Дебажный менеджер музыки
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.Audio;
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using UnityEngine.Pool;
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namespace Code.Audio
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{
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public class AudioSourcePool
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{
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// The pool holds plain GameObjects (you can swap this for any component type).
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private IObjectPool<AudioSource> _pool;
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private AudioSource _sourcePrefab;
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public void Initialize(int count, AudioSource sourcePrefab)
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{
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_sourcePrefab = sourcePrefab;
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// Create a pool with the four core callbacks.
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_pool = new ObjectPool<AudioSource>(
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createFunc: CreateItem,
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// actionOnGet: OnGet,
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// actionOnRelease: OnRelease,
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actionOnDestroy: OnDestroyItem,
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collectionCheck: true, // helps catch double-release mistakes
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defaultCapacity: count,
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maxSize: 20
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);
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}
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// Creates a new pooled GameObject the first time (and whenever the pool needs more).
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private AudioSource CreateItem()
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{
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AudioSource audioSource = Object.Instantiate(_sourcePrefab);
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audioSource.name = "PooledAudioSource";
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Object.DontDestroyOnLoad(audioSource);
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return audioSource;
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}
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// Called when an item is taken from the pool.
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private void OnGet(AudioSource source)
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{
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//source.gameObject.SetActive(true);
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}
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// Called when an item is returned to the pool.
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private void OnRelease(AudioSource source)
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{
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//source.gameObject.SetActive(false);
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}
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// Called when the pool decides to destroy an item (e.g., above max size).
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private void OnDestroyItem(AudioSource source)
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{
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Object.Destroy(source.gameObject);
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}
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public async UniTaskVoid PlayOneShot(AudioClip clip, Vector3 position, AudioMixerGroup audioMixerGroup)
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{
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AudioSource source = _pool.Get();
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source.PlayOneShot(clip);
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source.spatialBlend = 1f;
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source.transform.position = position;
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source.outputAudioMixerGroup = audioMixerGroup;
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await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
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_pool.Release(source);
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}
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public async UniTaskVoid PlayShizo(AudioClip clip, AudioMixerGroup audioMixerGroup)
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{
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AudioSource source = _pool.Get();
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source.PlayOneShot(clip);
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source.spatialBlend = 0f;
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source.outputAudioMixerGroup = audioMixerGroup;
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await UniTask.WaitUntilValueChanged(source, x => x.isPlaying);
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_pool.Release(source);
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}
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public AudioSource GetSource() => _pool.Get();
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public void ReleaseSource(AudioSource source) => _pool.Release(source);
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}
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}
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