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

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using AlicizaX;
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using UnityEngine;
using UnityEngine.Audio;
namespace AlicizaX.Audio.Runtime
{
[DisallowMultipleComponent]
[AddComponentMenu("Game Framework/Audio")]
public sealed class AudioComponent : MonoBehaviour
{
[SerializeField] private AudioMixer m_AudioMixer;
[SerializeField] private AudioListener m_AudioListener;
[SerializeField] private AudioGroupConfigCollection m_AudioGroupConfigs;
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private IAudioService _audioService;
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private void Awake()
{
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_audioService = AppServices.RegisterApp(new AudioService());
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}
private void Start()
{
if (m_AudioMixer == null)
{
throw new GameFrameworkException("AudioMixer is not assigned. Please assign an AudioMixer in the inspector.");
}
AudioGroupConfig[] configs = m_AudioGroupConfigs != null ? m_AudioGroupConfigs.GroupConfigs : null;
_audioService.Initialize(configs, transform, m_AudioMixer);
if (m_AudioListener != null)
{
_audioService.RegisterListener(m_AudioListener);
}
}
private void OnEnable()
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{
if (_audioService != null && m_AudioListener != null)
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{
_audioService.RegisterListener(m_AudioListener);
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}
}
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private void OnDisable()
{
if (_audioService != null && m_AudioListener != null)
{
_audioService.UnregisterListener(m_AudioListener);
}
}
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}
}