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Alien_Sniper/temp/programming/packer-driver/targets/preview/chunks/17/17c15c9f91cab21852afabf06f526d531a818ca5.js
T
2026-07-14 11:44:07 +08:00

186 lines
5.2 KiB
JavaScript

System.register(["cc"], function (_export, _context) {
"use strict";
var _cclegacy, __checkObsolete__, __checkObsoleteInNamespace__, Node, AudioSource, AudioClip, resources, director, AudioMgr, _crd;
_export("AudioMgr", void 0);
return {
setters: [function (_cc) {
_cclegacy = _cc.cclegacy;
__checkObsolete__ = _cc.__checkObsolete__;
__checkObsoleteInNamespace__ = _cc.__checkObsoleteInNamespace__;
Node = _cc.Node;
AudioSource = _cc.AudioSource;
AudioClip = _cc.AudioClip;
resources = _cc.resources;
director = _cc.director;
}],
execute: function () {
_crd = true;
_cclegacy._RF.push({}, "6a056NydBdBYYrAqahbCCfe", "AudioMgr", undefined); //AudioMgr.ts
/**
* @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。
*/
__checkObsolete__(['Node', 'AudioSource', 'AudioClip', 'resources', 'director']);
_export("AudioMgr", AudioMgr = class AudioMgr {
static get inst() {
if (this._inst == null) {
this._inst = new AudioMgr();
}
return this._inst;
}
// private _soundaudioSource: AudioSource;
constructor() {
this._soundAudioSource = void 0;
this._musicAudioSource = void 0;
this.muteMusic = false;
this.muteSound = false;
//@en create a node as audioMgr
//@zh 创建一个节点作为 audioMgr
var 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);
}
get soundAudioSource() {
return this._soundAudioSource;
}
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, volume) {
if (volume === void 0) {
volume = 1.0;
}
if (sound instanceof AudioClip) {
this._soundAudioSource.playOneShot(sound, (this.muteSound ? 0 : 1) * volume);
} else {
resources.load(sound, (err, clip) => {
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, isLoop, volume) {
if (isLoop === void 0) {
isLoop = true;
}
if (volume === void 0) {
volume = 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) => {
if (err) {
console.log(err);
} else {
this.musicAudioSource.clip = clip;
this.musicAudioSource.play();
this.musicAudioSource.volume = (this.muteMusic ? 0 : 1) * volume;
}
});
}
}
activeMusic(active) {
this.musicAudioSource.volume = active ? 1 : 0;
this.muteMusic = !active;
}
activeSound(active) {
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();
}
});
AudioMgr._inst = void 0;
_cclegacy._RF.pop();
_crd = false;
}
};
});
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