GFramework/GFramework.Godot/setting/GodotAudioSettings.cs
GeWuYou b49079de3e style(coding-style): 统一代码风格并优化文档格式
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- 重构协程系统相关类的字段和方法定义格式
- 更新架构服务中容器访问方式的实现
- 调整异步操作类的属性和方法组织结构
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2026-01-27 20:30:04 +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="audioSettings">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 audioSettings, AudioBusMapSettings audioBusMapSettings)
: IApplyAbleSettings
{
/// <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, audioSettings.MasterVolume);
SetBus(audioBusMapSettings.Bgm, audioSettings.BgmVolume);
SetBus(audioBusMapSettings.Sfx, audioSettings.SfxVolume);
return Task.CompletedTask;
}
/// <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))
);
}
}