MoonWorks/src/Audio/AudioResource.cs

68 lines
1.6 KiB
C#

using System;
using System.Runtime.InteropServices;
namespace MoonWorks.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 DisposeManagedState() { }
protected virtual void DisposeUnmanagedState() { }
protected void Dispose(bool disposing)
{
if (!IsDisposed)
{
if (disposing)
{
DisposeManagedState();
Device.RemoveResourceReference(SelfReference);
SelfReference.Free();
}
DisposeUnmanagedState();
IsDisposed = true;
}
}
~AudioResource()
{
#if DEBUG
// If the graphics device associated with this resource was already disposed, we assume
// that your game is in the middle of shutting down.
if (!IsDisposed && Device != null && !Device.IsDisposed)
{
// If you see this log message, you leaked a graphics resource without disposing it!
// This means your game may eventually run out of native memory for mysterious reasons.
Logger.LogWarn($"A resource of type {GetType().Name} was not Disposed.");
}
#endif
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: false);
}
public void Dispose()
{
// Do not change this code. Put cleanup code in 'Dispose(bool disposing)' method
Dispose(disposing: true);
GC.SuppressFinalize(this);
}
}
}