Files
Infratest/Assets/Code/Infrastructure/Audio/AudioService.cs
T
2026-01-27 03:03:52 +03:00

54 lines
1.7 KiB
C#

using System.Collections.Generic;
using Code.Infrastructure.EventBus;
using UnityEngine;
namespace Code.Infrastructure.Audio
{
public interface IAudioService
{
AudioClip GetClip(AudioNames groupName, int id);
void PlayTest();
}
public class AudioService : IAudioClipsEventHandle, IAudioService
{
private EventBus.EventBus _eventBus;
private IAudioFactory _audioFactory;
private IAudioSourcePool _pool;
private Dictionary<AudioNames, Dictionary<int, AudioClip>> _audioClips = new();
public AudioService(EventBus.EventBus eventBus, IAudioFactory audioFactory, IAudioSourcePool pool)
{
_eventBus = eventBus;
_audioFactory = audioFactory;
_pool = pool;
_eventBus.Subscribe(this);
for (int i = 0; i < typeof(AudioNames).GetEnumValues().Length; i++)
_audioClips.Add((AudioNames)i, new Dictionary<int, AudioClip>());
}
public void PlayTest()
{
_pool.GetSource(AudioSourceType.NoBlend).PlayOneShot(GetClip(AudioNames.UISounds, 0));
}
public AudioClip GetClip(AudioNames groupName, int id) => _audioClips[groupName][id];
public void AudioClipsLoaded(AudioNames groupname, Dictionary<int, AudioClip> clips)
{
_audioClips[groupname] = clips;
_eventBus.RaiseEvent<IReadyToPlayHandle>(x=> x.OnReadyToPlay(groupname));
}
public void AudioClipsUnLoaded(AudioNames groupName)
{
_audioClips[groupName] = null;
}
}
public interface IReadyToPlayHandle : IGlobalSubscriber
{
void OnReadyToPlay(AudioNames groupName);
}
}