public ActionSound(
     ActionSoundKey key,
     string soundName)
 {
     Key = key;
     SoundName = soundName;
 }
 public ActionSound(
     string actionName,
     string materialName,
     string soundName)
 {
     Key = new ActionSoundKey(actionName, materialName);
     SoundName = soundName;
 }
        void UpdateAudio()
        {
            UpdateListener();

            if (IsJumping)
            {
                if (jumpSound == null)
                {
                    var emitter = new AudioEmitter();
                    UpdateActorEmitter(emitter);

                    var key = new ActionSoundKey("Jump", null);
                    string soundName;
                    if (Character.ActionSounds.TryGetValue(key, out soundName))
                    {
                        jumpSound = Scene.CharacterAudioManager.CreateSound(soundName, emitter);
                        jumpSound.Play();
                    }
                }
                else if (jumpSound.IsPlaying)
                {
                    UpdateActorEmitter(jumpSound.Emitter);
                }
            }
            else
            {
                if (jumpSound != null)
                {
                    if (jumpSound.IsDisposed)
                    {
                        jumpSound = null;
                    }
                    else if (jumpSound.IsPlaying)
                    {
                        UpdateActorEmitter(jumpSound.Emitter);
                    }
                }
            }

            if (footstepSound != null)
            {
                if (footstepSound.IsDisposed)
                {
                    footstepSound = null;
                    //footstepStartPartIndex = 0;
                }
                else if (footstepSound.IsPlaying)
                {
                    UpdateActorEmitter(footstepSound.Emitter);
                }
            }

            // 重力方向に対して衝突があるかどうかを判定します。
            Vector3 gravity;
            Character.RigidBody.GetGravity(out gravity);
            bool isStanding = Character.CollisionBounds.IsCollidedForDirection(ref gravity);

            if (isStanding)
            {
                Vector3 velocity;
                Character.RigidBody.GetVeclocity(out velocity);
                velocity.Y = 0;
                if (0 < velocity.LengthSquared())
                {
                    if (footstepSound == null)
                    {
                        var model = Character.ActorModel as CubeAnimateCharacterActorModel;
                        var currentPartIndex = model.CurrentPartIndex;
                        if (footstepStartPartIndex != currentPartIndex)
                        {
                            var emitter = new AudioEmitter();
                            UpdateActorEmitter(emitter);

                            var key = new ActionSoundKey("Footstep", null);
                            string soundName;
                            if (Character.ActionSounds.TryGetValue(key, out soundName))
                            {
                                footstepSound = Scene.CharacterAudioManager.CreateSound(soundName, emitter);
                                footstepSound.Play();
                                footstepStartPartIndex = currentPartIndex;
                            }
                        }
                    }
                }
            }
        }