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