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System.register(["cc"], function (_export, _context) {
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"use strict";
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var _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, Node, AudioSource, AudioClip, resources, director, AudioMgr, _crd;
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_export("AudioMgr", void 0);
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return {
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setters: [function (_cc) {
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_cclegacy = _cc.cclegacy;
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__checkObsolete__ = _cc.__checkObsolete__;
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__checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
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Node = _cc.Node;
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AudioSource = _cc.AudioSource;
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AudioClip = _cc.AudioClip;
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resources = _cc.resources;
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director = _cc.director;
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}],
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execute: function () {
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_crd = true;
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_cclegacy._RF.push({}, "6a056NydBdBYYrAqahbCCfe", "AudioMgr", undefined); //AudioMgr.ts
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/**
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* @en
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* this is a sington class for audio play, can be easily called from anywhere in you project.
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* @zh
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* 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。
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*/
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__checkObsolete__(['Node', 'AudioSource', 'AudioClip', 'resources', 'director']);
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_export("AudioMgr", AudioMgr = class AudioMgr {
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static get inst() {
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if (this._inst == null) {
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this._inst = new AudioMgr();
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}
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return this._inst;
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}
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// private _soundaudioSource: AudioSource;
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constructor() {
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this._soundAudioSource = void 0;
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this._musicAudioSource = void 0;
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this.muteMusic = false;
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this.muteSound = false;
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//@en create a node as audioMgr
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//@zh 创建一个节点作为 audioMgr
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var audioMgr = new Node();
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audioMgr.name = '__audioMgr__'; //@en add to the scene.
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//@zh 添加节点到场景
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director.getScene().addChild(audioMgr); //@en make it as a persistent node, so it won't be destroied when scene change.
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//@zh 标记为常驻节点,这样场景切换的时候就不会被销毁了
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director.addPersistRootNode(audioMgr); //@en add AudioSource componrnt to play audios.
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//@zh 添加 AudioSource 组件,用于播放音频。
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this._soundAudioSource = audioMgr.addComponent(AudioSource);
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this._musicAudioSource = audioMgr.addComponent(AudioSource);
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}
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get soundAudioSource() {
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return this._soundAudioSource;
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}
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get musicAudioSource() {
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return this._musicAudioSource;
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}
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/**
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* @en
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* play short audio, such as strikes,explosions
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* @zh
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* 播放短音频,比如 打击音效,爆炸音效等
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* @param sound clip or url for the audio
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* @param volume
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*/
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playOneShot(sound, volume) {
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if (volume === void 0) {
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volume = 1.0;
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}
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if (sound instanceof AudioClip) {
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this._soundAudioSource.playOneShot(sound, (this.muteSound ? 0 : 1) * volume);
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} else {
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resources.load(sound, (err, clip) => {
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if (err) {
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console.log(err);
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} else {
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this._soundAudioSource.playOneShot(clip, (this.muteSound ? 0 : 1) * volume);
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}
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});
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}
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}
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/**
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* @en
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* play long audio, such as the bg music
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* @zh
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* 播放长音频,比如 背景音乐
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* @param sound clip or url for the sound
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* @param volume
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*/
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play(sound, isLoop, volume) {
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if (isLoop === void 0) {
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isLoop = true;
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}
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if (volume === void 0) {
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volume = 1.0;
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}
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if (sound instanceof AudioClip) {
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this.musicAudioSource.stop();
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this.musicAudioSource.clip = sound;
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this.musicAudioSource.loop = isLoop;
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this.musicAudioSource.play();
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this.musicAudioSource.volume = (this.muteMusic ? 0 : 1) * volume;
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} else {
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resources.load(sound, (err, clip) => {
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if (err) {
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console.log(err);
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} else {
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this.musicAudioSource.clip = clip;
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this.musicAudioSource.play();
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this.musicAudioSource.volume = (this.muteMusic ? 0 : 1) * volume;
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}
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});
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}
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}
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activeMusic(active) {
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this.musicAudioSource.volume = active ? 1 : 0;
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this.muteMusic = !active;
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}
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activeSound(active) {
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this.soundAudioSource.volume = active ? 1 : 0;
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this.muteSound = !active;
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}
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/**
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* stop the audio play
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*/
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stop() {
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this._soundAudioSource.stop();
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this._musicAudioSource.stop();
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}
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/**
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* pause the audio play
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*/
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pause() {
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this._soundAudioSource.pause();
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this._musicAudioSource.pause();
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}
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/**
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* resume the audio play
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*/
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resume() {
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this._soundAudioSource.play();
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this._musicAudioSource.play();
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}
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});
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AudioMgr._inst = void 0;
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_cclegacy._RF.pop();
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_crd = false;
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}
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};
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});
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//# sourceMappingURL=17c15c9f91cab21852afabf06f526d531a818ca5.js.map
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