using GFramework.Game.Abstractions.setting;
using GFramework.Game.Abstractions.setting.data;
using GFramework.Godot.setting.data;
using Godot;
namespace GFramework.Godot.setting;
///
/// Godot音频设置实现类,用于应用音频配置到Godot音频系统
///
/// 设置模型对象,提供音频设置数据访问
/// 音频总线映射对象,定义了不同音频类型的总线名称
public class GodotAudioSettings(ISettingsModel model, AudioBusMap audioBusMap)
: IResetApplyAbleSettings
{
///
/// 应用音频设置到Godot音频系统
///
/// 表示异步操作的任务
public Task Apply()
{
var settings = model.GetData();
SetBus(audioBusMap.Master, settings.MasterVolume);
SetBus(audioBusMap.Bgm, settings.BgmVolume);
SetBus(audioBusMap.Sfx, settings.SfxVolume);
return Task.CompletedTask;
}
///
/// 重置音频设置为默认值
///
public void Reset()
{
model.GetData().Reset();
}
public ISettingsData Data { get; } = model.GetData();
public Type DataType { get; } = typeof(AudioSettings);
///
/// 设置指定音频总线的音量
///
/// 音频总线名称
/// 线性音量值(0-1之间)
private static void SetBus(string busName, float linear)
{
// 获取音频总线索引
var idx = AudioServer.GetBusIndex(busName);
if (idx < 0)
{
GD.PushWarning($"Audio bus not found: {busName}");
return;
}
// 将线性音量转换为分贝并设置到音频总线
AudioServer.SetBusVolumeDb(
idx,
Mathf.LinearToDb(Mathf.Clamp(linear, 0.0001f, 1f))
);
}
}