101 lines
2.5 KiB
TypeScript
101 lines
2.5 KiB
TypeScript
import { type GameEffect } from '../core/gameResult'
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type SoundKey = 'session-start' | 'start-complete' | 'control-complete' | 'finish-complete' | 'warning'
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const SOUND_SRC: Record<SoundKey, string> = {
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'session-start': '/assets/sounds/session-start.wav',
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'start-complete': '/assets/sounds/start-complete.wav',
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'control-complete': '/assets/sounds/control-complete.wav',
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'finish-complete': '/assets/sounds/finish-complete.wav',
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warning: '/assets/sounds/warning.wav',
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}
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export class SoundDirector {
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enabled: boolean
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contexts: Partial<Record<SoundKey, WechatMiniprogram.InnerAudioContext>>
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constructor() {
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this.enabled = true
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this.contexts = {}
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}
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setEnabled(enabled: boolean): void {
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this.enabled = enabled
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}
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destroy(): void {
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const keys = Object.keys(this.contexts) as SoundKey[]
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for (const key of keys) {
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const context = this.contexts[key]
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if (!context) {
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continue
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}
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context.stop()
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context.destroy()
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}
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this.contexts = {}
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}
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handleEffects(effects: GameEffect[]): void {
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if (!this.enabled || !effects.length) {
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return
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}
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const hasFinishCompletion = effects.some((effect) => effect.type === 'control_completed' && effect.controlKind === 'finish')
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for (const effect of effects) {
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if (effect.type === 'session_started') {
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this.play('session-start')
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continue
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}
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if (effect.type === 'punch_feedback' && effect.tone === 'warning') {
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this.play('warning')
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continue
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}
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if (effect.type === 'control_completed') {
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if (effect.controlKind === 'start') {
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this.play('start-complete')
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continue
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}
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if (effect.controlKind === 'finish') {
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this.play('finish-complete')
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continue
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}
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this.play('control-complete')
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continue
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}
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if (effect.type === 'session_finished' && !hasFinishCompletion) {
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this.play('finish-complete')
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}
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}
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}
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play(key: SoundKey): void {
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const context = this.getContext(key)
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context.stop()
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context.seek(0)
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context.play()
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}
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getContext(key: SoundKey): WechatMiniprogram.InnerAudioContext {
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const existing = this.contexts[key]
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if (existing) {
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return existing
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}
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const context = wx.createInnerAudioContext()
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context.src = SOUND_SRC[key]
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context.autoplay = false
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context.loop = false
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context.obeyMuteSwitch = true
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context.volume = 1
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this.contexts[key] = context
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return context
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}
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}
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