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Unity中跨平台获取系统音量
2022-06-27 05:16:00 【逍遥游侠】
目前支持安卓和IOS,Windows平台暂时不支持,Vista之前和之后的处理方式不同,暂时没有测试,以后有需要再补充。
C#中的核心代码如下:
#if UNITY_ANDROID
private const string FuncCurrentVolume = "getStreamVolume";//当前音量
private const string FuncMaxVolume = "getStreamMaxVolume";//最大音量
private const int STREAM_VOICE_CALL = 0;
private const int STREAM_SYSTEM = 1;
private const int STREAM_RING = 2;
private const int STREAM_MUSIC = 3;
private const int STREAM_ALARM = 4;
private const int STREAM_NOTIFICATION = 5;
private const int STREAM_DTMF = 8;
private AndroidJavaObject m_mainActivity;
private AndroidJavaObject m_audioManager;
#endif
private void Init()
{
#if UNITY_ANDROID
try
{
AndroidJavaClass jc = new AndroidJavaClass("com.unity3d.player.UnityPlayer");
AndroidJavaObject jo = jc.GetStatic<AndroidJavaObject>("currentActivity");
//Debug.Log($"currentActivity : {jo}");
m_mainActivity = jo.GetStatic<AndroidJavaObject>("Instance");
m_audioManager = m_mainActivity.Call<AndroidJavaObject>("getSystemService", new AndroidJavaObject("java.lang.String", "audio"));
//Debug.Log($"m_mainActivity : {m_mainActivity}");
}
catch(Exception e)
{
Debug.LogError(".MainActivity is missing !!!");
}
#elif UNITY_IOS
#endif
}
#if UNITY_IOS
[DllImport("__Internal")]
private static extern float IOS_GetSystemVolume();
#endif
// #if UNITY_EDITOR_WIN
// private const UInt32 iMaxValue = 0xFFFF;
// private const UInt32 iMinValue = 0x0000;
//
// // 获得音量范围和获取/设置当前音量
// public static int MaxValue{get { return int.Parse(iMaxValue.ToString());}}
// public static int MinValue{get { return int.Parse(iMinValue.ToString()); }}
// /*
// * 在winmm.dll中
// *第一个参数可以为0,表示首选设备
// *第二个参数为音量:0xFFFF为最大,0x0000为最小,
// *其中高位(前两位)表示右声道音量,低位(后两位)表示左 声道音量 。
// */
// //[DllImport("winmm.dll")]
// //private static extern long waveOutSetVolume(UInt32 deviceID, UInt32 Volume);
// [DllImport("winmm.dll")]
// private static extern long waveOutGetVolume(UInt32 deviceID, out UInt32 Volume);
// 以上方式似乎只有Windows XP可用!!!
// CoreAudioApi( Windows Vista 及以后)
// #endif
public float GetSystemVolume()
{
float volume = 1f;
#if UNITY_EDITOR_WIN
// UInt32 d, v;
// d = 0;
// long result = waveOutGetVolume(d, out v);
//
// UInt32 vleft = v & 0xFFFF;
// UInt32 vright = (v & 0xFFFF0000) >> 16;
// UInt32 all = vleft | vright;
// Debug.Log($"GetSystemVolume vleft: {vleft.ToString()} vright: {vright.ToString()}");
//
// UInt32 value = (all * UInt32.Parse((MaxValue - MinValue).ToString()) / ((UInt32)iMaxValue));
// volume = int.Parse(value.ToString());
#elif UNITY_ANDROID
try
{
volume = m_audioManager.Call<int>(FuncCurrentVolume, STREAM_MUSIC);
int maxVolume = m_audioManager.Call<int> (FuncMaxVolume, STREAM_MUSIC);//返回0-10
Debug.Log($"GetSystemVolume maxVolume: {maxVolume.ToString()}");
}
catch(Exception e)
{
Debug.Log($"Exception GetSystemVolume {e.ToString()}");
}
#elif UNITY_IOS
volume = IOS_GetSystemVolume();//返回0-1
#endif
//Debug.Log($"GetSystemVolume curVolume: {volume.ToString()}");
return volume;
}IOS版本对应的Plugins目录下的.mm文件中加入如下代码:
#if defined(__cplusplus)
extern "C"
{
#endif
float IOS_GetSystemVolume(){
// 需要引入<AVFoundation/AVFoundation.h>
AVAudioSession *audioSession = [AVAudioSession sharedInstance];
[audioSession setActive:true error:NULL];
float systemVolume = audioSession.outputVolume;
return systemVolume;
}
#if defined(__cplusplus)
}
#endif边栏推荐
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