//AudioMgr.ts import { Node, AudioSource, AudioClip, resources, director } from 'cc'; /** * @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 _soundAudioSource: AudioSource; private _musicAudioSource: AudioSource; // private _soundaudioSource: AudioSource; 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._soundAudioSource = audioMgr.addComponent(AudioSource); this._musicAudioSource = audioMgr.addComponent(AudioSource); } public get soundAudioSource() { return this._soundAudioSource; } public get musicAudioSource() { return this._musicAudioSource; } /** * @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) { if (sound instanceof AudioClip) { this._soundAudioSource.playOneShot(sound, (this.muteSound ? 0 : 1) * volume); } else { resources.load(sound, (err, clip: AudioClip) => { if (err) { console.log(err); } else { this._soundAudioSource.playOneShot(clip, (this.muteSound ? 0 : 1) * volume); } }); } } /** * @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 */ play(sound: AudioClip, isLoop: boolean = true, volume: number = 1.0) { if (sound instanceof AudioClip) { this.musicAudioSource.stop(); this.musicAudioSource.clip = sound; this.musicAudioSource.loop = isLoop this.musicAudioSource.play(); this.musicAudioSource.volume = (this.muteMusic ? 0 : 1) * volume; } else { resources.load(sound, (err, clip: AudioClip) => { if (err) { console.log(err); } else { this.musicAudioSource.clip = clip; this.musicAudioSource.play(); this.musicAudioSource.volume = (this.muteMusic ? 0 : 1) * volume; } }); } } muteMusic: boolean = false muteSound: boolean = false activeMusic(active: boolean) { this.musicAudioSource.volume = active ? 1 : 0 this.muteMusic = !active } activeSound(active: boolean) { this.soundAudioSource.volume = active ? 1 : 0 this.muteSound = !active } /** * stop the audio play */ stop() { this._soundAudioSource.stop(); this._musicAudioSource.stop(); } /** * pause the audio play */ pause() { this._soundAudioSource.pause(); this._musicAudioSource.pause(); } /** * resume the audio play */ resume() { this._soundAudioSource.play(); this._musicAudioSource.play(); } }