using Engine.Kernel.World; namespace Engine.Audio.Contracts; /// /// Gameplay-facing trigger for a GameObject's AudioSource — "play the /// bounce sound now," not a field on AudioSource itself, same split /// IPhysicsService makes between a Rigidbody's persistent data and an /// action performed on it (see that interface's own doc comment). /// public interface IAudioService { void Play(GameObject go); void Stop(GameObject go); bool IsPlaying(GameObject go); }