52 lines
1.1 KiB
C#
52 lines
1.1 KiB
C#
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using System;
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using System.Runtime.InteropServices;
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namespace Nerfed.Runtime.Audio;
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public abstract class AudioResource : IDisposable
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{
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public AudioDevice Device { get; }
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public bool IsDisposed { get; private set; }
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private GCHandle SelfReference;
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protected AudioResource(AudioDevice device)
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{
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Device = device;
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SelfReference = GCHandle.Alloc(this, GCHandleType.Weak);
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Device.AddResourceReference(SelfReference);
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}
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protected virtual void Dispose(bool disposing)
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{
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if (!IsDisposed)
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{
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if (disposing)
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{
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Device.RemoveResourceReference(SelfReference);
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SelfReference.Free();
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}
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IsDisposed = true;
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}
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}
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~AudioResource()
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{
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#if DEBUG
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// If you see this log message, you leaked an audio resource without disposing it!
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// We can't clean it up for you because this can cause catastrophic issues.
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// You should really fix this when it happens.
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Log.Warning($"A resource of type {GetType().Name} was not Disposed.");
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#endif
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}
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public void Dispose()
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{
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// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
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Dispose(disposing: true);
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GC.SuppressFinalize(this);
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}
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}
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