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- //------------------------------------------------------------
- // Game Framework
- // Copyright © 2013-2021 loyalsoft. All rights reserved.
- // Homepage: http://www.game7000.com/
- // Feedback: http://www.game7000.com/
- //------------------------------------------------------------
- using GameFramework.Resource;
- using System;
- using System.Collections.Generic;
- namespace GameFramework.Sound
- {
- /// <summary>
- /// 声音管理器。
- /// </summary>
- internal sealed partial class SoundManager : GameFrameworkModule, ISoundManager
- {
- private readonly Dictionary<string, SoundGroup> m_SoundGroups;
- private readonly List<int> m_SoundsBeingLoaded;
- private readonly HashSet<int> m_SoundsToReleaseOnLoad;
- private readonly LoadAssetCallbacks m_LoadAssetCallbacks;
- private IResourceManager m_ResourceManager;
- private ISoundHelper m_SoundHelper;
- private int m_Serial;
- private EventHandler<PlaySoundSuccessEventArgs> m_PlaySoundSuccessEventHandler;
- private EventHandler<PlaySoundFailureEventArgs> m_PlaySoundFailureEventHandler;
- private EventHandler<PlaySoundUpdateEventArgs> m_PlaySoundUpdateEventHandler;
- private EventHandler<PlaySoundDependencyAssetEventArgs> m_PlaySoundDependencyAssetEventHandler;
- /// <summary>
- /// 初始化声音管理器的新实例。
- /// </summary>
- public SoundManager()
- {
- m_SoundGroups = new Dictionary<string, SoundGroup>(StringComparer.Ordinal);
- m_SoundsBeingLoaded = new List<int>();
- m_SoundsToReleaseOnLoad = new HashSet<int>();
- m_LoadAssetCallbacks = new LoadAssetCallbacks(LoadAssetSuccessCallback, LoadAssetFailureCallback, LoadAssetUpdateCallback, LoadAssetDependencyAssetCallback);
- m_ResourceManager = null;
- m_SoundHelper = null;
- m_Serial = 0;
- m_PlaySoundSuccessEventHandler = null;
- m_PlaySoundFailureEventHandler = null;
- m_PlaySoundUpdateEventHandler = null;
- m_PlaySoundDependencyAssetEventHandler = null;
- }
- /// <summary>
- /// 获取声音组数量。
- /// </summary>
- public int SoundGroupCount
- {
- get
- {
- return m_SoundGroups.Count;
- }
- }
- /// <summary>
- /// 播放声音成功事件。
- /// </summary>
- public event EventHandler<PlaySoundSuccessEventArgs> PlaySoundSuccess
- {
- add
- {
- m_PlaySoundSuccessEventHandler += value;
- }
- remove
- {
- m_PlaySoundSuccessEventHandler -= value;
- }
- }
- /// <summary>
- /// 播放声音失败事件。
- /// </summary>
- public event EventHandler<PlaySoundFailureEventArgs> PlaySoundFailure
- {
- add
- {
- m_PlaySoundFailureEventHandler += value;
- }
- remove
- {
- m_PlaySoundFailureEventHandler -= value;
- }
- }
- /// <summary>
- /// 播放声音更新事件。
- /// </summary>
- public event EventHandler<PlaySoundUpdateEventArgs> PlaySoundUpdate
- {
- add
- {
- m_PlaySoundUpdateEventHandler += value;
- }
- remove
- {
- m_PlaySoundUpdateEventHandler -= value;
- }
- }
- /// <summary>
- /// 播放声音时加载依赖资源事件。
- /// </summary>
- public event EventHandler<PlaySoundDependencyAssetEventArgs> PlaySoundDependencyAsset
- {
- add
- {
- m_PlaySoundDependencyAssetEventHandler += value;
- }
- remove
- {
- m_PlaySoundDependencyAssetEventHandler -= value;
- }
- }
- /// <summary>
- /// 声音管理器轮询。
- /// </summary>
- /// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
- /// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
- internal override void Update(float elapseSeconds, float realElapseSeconds)
- {
- }
- /// <summary>
- /// 关闭并清理声音管理器。
- /// </summary>
- internal override void Shutdown()
- {
- StopAllLoadedSounds();
- m_SoundGroups.Clear();
- m_SoundsBeingLoaded.Clear();
- m_SoundsToReleaseOnLoad.Clear();
- }
- /// <summary>
- /// 设置资源管理器。
- /// </summary>
- /// <param name="resourceManager">资源管理器。</param>
- public void SetResourceManager(IResourceManager resourceManager)
- {
- if (resourceManager == null)
- {
- throw new GameFrameworkException("Resource manager is invalid.");
- }
- m_ResourceManager = resourceManager;
- }
- /// <summary>
- /// 设置声音辅助器。
- /// </summary>
- /// <param name="soundHelper">声音辅助器。</param>
- public void SetSoundHelper(ISoundHelper soundHelper)
- {
- if (soundHelper == null)
- {
- throw new GameFrameworkException("Sound helper is invalid.");
- }
- m_SoundHelper = soundHelper;
- }
- /// <summary>
- /// 是否存在指定声音组。
- /// </summary>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <returns>指定声音组是否存在。</returns>
- public bool HasSoundGroup(string soundGroupName)
- {
- if (string.IsNullOrEmpty(soundGroupName))
- {
- throw new GameFrameworkException("Sound group name is invalid.");
- }
- return m_SoundGroups.ContainsKey(soundGroupName);
- }
- /// <summary>
- /// 获取指定声音组。
- /// </summary>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <returns>要获取的声音组。</returns>
- public ISoundGroup GetSoundGroup(string soundGroupName)
- {
- if (string.IsNullOrEmpty(soundGroupName))
- {
- throw new GameFrameworkException("Sound group name is invalid.");
- }
- SoundGroup soundGroup = null;
- if (m_SoundGroups.TryGetValue(soundGroupName, out soundGroup))
- {
- return soundGroup;
- }
- return null;
- }
- /// <summary>
- /// 获取所有声音组。
- /// </summary>
- /// <returns>所有声音组。</returns>
- public ISoundGroup[] GetAllSoundGroups()
- {
- int index = 0;
- ISoundGroup[] results = new ISoundGroup[m_SoundGroups.Count];
- foreach (KeyValuePair<string, SoundGroup> soundGroup in m_SoundGroups)
- {
- results[index++] = soundGroup.Value;
- }
- return results;
- }
- /// <summary>
- /// 获取所有声音组。
- /// </summary>
- /// <param name="results">所有声音组。</param>
- public void GetAllSoundGroups(List<ISoundGroup> results)
- {
- if (results == null)
- {
- throw new GameFrameworkException("Results is invalid.");
- }
- results.Clear();
- foreach (KeyValuePair<string, SoundGroup> soundGroup in m_SoundGroups)
- {
- results.Add(soundGroup.Value);
- }
- }
- /// <summary>
- /// 增加声音组。
- /// </summary>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="soundGroupHelper">声音组辅助器。</param>
- /// <returns>是否增加声音组成功。</returns>
- public bool AddSoundGroup(string soundGroupName, ISoundGroupHelper soundGroupHelper)
- {
- return AddSoundGroup(soundGroupName, false, Constant.DefaultMute, Constant.DefaultVolume, soundGroupHelper);
- }
- /// <summary>
- /// 增加声音组。
- /// </summary>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="soundGroupAvoidBeingReplacedBySamePriority">声音组中的声音是否避免被同优先级声音替换。</param>
- /// <param name="soundGroupMute">声音组是否静音。</param>
- /// <param name="soundGroupVolume">声音组音量。</param>
- /// <param name="soundGroupHelper">声音组辅助器。</param>
- /// <returns>是否增加声音组成功。</returns>
- public bool AddSoundGroup(string soundGroupName, bool soundGroupAvoidBeingReplacedBySamePriority, bool soundGroupMute, float soundGroupVolume, ISoundGroupHelper soundGroupHelper)
- {
- if (string.IsNullOrEmpty(soundGroupName))
- {
- throw new GameFrameworkException("Sound group name is invalid.");
- }
- if (soundGroupHelper == null)
- {
- throw new GameFrameworkException("Sound group helper is invalid.");
- }
- if (HasSoundGroup(soundGroupName))
- {
- return false;
- }
- SoundGroup soundGroup = new SoundGroup(soundGroupName, soundGroupHelper)
- {
- AvoidBeingReplacedBySamePriority = soundGroupAvoidBeingReplacedBySamePriority,
- Mute = soundGroupMute,
- Volume = soundGroupVolume
- };
- m_SoundGroups.Add(soundGroupName, soundGroup);
- return true;
- }
- /// <summary>
- /// 增加声音代理辅助器。
- /// </summary>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="soundAgentHelper">要增加的声音代理辅助器。</param>
- public void AddSoundAgentHelper(string soundGroupName, ISoundAgentHelper soundAgentHelper)
- {
- if (m_SoundHelper == null)
- {
- throw new GameFrameworkException("You must set sound helper first.");
- }
- SoundGroup soundGroup = (SoundGroup)GetSoundGroup(soundGroupName);
- if (soundGroup == null)
- {
- throw new GameFrameworkException(Utility.Text.Format("Sound group '{0}' is not exist.", soundGroupName));
- }
- soundGroup.AddSoundAgentHelper(m_SoundHelper, soundAgentHelper);
- }
- /// <summary>
- /// 获取所有正在加载声音的序列编号。
- /// </summary>
- /// <returns>所有正在加载声音的序列编号。</returns>
- public int[] GetAllLoadingSoundSerialIds()
- {
- return m_SoundsBeingLoaded.ToArray();
- }
- /// <summary>
- /// 获取所有正在加载声音的序列编号。
- /// </summary>
- /// <param name="results">所有正在加载声音的序列编号。</param>
- public void GetAllLoadingSoundSerialIds(List<int> results)
- {
- if (results == null)
- {
- throw new GameFrameworkException("Results is invalid.");
- }
- results.Clear();
- results.AddRange(m_SoundsBeingLoaded);
- }
- /// <summary>
- /// 是否正在加载声音。
- /// </summary>
- /// <param name="serialId">声音序列编号。</param>
- /// <returns>是否正在加载声音。</returns>
- public bool IsLoadingSound(int serialId)
- {
- return m_SoundsBeingLoaded.Contains(serialId);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <returns>声音的序列编号。</returns>
- public int PlaySound(string soundAssetName, string soundGroupName)
- {
- return PlaySound(soundAssetName, soundGroupName, Resource.Constant.DefaultPriority, null, null);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="priority">加载声音资源的优先级。</param>
- /// <returns>声音的序列编号。</returns>
- public int PlaySound(string soundAssetName, string soundGroupName, int priority)
- {
- return PlaySound(soundAssetName, soundGroupName, priority, null, null);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="playSoundParams">播放声音参数。</param>
- /// <returns>声音的序列编号。</returns>
- public int PlaySound(string soundAssetName, string soundGroupName, PlaySoundParams playSoundParams)
- {
- return PlaySound(soundAssetName, soundGroupName, Resource.Constant.DefaultPriority, playSoundParams, null);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="userData">用户自定义数据。</param>
- /// <returns>声音的序列编号。</returns>
- public int PlaySound(string soundAssetName, string soundGroupName, object userData)
- {
- return PlaySound(soundAssetName, soundGroupName, Resource.Constant.DefaultPriority, null, userData);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="priority">加载声音资源的优先级。</param>
- /// <param name="playSoundParams">播放声音参数。</param>
- /// <returns>声音的序列编号。</returns>
- public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams)
- {
- return PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, null);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="priority">加载声音资源的优先级。</param>
- /// <param name="userData">用户自定义数据。</param>
- /// <returns>声音的序列编号。</returns>
- public int PlaySound(string soundAssetName, string soundGroupName, int priority, object userData)
- {
- return PlaySound(soundAssetName, soundGroupName, priority, null, userData);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="playSoundParams">播放声音参数。</param>
- /// <param name="userData">用户自定义数据。</param>
- /// <returns>声音的序列编号。</returns>
- public int PlaySound(string soundAssetName, string soundGroupName, PlaySoundParams playSoundParams, object userData)
- {
- return PlaySound(soundAssetName, soundGroupName, Resource.Constant.DefaultPriority, playSoundParams, userData);
- }
- /// <summary>
- /// 播放声音。
- /// </summary>
- /// <param name="soundAssetName">声音资源名称。</param>
- /// <param name="soundGroupName">声音组名称。</param>
- /// <param name="priority">加载声音资源的优先级。</param>
- /// <param name="playSoundParams">播放声音参数。</param>
- /// <param name="userData">用户自定义数据。</param>
- /// <returns>声音的序列编号。</returns>
- public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, object userData)
- {
- if (m_ResourceManager == null)
- {
- throw new GameFrameworkException("You must set resource manager first.");
- }
- if (m_SoundHelper == null)
- {
- throw new GameFrameworkException("You must set sound helper first.");
- }
- if (playSoundParams == null)
- {
- playSoundParams = PlaySoundParams.Create();
- }
- int serialId = ++m_Serial;
- PlaySoundErrorCode? errorCode = null;
- string errorMessage = null;
- SoundGroup soundGroup = (SoundGroup)GetSoundGroup(soundGroupName);
- if (soundGroup == null)
- {
- errorCode = PlaySoundErrorCode.SoundGroupNotExist;
- errorMessage = Utility.Text.Format("Sound group '{0}' is not exist.", soundGroupName);
- }
- else if (soundGroup.SoundAgentCount <= 0)
- {
- errorCode = PlaySoundErrorCode.SoundGroupHasNoAgent;
- errorMessage = Utility.Text.Format("Sound group '{0}' is have no sound agent.", soundGroupName);
- }
- if (errorCode.HasValue)
- {
- if (m_PlaySoundFailureEventHandler != null)
- {
- PlaySoundFailureEventArgs playSoundFailureEventArgs = PlaySoundFailureEventArgs.Create(serialId, soundAssetName, soundGroupName, playSoundParams, errorCode.Value, errorMessage, userData);
- m_PlaySoundFailureEventHandler(this, playSoundFailureEventArgs);
- ReferencePool.Release(playSoundFailureEventArgs);
- if (playSoundParams.Referenced)
- {
- ReferencePool.Release(playSoundParams);
- }
- return serialId;
- }
- throw new GameFrameworkException(errorMessage);
- }
- m_SoundsBeingLoaded.Add(serialId);
- m_ResourceManager.LoadAsset(soundAssetName, priority, m_LoadAssetCallbacks, PlaySoundInfo.Create(serialId, soundGroup, playSoundParams, userData));
- return serialId;
- }
- /// <summary>
- /// 停止播放声音。
- /// </summary>
- /// <param name="serialId">要停止播放声音的序列编号。</param>
- /// <returns>是否停止播放声音成功。</returns>
- public bool StopSound(int serialId)
- {
- return StopSound(serialId, Constant.DefaultFadeOutSeconds);
- }
- /// <summary>
- /// 停止播放声音。
- /// </summary>
- /// <param name="serialId">要停止播放声音的序列编号。</param>
- /// <param name="fadeOutSeconds">声音淡出时间,以秒为单位。</param>
- /// <returns>是否停止播放声音成功。</returns>
- public bool StopSound(int serialId, float fadeOutSeconds)
- {
- if (IsLoadingSound(serialId))
- {
- m_SoundsToReleaseOnLoad.Add(serialId);
- m_SoundsBeingLoaded.Remove(serialId);
- return true;
- }
- foreach (KeyValuePair<string, SoundGroup> soundGroup in m_SoundGroups)
- {
- if (soundGroup.Value.StopSound(serialId, fadeOutSeconds))
- {
- return true;
- }
- }
- return false;
- }
- /// <summary>
- /// 停止所有已加载的声音。
- /// </summary>
- public void StopAllLoadedSounds()
- {
- StopAllLoadedSounds(Constant.DefaultFadeOutSeconds);
- }
- /// <summary>
- /// 停止所有已加载的声音。
- /// </summary>
- /// <param name="fadeOutSeconds">声音淡出时间,以秒为单位。</param>
- public void StopAllLoadedSounds(float fadeOutSeconds)
- {
- foreach (KeyValuePair<string, SoundGroup> soundGroup in m_SoundGroups)
- {
- soundGroup.Value.StopAllLoadedSounds(fadeOutSeconds);
- }
- }
- /// <summary>
- /// 停止所有正在加载的声音。
- /// </summary>
- public void StopAllLoadingSounds()
- {
- foreach (int serialId in m_SoundsBeingLoaded)
- {
- m_SoundsToReleaseOnLoad.Add(serialId);
- }
- }
- /// <summary>
- /// 暂停播放声音。
- /// </summary>
- /// <param name="serialId">要暂停播放声音的序列编号。</param>
- public void PauseSound(int serialId)
- {
- PauseSound(serialId, Constant.DefaultFadeOutSeconds);
- }
- /// <summary>
- /// 暂停播放声音。
- /// </summary>
- /// <param name="serialId">要暂停播放声音的序列编号。</param>
- /// <param name="fadeOutSeconds">声音淡出时间,以秒为单位。</param>
- public void PauseSound(int serialId, float fadeOutSeconds)
- {
- foreach (KeyValuePair<string, SoundGroup> soundGroup in m_SoundGroups)
- {
- if (soundGroup.Value.PauseSound(serialId, fadeOutSeconds))
- {
- return;
- }
- }
- throw new GameFrameworkException(Utility.Text.Format("Can not find sound '{0}'.", serialId));
- }
- /// <summary>
- /// 恢复播放声音。
- /// </summary>
- /// <param name="serialId">要恢复播放声音的序列编号。</param>
- public void ResumeSound(int serialId)
- {
- ResumeSound(serialId, Constant.DefaultFadeInSeconds);
- }
- /// <summary>
- /// 恢复播放声音。
- /// </summary>
- /// <param name="serialId">要恢复播放声音的序列编号。</param>
- /// <param name="fadeInSeconds">声音淡入时间,以秒为单位。</param>
- public void ResumeSound(int serialId, float fadeInSeconds)
- {
- foreach (KeyValuePair<string, SoundGroup> soundGroup in m_SoundGroups)
- {
- if (soundGroup.Value.ResumeSound(serialId, fadeInSeconds))
- {
- return;
- }
- }
- throw new GameFrameworkException(Utility.Text.Format("Can not find sound '{0}'.", serialId));
- }
- private void LoadAssetSuccessCallback(string soundAssetName, object soundAsset, float duration, object userData)
- {
- PlaySoundInfo playSoundInfo = (PlaySoundInfo)userData;
- if (playSoundInfo == null)
- {
- throw new GameFrameworkException("Play sound info is invalid.");
- }
- if (m_SoundsToReleaseOnLoad.Contains(playSoundInfo.SerialId))
- {
- m_SoundsToReleaseOnLoad.Remove(playSoundInfo.SerialId);
- if (playSoundInfo.PlaySoundParams.Referenced)
- {
- ReferencePool.Release(playSoundInfo.PlaySoundParams);
- }
- ReferencePool.Release(playSoundInfo);
- m_SoundHelper.ReleaseSoundAsset(soundAsset);
- return;
- }
- m_SoundsBeingLoaded.Remove(playSoundInfo.SerialId);
- PlaySoundErrorCode? errorCode = null;
- ISoundAgent soundAgent = playSoundInfo.SoundGroup.PlaySound(playSoundInfo.SerialId, soundAsset, playSoundInfo.PlaySoundParams, out errorCode);
- if (soundAgent != null)
- {
- if (m_PlaySoundSuccessEventHandler != null)
- {
- PlaySoundSuccessEventArgs playSoundSuccessEventArgs = PlaySoundSuccessEventArgs.Create(playSoundInfo.SerialId, soundAssetName, soundAgent, duration, playSoundInfo.UserData);
- m_PlaySoundSuccessEventHandler(this, playSoundSuccessEventArgs);
- ReferencePool.Release(playSoundSuccessEventArgs);
- }
- if (playSoundInfo.PlaySoundParams.Referenced)
- {
- ReferencePool.Release(playSoundInfo.PlaySoundParams);
- }
- ReferencePool.Release(playSoundInfo);
- return;
- }
- m_SoundsToReleaseOnLoad.Remove(playSoundInfo.SerialId);
- m_SoundHelper.ReleaseSoundAsset(soundAsset);
- string errorMessage = Utility.Text.Format("Sound group '{0}' play sound '{1}' failure.", playSoundInfo.SoundGroup.Name, soundAssetName);
- if (m_PlaySoundFailureEventHandler != null)
- {
- PlaySoundFailureEventArgs playSoundFailureEventArgs = PlaySoundFailureEventArgs.Create(playSoundInfo.SerialId, soundAssetName, playSoundInfo.SoundGroup.Name, playSoundInfo.PlaySoundParams, errorCode.Value, errorMessage, playSoundInfo.UserData);
- m_PlaySoundFailureEventHandler(this, playSoundFailureEventArgs);
- ReferencePool.Release(playSoundFailureEventArgs);
- if (playSoundInfo.PlaySoundParams.Referenced)
- {
- ReferencePool.Release(playSoundInfo.PlaySoundParams);
- }
- ReferencePool.Release(playSoundInfo);
- return;
- }
- if (playSoundInfo.PlaySoundParams.Referenced)
- {
- ReferencePool.Release(playSoundInfo.PlaySoundParams);
- }
- ReferencePool.Release(playSoundInfo);
- throw new GameFrameworkException(errorMessage);
- }
- private void LoadAssetFailureCallback(string soundAssetName, LoadResourceStatus status, string errorMessage, object userData)
- {
- PlaySoundInfo playSoundInfo = (PlaySoundInfo)userData;
- if (playSoundInfo == null)
- {
- throw new GameFrameworkException("Play sound info is invalid.");
- }
- if (m_SoundsToReleaseOnLoad.Contains(playSoundInfo.SerialId))
- {
- m_SoundsToReleaseOnLoad.Remove(playSoundInfo.SerialId);
- if (playSoundInfo.PlaySoundParams.Referenced)
- {
- ReferencePool.Release(playSoundInfo.PlaySoundParams);
- }
- return;
- }
- m_SoundsBeingLoaded.Remove(playSoundInfo.SerialId);
- string appendErrorMessage = Utility.Text.Format("Load sound failure, asset name '{0}', status '{1}', error message '{2}'.", soundAssetName, status, errorMessage);
- if (m_PlaySoundFailureEventHandler != null)
- {
- PlaySoundFailureEventArgs playSoundFailureEventArgs = PlaySoundFailureEventArgs.Create(playSoundInfo.SerialId, soundAssetName, playSoundInfo.SoundGroup.Name, playSoundInfo.PlaySoundParams, PlaySoundErrorCode.LoadAssetFailure, appendErrorMessage, playSoundInfo.UserData);
- m_PlaySoundFailureEventHandler(this, playSoundFailureEventArgs);
- ReferencePool.Release(playSoundFailureEventArgs);
- if (playSoundInfo.PlaySoundParams.Referenced)
- {
- ReferencePool.Release(playSoundInfo.PlaySoundParams);
- }
- return;
- }
- throw new GameFrameworkException(appendErrorMessage);
- }
- private void LoadAssetUpdateCallback(string soundAssetName, float progress, object userData)
- {
- PlaySoundInfo playSoundInfo = (PlaySoundInfo)userData;
- if (playSoundInfo == null)
- {
- throw new GameFrameworkException("Play sound info is invalid.");
- }
- if (m_PlaySoundUpdateEventHandler != null)
- {
- PlaySoundUpdateEventArgs playSoundUpdateEventArgs = PlaySoundUpdateEventArgs.Create(playSoundInfo.SerialId, soundAssetName, playSoundInfo.SoundGroup.Name, playSoundInfo.PlaySoundParams, progress, playSoundInfo.UserData);
- m_PlaySoundUpdateEventHandler(this, playSoundUpdateEventArgs);
- ReferencePool.Release(playSoundUpdateEventArgs);
- }
- }
- private void LoadAssetDependencyAssetCallback(string soundAssetName, string dependencyAssetName, int loadedCount, int totalCount, object userData)
- {
- PlaySoundInfo playSoundInfo = (PlaySoundInfo)userData;
- if (playSoundInfo == null)
- {
- throw new GameFrameworkException("Play sound info is invalid.");
- }
- if (m_PlaySoundDependencyAssetEventHandler != null)
- {
- PlaySoundDependencyAssetEventArgs playSoundDependencyAssetEventArgs = PlaySoundDependencyAssetEventArgs.Create(playSoundInfo.SerialId, soundAssetName, playSoundInfo.SoundGroup.Name, playSoundInfo.PlaySoundParams, dependencyAssetName, loadedCount, totalCount, playSoundInfo.UserData);
- m_PlaySoundDependencyAssetEventHandler(this, playSoundDependencyAssetEventArgs);
- ReferencePool.Release(playSoundDependencyAssetEventArgs);
- }
- }
- }
- }
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