AudioSystem.ts 5.6 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217
  1. import { AUDIO_TYPE } from "../../game/data/GameData";
  2. /**
  3. * 音频模块
  4. * @author 薛鸿潇
  5. */
  6. export default class AudioSystem {
  7. /** 音乐开关 */
  8. private _switchMusic: boolean = true;
  9. /** 音效开关 */
  10. private _switchEffect: boolean = true;
  11. /** 音效音量 */
  12. private _effectVolume: number = 1;
  13. /** 音乐音量 */
  14. private _musicVolume: number = 1;
  15. /** 音频map */
  16. private _map_audio: Map<AUDIO_NAME, cc.AudioClip> = new Map();
  17. private _bg_audio:cc.AudioClip;
  18. /** 初始化 */
  19. public init() {
  20. // 获取本地开关设置
  21. this._switchEffect = !(cc.sys.localStorage.getItem("switchEffect") == "false");
  22. this._switchMusic = !(cc.sys.localStorage.getItem("switchMusic") == "false");
  23. }
  24. /**
  25. * 播放音乐文件
  26. * @param audio_name 音频名字
  27. * @param loop 是否循环【默认循环】
  28. */
  29. public async playMusic(audio_name: AUDIO_NAME, loop: boolean = true) {
  30. if(!this._switchMusic){
  31. return;
  32. }
  33. if (!this._bg_audio) {
  34. this._bg_audio = await mk.loader.load(AUDIO_PATH + audio_name, cc.AudioClip);
  35. }
  36. cc.audioEngine.playMusic(this._bg_audio, loop);
  37. }
  38. /**
  39. * 播放音效文件
  40. * @param audio_name 音频名字
  41. * @param loop 是否循环【默认不循环】
  42. */
  43. public async playEffect(audio_name: AUDIO_NAME, loop: boolean = false) {
  44. if (this._switchEffect) {
  45. let asset = this._map_audio.get(audio_name);
  46. if (!asset) {
  47. asset = await mk.loader.load(AUDIO_PATH + audio_name, cc.AudioClip);
  48. this._map_audio.set(audio_name, asset);
  49. }
  50. return cc.audioEngine.playEffect(asset, loop);
  51. }
  52. return null;
  53. }
  54. /**
  55. * 停止播放音效
  56. * @param audio_id 音频id
  57. */
  58. public stopEffect(audio_id: number) {
  59. cc.audioEngine.stopEffect(audio_id);
  60. }
  61. /**
  62. * 转换音效开关
  63. */
  64. public switchEffectFunc() {
  65. this._switchEffect = !this._switchEffect;
  66. if (!this._switchEffect) {
  67. this.setStopAllEffect();
  68. }
  69. cc.sys.localStorage.setItem("switchEffect", this._switchEffect.toString());
  70. }
  71. /**
  72. * 获取音效开关状态
  73. * @returns {boolean}
  74. */
  75. public getSwitchEffect(): boolean {
  76. return this._switchEffect;
  77. }
  78. /**
  79. * 设置音效声音大小
  80. * value: 0.0 - 1.0
  81. */
  82. public setEffectVolume(value: number) {
  83. this._effectVolume = value;
  84. cc.audioEngine.setEffectsVolume(value);
  85. cc.sys.localStorage.setItem("audio", JSON.stringify({ effect: this._effectVolume, music: this._musicVolume }));
  86. }
  87. /**
  88. * 获取音效大小
  89. * @return {number} 0.0 - 1.0
  90. */
  91. public getEffectVolume(): number {
  92. return cc.audioEngine.getEffectsVolume();
  93. }
  94. /**
  95. * 恢复当前说暂停的所有音效
  96. */
  97. public setResumeAllEffect() {
  98. if (this._switchEffect) {
  99. cc.audioEngine.resumeAllEffects();
  100. }
  101. }
  102. /**
  103. * 停止播放所有正在播放的音效
  104. */
  105. public setStopAllEffect() {
  106. cc.audioEngine.stopAllEffects();
  107. }
  108. /**
  109. * 转换音乐按钮开关
  110. */
  111. public switchMusicFunc() {
  112. this._switchMusic = !this._switchMusic;
  113. if (!this._switchMusic) {
  114. this.setPauseMusic();
  115. } else {
  116. this.setResumeMusic();
  117. }
  118. cc.sys.localStorage.setItem("switchMusic", this._switchMusic.toString());
  119. }
  120. /**
  121. * 获取音乐开关状态
  122. * @returns {boolean}
  123. */
  124. public getSwitchMusic() {
  125. return this._switchMusic;
  126. }
  127. /**
  128. * 暂停当前播放音乐
  129. */
  130. public setPauseMusic() {
  131. cc.audioEngine.pauseMusic();
  132. }
  133. /**
  134. * 恢复当前被暂停音乐音乐
  135. */
  136. public setResumeMusic() {
  137. if (this._switchMusic) {
  138. cc.audioEngine.resumeMusic();
  139. }
  140. }
  141. /**
  142. * 暂停所有 music
  143. */
  144. public stopMusic() {
  145. cc.audioEngine.stopMusic();
  146. }
  147. /**
  148. * 设置music音量
  149. * @param value 音量
  150. */
  151. public setMusicVolume(value: number) {
  152. this._musicVolume = value;
  153. cc.audioEngine.setMusicVolume(value);
  154. cc.sys.localStorage.setItem("audio", JSON.stringify({ effect: this._effectVolume, music: this._musicVolume }));
  155. }
  156. /**
  157. * 获取当前music音量
  158. * @returns {number} 音量
  159. */
  160. public getMusicVolume() {
  161. return cc.audioEngine.getMusicVolume();
  162. }
  163. /**
  164. * 音乐是否正在播放(验证些方法来实现背景音乐是否播放完成)
  165. * @returns {boolen}
  166. */
  167. public isMusicPlaying() {
  168. return cc.audioEngine.isMusicPlaying();
  169. }
  170. /**
  171. * 释放指定音效资源
  172. * @param audio 音频资源
  173. */
  174. public releaseAudio(audio: cc.AudioClip) {
  175. if (!audio) {
  176. cc.error("【音频】资源" + audio + "不存在, 释放失败")
  177. return;
  178. }
  179. cc.audioEngine.uncache(audio);
  180. }
  181. /** 停止所有音效 */
  182. public stopAllAudio() {
  183. cc.audioEngine.stopAll();
  184. }
  185. /** 卸载所有音频 */
  186. public releaseAllAudio() {
  187. cc.audioEngine.uncacheAll();
  188. }
  189. }
  190. /** 音频路径 */
  191. const AUDIO_PATH = 'music/';
  192. /** 外部读取到的类型 */
  193. type AUDIO_NAME = keyof typeof AUDIO_TYPE;