Files
WarhammerQuest/src/view/SoundManager.js

143 lines
4.1 KiB
JavaScript

export class SoundManager {
constructor() {
this.musicVolume = 0.3; // Default volume (not too loud)
this.sfxVolume = 0.5;
this.currentMusic = null;
this.isMuted = false;
// Asset Library
this.assets = {
music: {
'exploration': '/assets/music/ingame/Abandoned_Ruins.mp3'
},
sfx: {
'door_open': '/assets/sfx/opendoor.mp3',
'footsteps': '/assets/sfx/footsteps.mp3',
'sword': '/assets/sfx/sword1.mp3',
'arrow': '/assets/sfx/arrow.mp3'
}
};
this.initialized = false;
this.activeLoops = new Map();
}
/**
* Initializes the audio context if needed (browser restriction handling)
* Can be called on the first user interaction (click)
*/
init() {
if (this.initialized) return;
this.initialized = true;
console.log("[SoundManager] Audio System Initialized");
}
playMusic(key) {
if (this.isMuted) return;
const url = this.assets.music[key];
if (!url) {
console.warn(`[SoundManager] Music track not found: ${key}`);
return;
}
// If same track is playing, do nothing
if (this.currentMusic && this.currentMusic.src.includes(url) && !this.currentMusic.paused) {
return;
}
// Stop current
this.stopMusic();
// Start new
this.currentMusic = new Audio(url);
this.currentMusic.loop = true;
this.currentMusic.volume = this.musicVolume;
// Handle autoplay promises
const playPromise = this.currentMusic.play();
if (playPromise !== undefined) {
playPromise.catch(error => {
console.log("[SoundManager] Autoplay prevented. Waiting for user interaction.");
// We can add a one-time click listener to window to resume if needed
const resume = () => {
this.currentMusic.play();
window.removeEventListener('click', resume);
window.removeEventListener('keydown', resume);
};
window.addEventListener('click', resume);
window.addEventListener('keydown', resume);
});
}
console.log(`[SoundManager] Playing music: ${key}`);
}
stopMusic() {
if (this.currentMusic) {
this.currentMusic.pause();
this.currentMusic.currentTime = 0;
this.currentMusic = null;
}
}
setMusicVolume(vol) {
this.musicVolume = Math.max(0, Math.min(1, vol));
if (this.currentMusic) {
this.currentMusic.volume = this.musicVolume;
}
}
toggleMute() {
this.isMuted = !this.isMuted;
if (this.isMuted) {
if (this.currentMusic) this.currentMusic.pause();
} else {
if (this.currentMusic) this.currentMusic.play();
}
return this.isMuted;
}
playSound(key) {
if (this.isMuted) return;
const url = this.assets.sfx[key];
if (!url) {
console.warn(`[SoundManager] SFX not found: ${key}`);
return;
}
const audio = new Audio(url);
audio.volume = this.sfxVolume;
// Fire and forget, but catch errors
audio.play().catch(e => {
// Check if error is NotAllowedError (autoplay) - silently ignore usually for SFX
// or log if needed
});
}
startLoop(key) {
if (this.isMuted) return;
if (this.activeLoops.has(key)) return; // Already playing
const url = this.assets.sfx[key];
if (!url) return;
const audio = new Audio(url);
audio.loop = true;
audio.volume = this.sfxVolume;
audio.play().catch(() => { });
this.activeLoops.set(key, audio);
}
stopLoop(key) {
const audio = this.activeLoops.get(key);
if (audio) {
audio.pause();
audio.currentTime = 0;
this.activeLoops.delete(key);
}
}
}