squidGame/tgx-games-client/assets/core_tgx/base/AudioMgr.ts

146 lines
4.2 KiB
TypeScript

//AudioMgr.ts
import { Node, AudioClip, director } from 'cc';
import { AudioBgMusic } from './audio/AudioBgMusic';
import { AudioEffect } from './audio/AudioEffect';
import { ModuleDef } from '../../scripts/ModuleDef';
/**
* @en
* this is a sington class for audio play, can be easily called from anywhere in you project.
* @zh
* 这是一个用于播放音频的单件类,可以很方便地在项目的任何地方调用。
*/
export class AudioMgr {
private static _inst: AudioMgr;
public static get inst(): AudioMgr {
if (this._inst == null) {
this._inst = new AudioMgr();
}
return this._inst;
}
private bgMusic!: AudioBgMusic;
private effect!: AudioEffect;
// private _audioSource: AudioSource;
private _musicVolume = 1.0;
private _musicVolumeScale = 1.0;
// private _soundVolume = 1.0;
constructor() {
//@en create a node as audioMgr
//@zh 创建一个节点作为 audioMgr
let audioMgr = new Node();
audioMgr.name = '__audioMgr__';
//@en add to the scene.
//@zh 添加节点到场景
director.getScene().addChild(audioMgr);
//@en make it as a persistent node, so it won't be destroied when scene change.
//@zh 标记为常驻节点,这样场景切换的时候就不会被销毁了
director.addPersistRootNode(audioMgr);
//@en add AudioSource componrnt to play audios.
//@zh 添加 AudioSource 组件,用于播放音频。
// this._audioSource = audioMgr.addComponent(AudioSource);
var bg_music = new Node("UIBgMusic");
bg_music.parent = audioMgr;
this.bgMusic = bg_music.addComponent(AudioBgMusic);
var effect = new Node("UIEffect");
effect.parent = audioMgr;
this.effect = effect.addComponent(AudioEffect);
}
// public get audioSource() {
// return this._audioSource;
// }
public set musicVolume(v: number) {
this._musicVolume = v;
this.bgMusic.volume = this._musicVolume * this._musicVolumeScale;
// this._audioSource.volume = this._musicVolume * this._musicVolumeScale;
}
public set soundVolume(v: number) {
// this._soundVolume = v;
this.effect.volume = v;
}
/**
* @en
* play short audio, such as strikes,explosions
* @zh
* 播放短音频,比如 打击音效,爆炸音效等
* @param sound clip or url for the audio
* @param volume
*/
playOneShot(sound: AudioClip | string, volume: number = 1.0, bundleName: string = 'resources') {
if (sound instanceof AudioClip) {
// this._audioSource.volume = 1.0;
// this._audioSource.playOneShot(sound, volume * this._soundVolume);
this.effect.playerEffect(sound, this.effect.volume);
}
else {
// this.effect.volume = volume;
this.effect.load(sound,bundleName);
}
}
/**
* @en
* play long audio, such as the bg music
* @zh
* 播放长音频,比如 背景音乐
* @param sound clip or url for the sound
* @param volume
* @param bundleName
*/
play(sound: AudioClip | string, volume: number = 1.0, bundleName: string = 'resources') {
this._musicVolumeScale = volume;
try {
if (sound instanceof AudioClip) {
this.bgMusic.playMusic(sound,null);
} else {
this.bgMusic.load(sound,null,bundleName);
}
} catch (error) {
console.error('An error occurred while playing the audio:', error);
}
}
/**
* 播放通用按钮声音
*/
public playCommonBtn(res ?: string){
this.playOneShot(res || 'res/audio/camera',1.0,ModuleDef.BASIC);
}
/**
* stop the audio play
*/
stop() {
// this._audioSource.stop();
this.effect.stop();
this.bgMusic.stop();
}
/**
* pause the audio play
*/
pause() {
// this._audioSource.pause();
this.effect.pause();
this.bgMusic.pause();
}
/**
* resume the audio play
*/
resume() {
// this._audioSource.play();
this.effect.play();
this.bgMusic.play();
}
}