/*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~其他~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
    /// <summary>
    /// 忽视距离声音
    /// </summary>
    public SoundBase PlayIgnoreListenerSound(string fileName, int count = 1)
    {
        if (IsCloseEffectSound || fileName.Length == 0)
        {
            return(null);
        }

        EffectSound sound = CommonObjectPools.Spawn <EffectSound>();

        sound.Setup(fileName, Vector3.zero, GetDefaultListener().transform, 0, 500, count);
        sound.LoadResource();

        return(sound);
    }
    /*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~音效~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*/
    /// <summary>
    /// 音效
    /// </summary>
    /// <param name="fileName">资源文件</param>
    /// <param name="pos">播放位置</param>
    /// <param name="loop">是否循环:如果是循环音效,需要手动清理(AudioSourcePools.instance.DespawnAudio)</param>
    /// <returns></returns>
    public SoundBase PlaySoundEffect(string fileName, Vector3 pos, float min_distance, float max_distance, int count = 1)
    {
        if (IsCloseEffectSound || fileName.Length == 0)
        {
            return(null);
        }

        EffectSound sound = CommonObjectPools.Spawn <EffectSound>();

        sound.Setup(fileName, pos, null, min_distance, max_distance, count);
        sound.LoadResource();

        return(sound);
    }