GFramework/GFramework.Godot/setting/GodotAudioSettings.cs
GeWuYou 19c0830a7d feat(serializer): 添加运行时类型序列化器接口并重构序列化模块
- 新增 IRuntimeTypeSerializer 接口支持运行时类型序列化
- 将序列化器接口从 Game 模块迁移到 Core 模块
- 更新 JsonSerializer 的命名空间引用
- 为 Godot 音频和图形设置类添加持久化应用接口实现
- 重构设置模型的初始化和去重逻辑
- 移除批量加载所有设置的功能
- 优化设置应用过程为异步执行
- 在存储接口中添加异步删除方法
- 为各种存储实现添加异步删除功能
- 为 Godot 文件存储添加标准文件系统路径删除支持
- 删除废弃的设置数据基类实现
2026-01-27 21:58:30 +08:00

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using GFramework.Game.Abstractions.setting;
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="settings">音频设置对象,包含主音量、背景音乐音量和音效音量</param>
/// <param name="audioBusMapSettings">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(AudioSettings settings, AudioBusMapSettings audioBusMapSettings)
: IPersistentApplyAbleSettings
{
/// <summary>
/// 应用音频设置到Godot音频系统
/// </summary>
/// <returns>表示异步操作的任务</returns>
public Task Apply()
{
SetBus(audioBusMapSettings.Master, settings.MasterVolume);
SetBus(audioBusMapSettings.Bgm, settings.BgmVolume);
SetBus(audioBusMapSettings.Sfx, settings.SfxVolume);
return Task.CompletedTask;
}
public void Reset()
{
audioBusMapSettings.Reset();
}
/// <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))
);
}
}