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2025-01-04 23:00:19 +08:00
SoundSystem = SoundSystem or {
SoundAssets = {};
}
SoundSystem.ESound = {
Scoll = 1,
Click = 2,
Btn = 3,
Kill = 4,
}
SoundSystem.SoundList = {
[SoundSystem.ESound.Scoll] = '/Game/WwiseEvent/UI/Play_UI_Item_Change.Play_UI_Item_Change',
[SoundSystem.ESound.Click] = UGCGameSystem.GetUGCResourcesFullPath('Asset/WwiseEvent/AK_Click_2_1.AK_Click_2_1'),
[SoundSystem.ESound.Btn] = UGCGameSystem.GetUGCResourcesFullPath('Asset/WwiseEvent/AK_Btn_1.AK_Btn_1'),
[SoundSystem.ESound.Kill] = UGCGameSystem.GetUGCResourcesFullPath('Asset/WwiseEvent/Audio_Kill_1.Audio_Kill_1')
}
-- 进行缓存一下
function SoundSystem.PlaySound(SoundType)
if self.SoundAssets[SoundType] == nil then
local AKSound = nil;
if SoundSystem.SoundList[SoundType] ~= nil then
AKSound = UE.LoadAsset_New(SoundSystem.SoundList[SoundType], true)
self.SoundAssets[SoundType] = AKSound;
end
end
UGCSoundManagerSystem.PlaySound2D(self.SoundAssets[SoundType]);
end