/// <summary>
        /// 播放声音。
        /// </summary>
        /// <param name="soundAssetName">声音资源名称。</param>
        /// <param name="soundGroupName">声音组名称。</param>
        /// <param name="priority">加载声音资源的优先级。</param>
        /// <param name="playSoundParams">播放声音参数。</param>
        /// <param name="worldPosition">声音所在的世界坐标。</param>
        /// <param name="userData">用户自定义数据。</param>
        /// <returns>声音的序列编号。</returns>
        public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Vector3 worldPosition, object userData)
        {
            PlaySoundInfo playSoundInfo = ReferencePool.Acquire <PlaySoundInfo>();

            playSoundInfo.Initialize(null, worldPosition, userData);
            return(m_SoundManager.PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, playSoundInfo));
        }
        /// <summary>
        /// 播放声音。
        /// </summary>
        /// <param name="soundAssetName">声音资源名称。</param>
        /// <param name="soundGroupName">声音组名称。</param>
        /// <param name="priority">加载声音资源的优先级。</param>
        /// <param name="playSoundParams">播放声音参数。</param>
        /// <param name="bindingEntity">声音绑定的实体。</param>
        /// <param name="userData">用户自定义数据。</param>
        /// <returns>声音的序列编号。</returns>
        public int PlaySound(string soundAssetName, string soundGroupName, int priority, PlaySoundParams playSoundParams, Entity bindingEntity, object userData)
        {
            PlaySoundInfo playSoundInfo = ReferencePool.Acquire <PlaySoundInfo>();

            playSoundInfo.Initialize(bindingEntity, Vector3.zero, userData);
            return(m_SoundManager.PlaySound(soundAssetName, soundGroupName, priority, playSoundParams, playSoundInfo));
        }