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

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using System.Collections.Generic;
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using UnityEngine;
using UnityEngine.Audio;
namespace AlicizaX.Audio.Runtime
{
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public interface IAudioService : IService
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{
float Volume { get; set; }
bool Enable { get; set; }
AudioMixer AudioMixer { get; }
Transform InstanceRoot { get; }
Transform ListenerTransform { get; }
void Initialize(AudioGroupConfig[] audioGroupConfigs, Transform instanceRoot = null, AudioMixer audioMixer = null);
void Restart();
float GetCategoryVolume(AudioType type);
void SetCategoryVolume(AudioType type, float value);
bool GetCategoryEnable(AudioType type);
void SetCategoryEnable(AudioType type, bool value);
void RegisterListener(AudioListener listener);
void UnregisterListener(AudioListener listener);
ulong Play(AudioType type, string path, bool loop = false, float volume = 1f, bool async = false, bool cacheClip = true);
ulong Play(AudioType type, AudioClip clip, bool loop = false, float volume = 1f);
ulong Play3D(AudioType type, string path, in Vector3 position, bool loop = false, float volume = 1f, bool async = false, bool cacheClip = true);
ulong Play3D(AudioType type, string path, in Vector3 position, float minDistance, float maxDistance, AudioRolloffMode rolloffMode, float spatialBlend = 1f, bool loop = false, float volume = 1f, bool async = false, bool cacheClip = true);
ulong Play3D(AudioType type, AudioClip clip, in Vector3 position, bool loop = false, float volume = 1f);
ulong Play3D(AudioType type, AudioClip clip, in Vector3 position, float minDistance, float maxDistance, AudioRolloffMode rolloffMode, float spatialBlend = 1f, bool loop = false, float volume = 1f);
ulong PlayFollow(AudioType type, string path, Transform target, in Vector3 localOffset, bool loop = false, float volume = 1f, bool async = false, bool cacheClip = true);
ulong PlayFollow(AudioType type, string path, Transform target, in Vector3 localOffset, float minDistance, float maxDistance, AudioRolloffMode rolloffMode, float spatialBlend = 1f, bool loop = false, float volume = 1f, bool async = false, bool cacheClip = true);
ulong PlayFollow(AudioType type, AudioClip clip, Transform target, in Vector3 localOffset, bool loop = false, float volume = 1f);
ulong PlayFollow(AudioType type, AudioClip clip, Transform target, in Vector3 localOffset, float minDistance, float maxDistance, AudioRolloffMode rolloffMode, float spatialBlend = 1f, bool loop = false, float volume = 1f);
bool Stop(ulong handle, bool fadeout = false);
bool IsPlaying(ulong handle);
void Stop(AudioType type, bool fadeout);
void StopAll(bool fadeout);
void Pause(ulong handle);
void Resume(ulong handle);
void Preload(IList<string> paths, bool pin = true);
void Unload(IList<string> paths);
void ClearCache();
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}
}