeked += action;
}
/// <summary>
/// 取消监听音频完成跳转操作的事件,action 为空表示移除全部事件监听
/// </summary>
public void OffSeeked(Action action = null)
{
if (action == null)
{
_onSeeked = null;
}
else
{
_onSeeked -= action;
}
if (_onSeeked == null && isWebGLPlayer)
{
WXInnerAudioContextRemoveListener(instanceId, "offSeeked");
}
}
}
}