"use strict";
cc._RF.push(module, '58403/n16JCa5sZhNMjZzGo', 'AudioManager');
// Script/module/Music/AudioManager.ts

"use strict";
var __decorate = (this && this.__decorate) || function (decorators, target, key, desc) {
    var c = arguments.length, r = c < 3 ? target : desc === null ? desc = Object.getOwnPropertyDescriptor(target, key) : desc, d;
    if (typeof Reflect === "object" && typeof Reflect.decorate === "function") r = Reflect.decorate(decorators, target, key, desc);
    else for (var i = decorators.length - 1; i >= 0; i--) if (d = decorators[i]) r = (c < 3 ? d(r) : c > 3 ? d(target, key, r) : d(target, key)) || r;
    return c > 3 && r && Object.defineProperty(target, key, r), r;
};
Object.defineProperty(exports, "__esModule", { value: true });
exports.AudioManager = void 0;
var _a = cc._decorator, ccclass = _a.ccclass, property = _a.property;
var AudioManager = /** @class */ (function () {
    function AudioManager() {
        //背景音乐
        this.audioGameBgm0 = null;
        //跳跃
        this.audioButtonClick = null;
        //落地上
        this.audioWarning = null;
        //碰撞
        this.audioWin = null;
    }
    AudioManager_1 = AudioManager;
    AudioManager.playWarning = function () {
        throw new Error('Method not implemented.');
    };
    AudioManager.prototype.ctor = function () {
        this.mAudioMap = {};
        /**
         * 默认音量大小
         * @type {number}
         */
        this.bgMusicVolume = 0.1;
        this.effectMusicVolume = 1;
        this.mMusicSwitch = 1;
        this.mEffectSwitch = 1;
    };
    AudioManager.prototype.play = function (audioSource, loop, callback, isBgMusic) {
        if (isBgMusic && !this.mMusicSwitch)
            return;
        if (!isBgMusic && !this.mEffectSwitch)
            return;
        var volume = isBgMusic ? this.bgMusicVolume : this.effectMusicVolume;
        if (cc.sys.isBrowser) {
            if (audioSource == this.brickSound) {
                volume = 0.1;
            }
            volume = 1;
            var context = cc.audioEngine.play(audioSource, loop, volume);
            if (callback) {
                cc.audioEngine.setFinishCallback(context, function () {
                    callback.call(this);
                }.bind(this));
            }
            // cc.wwx.OutPut.log('play audio effect isBrowser: ' + context.src);
            this.mAudioMap[audioSource] = context;
            return audioSource;
        }
        else {
            return audioSource;
        }
    };
    AudioManager.prototype.save = function () {
        // cc.wwx.Storage.setItem(cc.wwx.Storage.Key_Setting_Music_Volume, this.mMusicSwitch);
        // cc.wwx.Storage.setItem(cc.wwx.Storage.Key_Setting_Effect_Volume, this.mEffectSwitch);
    };
    Object.defineProperty(AudioManager, "Instance", {
        get: function () {
            if (this._instance == null) {
                this._instance = new AudioManager_1();
            }
            return this._instance;
        },
        enumerable: false,
        configurable: true
    });
    AudioManager.prototype.init = function () {
        this.reward = false;
        this.finish = false;
        this.rewardCount = 0;
        this.ctor();
        this.preload();
    };
    AudioManager.prototype.preload = function () {
        if (!(cc.sys.platform === cc.sys.WECHAT_GAME)) {
            return;
        }
        var musics = [
            this.audioGameBgm0,
        ];
        musics.forEach(function (path) {
        });
    };
    AudioManager.prototype.getAudioMusicSwitch = function () {
        return this.mMusicSwitch;
    };
    AudioManager.prototype.getAudioEffectSwitch = function () {
        return this.mEffectSwitch;
    };
    AudioManager.prototype.trunAudioSound = function (on) {
        this.switchMusic(on);
        this.switchEffect(on);
    };
    AudioManager.prototype.switchMusic = function (on) {
        if (this.mMusicSwitch != (on ? 1 : 0)) {
            this.mMusicSwitch = 1 - this.mMusicSwitch;
            // this.save();
        }
        if (on) {
            this.playMusicGame();
        }
        else {
            this.stopMusic();
        }
    };
    AudioManager.prototype.switchEffect = function (on) {
        if (this.mEffectSwitch != (on ? 1 : 0)) {
            this.mEffectSwitch = 1 - this.mEffectSwitch;
            // this.save();
        }
    };
    AudioManager.prototype.onHide = function () {
        cc.audioEngine.pauseAll();
    };
    AudioManager.prototype.onShow = function () {
        cc.audioEngine.resumeAll();
    };
    AudioManager.prototype.playMusic = function (key, callback, loop) {
        loop = typeof loop == 'undefined' || loop ? true : false;
        this.stopMusic();
        this.mMusicKey = this.play(key, loop, callback, true);
    };
    /**
     * 游戏背景音乐
     */
    AudioManager.prototype.playMusicGame = function () {
        this.playMusic(this.audioGameBgm0, {}, true);
    };
    /**
     * 停止背景音乐播放
     */
    AudioManager.prototype.stopMusic = function () {
        // cc.wwx.OutPut.log('stopMusic audio effect wx: ' + this.mMusicKey);
        var context = this.mAudioMap[this.mMusicKey];
        if (typeof (context) != 'undefined') {
            if (cc.sys.isBrowser) {
                cc.audioEngine.stop(context);
            }
            else {
                context.stop();
            }
            cc.audioEngine.stop(context);
        }
    };
    // 炸弹、火箭爆炸音效
    AudioManager.prototype.playWin = function () {
        return this.play(this.audioWin, false, null, this.mEffectSwitch);
    };
    //激光音效
    AudioManager.prototype.playWarning = function () {
        return this.play(this.audioWarning, false, null, this.mEffectSwitch);
    };
    /*
    * 游戏开始音效
    *
    */
    AudioManager.prototype.playGameStart = function () {
    };
    /*
    * 失败的游戏结束
    */
    AudioManager.prototype.playGameOver = function () {
    };
    /*
        * 成功的游戏结束
        */
    AudioManager.prototype.playGameResultFailed = function () {
    };
    /*
    * 成功的游戏结束
    */
    AudioManager.prototype.playGameResultSuccess = function () {
    };
    /**
     * 报警的音效
     */
    /**
     * 按钮
     */
    AudioManager.prototype.playAudioButton = function () {
        return this.play(this.audioButtonClick, false, null, this.mEffectSwitch);
    };
    var AudioManager_1;
    AudioManager._instance = null;
    __decorate([
        property(cc.AudioClip)
    ], AudioManager.prototype, "audioGameBgm0", void 0);
    __decorate([
        property(cc.AudioClip)
    ], AudioManager.prototype, "audioButtonClick", void 0);
    __decorate([
        property(cc.AudioClip)
    ], AudioManager.prototype, "audioWarning", void 0);
    __decorate([
        property(cc.AudioClip)
    ], AudioManager.prototype, "audioWin", void 0);
    AudioManager = AudioManager_1 = __decorate([
        ccclass('AudioManager')
    ], AudioManager);
    return AudioManager;
}());
exports.AudioManager = AudioManager;
;
// export { AudioManager };

cc._RF.pop();