Nerfed/Nerfed.Runtime/Audio/AudioResource.cs

52 lines
1.1 KiB
C#
Raw Normal View History

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