Audipool
Namespace: BP.Audipool
Type: static class
The central entry point for playing audio through Audipool. Audipool manages audio source pooling and provides a static API for reserving and playing sounds using AudioHandle.
This component is initialized early in the Unity lifecycle to ensure audio is available before dependent systems.
Description
Audipool exposes a static, allocation-friendly interface for creating and controlling audio playback. Sounds are played by acquiring a AudioHandle, configuring it, and starting playback.
Handles are automatically invalidated when playback stops or the underlying audio slot is recycled.
Static Methods
Get()
public static AudioHandle Get()Reserves an audio slot for manual configuration.
The returned AudioHandle can be configured fluently before starting playback.
- The handle is invalid until
Play()is called - Handles are automatically invalidated if playback never starts
Returns A AudioHandle used to chain configuration commands.
Play(AudioPreset asset)
public static AudioHandle Play(AudioPreset asset)Plays a AudioPreset using its stored audio configuration.
This is a convenience method equivalent to:
Audipool.Get()
.WithAsset(asset)
.Play();Returns A AudioHandle used to further configure or control playback.
Usage Examples
One-shot Playback
Audipool.Play(impactTone);Manual Configuration
Audipool.Get()
.WithAsset(impactTone)
.At(hitPoint)
.Play();Chaining with Runtime Overrides
Audipool.Play(impactTone)
.Pitch(1.1f)
.Volume(0.8f);