com.alicizax.unity.framework/Runtime/Audio/AudioSourceObject.cs

83 lines
2.2 KiB
C#
Raw Normal View History

using AlicizaX;
using AlicizaX.ObjectPool;
using UnityEngine;
namespace AlicizaX.Audio.Runtime
{
internal sealed class AudioSourceObject : ObjectBase
{
private AudioSource _source;
private AudioLowPassFilter _lowPassFilter;
public AudioSource Source => _source;
public AudioLowPassFilter LowPassFilter => _lowPassFilter;
public static AudioSourceObject Create(string name, AudioSource source, AudioLowPassFilter lowPassFilter)
{
if (source == null)
{
throw new GameFrameworkException("Audio source is invalid.");
}
AudioSourceObject audioSourceObject = MemoryPool.Acquire<AudioSourceObject>();
audioSourceObject.Initialize(name, source);
audioSourceObject._source = source;
audioSourceObject._lowPassFilter = lowPassFilter;
return audioSourceObject;
}
protected internal override void OnSpawn()
{
if (_source != null)
{
_source.gameObject.SetActive(true);
}
}
protected internal override void OnUnspawn()
{
ResetSource();
if (_source != null)
{
_source.gameObject.SetActive(false);
}
}
protected internal override void Release(bool isShutdown)
{
if (_source != null)
{
Object.Destroy(_source.gameObject);
}
}
public override void Clear()
{
base.Clear();
_source = null;
_lowPassFilter = null;
}
private void ResetSource()
{
if (_source == null)
{
return;
}
_source.Stop();
_source.clip = null;
_source.loop = false;
_source.volume = 1f;
_source.pitch = 1f;
_source.spatialBlend = 0f;
if (_lowPassFilter != null)
{
_lowPassFilter.enabled = false;
_lowPassFilter.cutoffFrequency = 22000f;
}
}
}
}