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