GFramework/GFramework.Godot/Setting/GodotAudioSettings.cs
GeWuYou e3652db030 fix/review-followups: 修复审查反馈并补充提交流程规则
- 修复 Core、Cqrs、Godot 与 Game 模块中的异常契约、空值校验和线程亲和性问题
- 更新 Settings API 为 ApplyAsync 并同步实现、调用点、测试与中文文档
- 补充 AGENTS.md 中的构建校验、自动提交与分支创建规则
- 整理 Logging、WeakCache 与 Resource 相关实现的行为与文档一致性
2026-04-18 19:37:25 +08:00

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using GFramework.Game.Abstractions.Setting;
using GFramework.Game.Abstractions.Setting.Data;
using GFramework.Godot.Setting.Data;
using Godot;
namespace GFramework.Godot.Setting;
/// <summary>
/// Godot音频设置实现类用于应用音频配置到Godot音频系统
/// </summary>
/// <param name="model">设置模型对象,提供音频设置数据访问</param>
/// <param name="audioBusMap">音频总线映射对象,定义了不同音频类型的总线名称</param>
public class GodotAudioSettings(ISettingsModel model, AudioBusMap audioBusMap)
: IResetApplyAbleSettings
{
/// <summary>
/// 应用音频设置到Godot音频系统
/// </summary>
/// <returns>已完成的任务;该实现只执行同步音频总线更新。</returns>
public Task ApplyAsync()
{
var settings = model.GetData<AudioSettings>();
SetBus(audioBusMap.Master, settings.MasterVolume);
SetBus(audioBusMap.Bgm, settings.BgmVolume);
SetBus(audioBusMap.Sfx, settings.SfxVolume);
return Task.CompletedTask;
}
/// <summary>
/// 重置音频设置为默认值
/// </summary>
public void Reset()
{
model.GetData<AudioSettings>().Reset();
}
/// <summary>
/// 获取音频设置的数据对象。
/// 该属性提供对音频设置数据的只读访问。
/// </summary>
public ISettingsData Data { get; } = model.GetData<AudioSettings>();
/// <summary>
/// 获取音频设置数据的类型。
/// 该属性返回音频设置数据的具体类型信息。
/// </summary>
public Type DataType { get; } = typeof(AudioSettings);
/// <summary>
/// 设置指定音频总线的音量
/// </summary>
/// <param name="busName">音频总线名称</param>
/// <param name="linear">线性音量值0-1之间</param>
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))
);
}
}