Add: Add sound manager to play sounds

This commit is contained in:
Jona Walpert
2026-04-30 11:33:39 +02:00
parent ef1f3c20b6
commit 0d896d6aad
@@ -0,0 +1,176 @@
package ch.unibas.dmi.dbis.cs108.casono.ui.sound;
import java.net.URL;
import java.util.HashMap;
import java.util.Map;
import javafx.animation.PauseTransition;
import javafx.application.Platform;
import javafx.scene.media.AudioClip;
import javafx.util.Duration;
/**
* Manages sound effects for the Casono game. Provides methods to play sounds for card reveals and
* button clicks.
*/
public class SoundManager {
private static final SoundManager INSTANCE = new SoundManager();
private final Map<String, AudioClip> soundCache = new HashMap<>();
private float volume = 0.5f; // Volume level 0.0 - 1.0
private static final long CARD_REVEAL_STAGGER_MS = 120; // Delay between card reveal sounds
private SoundManager() {}
/** Returns the singleton instance of SoundManager. */
public static SoundManager getInstance() {
return INSTANCE;
}
/**
* Pre-loads critical sounds into cache to avoid delays on first play. Should be called at
* application startup.
*/
public void preloadSounds() {
try {
getOrLoadSound("button-click");
getOrLoadSound("card-reveal");
} catch (Exception e) {
System.err.println("Error preloading sounds: " + e.getMessage());
}
}
/** Plays a button click sound. */
public void playButtonClick() {
playSound("button-click");
}
/** Plays a card reveal sound (for dealt or community cards). */
public void playCardReveal() {
playSound("card-reveal");
}
/**
* Plays multiple card reveal sounds in sequence with slight stagger/overlap. Used when multiple
* cards are revealed at once (e.g., Flop reveals 3 cards, Turn reveals 1 card). Sounds play
* with a slight delay between them to simulate a person revealing cards one by one.
*
* @param count The number of cards being revealed. Each card gets its own sound with stagger.
*/
public void playCardRevealMultiple(int count) {
if (count <= 0) {
return;
}
if (count == 1) {
playCardReveal();
return;
}
for (int i = 0; i < count; i++) {
final int cardIndex = i;
long delayMs = cardIndex * CARD_REVEAL_STAGGER_MS;
PauseTransition pause = new PauseTransition(Duration.millis(delayMs));
pause.setOnFinished(
event ->
Platform.runLater(
() -> {
try {
playCardReveal();
} catch (Exception e) {
System.err.println(
"Error playing card reveal sound: "
+ e.getMessage());
}
}));
pause.play();
}
}
/** Plays a card shuffle sound. */
public void playCardShuffle() {
playSound("card-shuffle");
}
/** Plays a pot/chip sound. */
public void playChip() {
playSound("chip");
}
/**
* Plays a generic sound by key. The sound file should exist at: /sounds/{category}/{key}.mp3 or
* .wav
*/
public void playSound(String soundKey) {
try {
AudioClip audioClip = getOrLoadSound(soundKey);
if (audioClip != null) {
audioClip.setVolume(volume);
audioClip.play();
}
} catch (Exception e) {
System.err.println("Error playing sound: " + soundKey);
e.printStackTrace();
}
}
/** Gets or loads a sound from cache. Categorizes sounds automatically based on key prefix. */
private AudioClip getOrLoadSound(String soundKey) {
if (soundCache.containsKey(soundKey)) {
return soundCache.get(soundKey);
}
String category = categorizeSound(soundKey);
String resourcePath = String.format("/sounds/%s/%s.wav", category, soundKey);
try {
URL soundUrl = getClass().getResource(resourcePath);
if (soundUrl != null) {
AudioClip clip = new AudioClip(soundUrl.toString());
soundCache.put(soundKey, clip);
return clip;
} else {
System.err.println("Sound resource not found: " + resourcePath);
return null;
}
} catch (Exception e) {
System.err.println("Failed to load sound: " + resourcePath);
e.printStackTrace();
return null;
}
}
/** Categorizes a sound based on its key prefix. */
private String categorizeSound(String soundKey) {
if (soundKey.startsWith("button")) {
return "buttons";
} else if (soundKey.startsWith("card")) {
return "cards";
} else {
return "game";
}
}
/** Sets the volume for sound effects (0.0 - 1.0). */
public void setVolume(float volume) {
this.volume = Math.max(0.0f, Math.min(1.0f, volume));
}
/** Gets the current volume level. */
public float getVolume() {
return volume;
}
/** Clears the sound cache. */
public void clearCache() {
soundCache.clear();
}
/** Mutes all sounds by setting volume to 0. */
public void mute() {
setVolume(0.0f);
}
/** Unmutes sounds by restoring to default volume. */
public void unmute() {
setVolume(0.5f);
}
}