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							- import 'package:flutter/services.dart';
 
- import 'package:flame_audio/flame_audio.dart';
 
- import 'dart:math';
 
- import 'dart:io' show Platform;
 
- import '../../utils/theme_manager.dart';
 
- class AudioManager {
 
-   static final AudioManager _instance = AudioManager._internal();
 
-   factory AudioManager() => _instance;
 
-   AudioManager._internal();
 
-   final Random _random = Random();
 
-   bool _soundEnabled = true;
 
-   bool _musicEnabled = true;
 
-   bool _hapticEnabled = true;
 
-   double _bgmVolume = 0.4; // 40% default
 
-   double _sfxVolume = 0.6; // 60% default
 
-   bool _isAudioSupported = false;
 
-   bool _isVibrationSupported = false;
 
-   AudioPool? _popPool;
 
-   AudioPool? _popAltPool;
 
-   // Current playing music context
 
-   String? _currentMenuMusic;
 
-   String? _currentIngameMusic;
 
-   bool _isMenuMusic = false;
 
-   // Available ingame music tracks by theme
 
-   static const Map<String, List<String>> _ingameMusicTracks = {
 
-     'default': ['ingame/ingame_default_001.mp3'],
 
-     'spring': ['ingame/ingame_spring_001.mp3'],
 
-     'summer': ['ingame/ingame_summer_001.mp3'],
 
-     'autumn': ['ingame/ingame_autumn_001.mp3'],
 
-     'winter': ['ingame/ingame_winter_001.mp3', 'ingame/ingame_winter_002.mp3'],
 
-   };
 
-   bool get soundEnabled => _soundEnabled;
 
-   bool get musicEnabled => _musicEnabled;
 
-   bool get hapticEnabled => _hapticEnabled;
 
-   double get bgmVolume => _bgmVolume;
 
-   double get sfxVolume => _sfxVolume;
 
-   bool get isAudioSupported => _isAudioSupported;
 
-   bool get isVibrationSupported => _isVibrationSupported;
 
-   Future<void> initialize() async {
 
-     await _detectPlatformCapabilities();
 
-     if (_isAudioSupported) {
 
-       // Preload audio assets
 
-       try {
 
-         // Basic sound effects
 
-         await FlameAudio.audioCache.loadAll([
 
-           'source/ambient_background.mp3',
 
-           'source/bubble_pop.mp3',
 
-           'source/bubble_pop_alt.mp3',
 
-         ]);
 
-         // Menu music files
 
-         await FlameAudio.audioCache.loadAll([
 
-           'menu/menu_default.mp3',
 
-           'menu/menu_spring.mp3',
 
-           'menu/menu_summer.mp3',
 
-           'menu/menu_autumn.mp3',
 
-           'menu/menu_winter.mp3',
 
-         ]);
 
-         // Ingame music files
 
-         final allIngameTracks = <String>[];
 
-         for (final tracks in _ingameMusicTracks.values) {
 
-           allIngameTracks.addAll(tracks);
 
-         }
 
-         await FlameAudio.audioCache.loadAll(allIngameTracks);
 
-         // Create sound pools for efficient playback
 
-         _popPool = await FlameAudio.createPool(
 
-           'source/bubble_pop.mp3',
 
-           maxPlayers: 5,
 
-         );
 
-         _popAltPool = await FlameAudio.createPool(
 
-           'source/bubble_pop_alt.mp3',
 
-           maxPlayers: 5,
 
-         );
 
-       } catch (e) {
 
-         print('Failed to load audio assets or create pools: $e');
 
-       }
 
-     }
 
-     print('AudioManager initialized for ${Platform.operatingSystem}');
 
-   }
 
-   Future<void> _detectPlatformCapabilities() async {
 
-     // Check audio support
 
-     _isAudioSupported = _checkAudioSupport();
 
-     // Check vibration support
 
-     _isVibrationSupported = _checkVibrationSupport();
 
-     print(
 
-       'Platform capabilities - Audio: $_isAudioSupported, Vibration: $_isVibrationSupported',
 
-     );
 
-   }
 
-   bool _checkAudioSupport() {
 
-     try {
 
-       // Just Audio supports Android, iOS, web, macOS, Windows and Linux
 
-       // See: https://pub.dev/packages/just_audio
 
-       return true;
 
-     } catch (e) {
 
-       print('Audio detection failed: $e');
 
-       return false;
 
-     }
 
-   }
 
-   bool _checkVibrationSupport() {
 
-     try {
 
-       // Only Android and iOS support vibration via HapticFeedback
 
-       if (Platform.isAndroid || Platform.isIOS) {
 
-         return true;
 
-       }
 
-       return false;
 
-     } catch (e) {
 
-       print('Vibration detection failed: $e');
 
-       return false;
 
-     }
 
-   }
 
-   void playBubblePop() {
 
-     if (!_soundEnabled) return;
 
-     // Make audio playback async to avoid blocking main thread
 
-     _playBubblePopAsync();
 
-     // Handle haptic feedback asynchronously
 
-     if (_hapticEnabled && _isVibrationSupported) {
 
-       _playHapticFeedbackAsync();
 
-     }
 
-   }
 
-   void _playBubblePopAsync() async {
 
-     if (_isAudioSupported) {
 
-       // Use Flame Audio for bubble pop
 
-       final sound =
 
-           _random.nextBool()
 
-               ? 'source/bubble_pop.mp3'
 
-               : 'source/bubble_pop_alt.mp3';
 
-       try {
 
-         if (sound == 'source/bubble_pop.mp3' && _popPool != null) {
 
-           _popPool!.start(volume: _sfxVolume);
 
-         } else if (sound == 'source/bubble_pop_alt.mp3' &&
 
-             _popAltPool != null) {
 
-           _popAltPool!.start(volume: _sfxVolume);
 
-         } else {
 
-           // Fallback to direct playback if pools fail
 
-           FlameAudio.play(sound, volume: _sfxVolume);
 
-         }
 
-       } catch (e) {
 
-         print('Failed to play bubble pop sound: $e');
 
-       }
 
-     } else {
 
-       // Fallback to system sound
 
-       _playSystemSoundAsync();
 
-     }
 
-   }
 
-   void _playSystemSoundAsync() async {
 
-     try {
 
-       // Vary the system sound for some variety
 
-       final soundType = _random.nextInt(3);
 
-       switch (soundType) {
 
-         case 0:
 
-           await SystemSound.play(SystemSoundType.click);
 
-           break;
 
-         case 1:
 
-           await SystemSound.play(SystemSoundType.alert);
 
-           break;
 
-         default:
 
-           await SystemSound.play(SystemSoundType.click);
 
-       }
 
-     } catch (e) {
 
-       print('Failed to play system sound: $e');
 
-     }
 
-   }
 
-   void _playHapticFeedbackAsync() async {
 
-     if (!_isVibrationSupported) {
 
-       // Silently skip haptic feedback on unsupported platforms
 
-       return;
 
-     }
 
-     try {
 
-       // Use Flutter's built-in HapticFeedback instead of vibration plugin
 
-       await HapticFeedback.lightImpact();
 
-     } catch (e) {
 
-       print('Failed to play haptic feedback: $e');
 
-       // Disable vibration support if it fails
 
-       _isVibrationSupported = false;
 
-     }
 
-   }
 
-   Future<void> playMenuMusic() async {
 
-     if (!_musicEnabled || !_isAudioSupported) {
 
-       if (!_isAudioSupported) {
 
-         print('Menu music not available - using system audio only');
 
-       }
 
-       return;
 
-     }
 
-     try {
 
-       // Get current theme
 
-       final currentTheme = ThemeManager.effectiveTheme;
 
-       final themeId = currentTheme.id;
 
-       final menuMusicPath = 'menu/menu_$themeId.mp3';
 
-       // Only change music if it's different from current
 
-       if (_currentMenuMusic == menuMusicPath && _isMenuMusic) {
 
-         print('Menu music already playing: $menuMusicPath');
 
-         return;
 
-       }
 
-       // Stop any existing BGM first
 
-       await FlameAudio.bgm.stop();
 
-       // Play theme-based menu music
 
-       FlameAudio.bgm.play(menuMusicPath, volume: _bgmVolume);
 
-       _currentMenuMusic = menuMusicPath;
 
-       _isMenuMusic = true;
 
-       _currentIngameMusic = null;
 
-       print('Menu music started: $menuMusicPath');
 
-     } catch (e) {
 
-       print('Failed to play menu music: $e');
 
-     }
 
-   }
 
-   Future<void> playIngameMusic() async {
 
-     if (!_musicEnabled || !_isAudioSupported) {
 
-       if (!_isAudioSupported) {
 
-         print('Ingame music not available - using system audio only');
 
-       }
 
-       return;
 
-     }
 
-     try {
 
-       // Get current theme
 
-       final currentTheme = ThemeManager.effectiveTheme;
 
-       final themeId = currentTheme.id;
 
-       // Get available tracks for this theme
 
-       final availableTracks =
 
-           _ingameMusicTracks[themeId] ?? _ingameMusicTracks['default']!;
 
-       // Randomly select a track
 
-       final selectedTrack =
 
-           availableTracks[_random.nextInt(availableTracks.length)];
 
-       // Only change music if it's different from current
 
-       if (_currentIngameMusic == selectedTrack && !_isMenuMusic) {
 
-         print('Ingame music already playing: $selectedTrack');
 
-         return;
 
-       }
 
-       // Stop any existing BGM first
 
-       await FlameAudio.bgm.stop();
 
-       // Play randomly selected ingame music
 
-       FlameAudio.bgm.play(selectedTrack, volume: _bgmVolume);
 
-       _currentIngameMusic = selectedTrack;
 
-       _isMenuMusic = false;
 
-       _currentMenuMusic = null;
 
-       print('Ingame music started: $selectedTrack (theme: $themeId)');
 
-     } catch (e) {
 
-       print('Failed to play ingame music: $e');
 
-     }
 
-   }
 
-   Future<void> playBackgroundMusic() async {
 
-     // Fallback method - defaults to menu music for compatibility
 
-     await playMenuMusic();
 
-   }
 
-   Future<void> stopBackgroundMusic() async {
 
-     if (!_isAudioSupported) return;
 
-     try {
 
-       await FlameAudio.bgm.stop();
 
-       _currentMenuMusic = null;
 
-       _currentIngameMusic = null;
 
-       _isMenuMusic = false;
 
-     } catch (e) {
 
-       print('Failed to stop background music: $e');
 
-     }
 
-   }
 
-   Future<void> pauseBackgroundMusic() async {
 
-     if (!_isAudioSupported) return;
 
-     try {
 
-       FlameAudio.bgm.pause();
 
-     } catch (e) {
 
-       print('Failed to pause background music: $e');
 
-     }
 
-   }
 
-   Future<void> resumeBackgroundMusic() async {
 
-     if (!_musicEnabled || !_isAudioSupported) return;
 
-     try {
 
-       FlameAudio.bgm.resume();
 
-     } catch (e) {
 
-       print('Failed to resume background music: $e');
 
-     }
 
-   }
 
-   void setSoundEnabled(bool enabled) {
 
-     _soundEnabled = enabled;
 
-   }
 
-   void setMusicEnabled(bool enabled) {
 
-     _musicEnabled = enabled;
 
-     if (!enabled) {
 
-       stopBackgroundMusic();
 
-     } else {
 
-       // Resume appropriate music based on context
 
-       if (_isMenuMusic ||
 
-           (_currentMenuMusic != null && _currentIngameMusic == null)) {
 
-         playMenuMusic();
 
-       } else {
 
-         playIngameMusic();
 
-       }
 
-     }
 
-   }
 
-   void setBgmVolume(double volume) {
 
-     _bgmVolume = volume;
 
-     // Volume will be applied when music is next played
 
-   }
 
-   void setSfxVolume(double volume) {
 
-     _sfxVolume = volume;
 
-     // No effect with system audio
 
-   }
 
-   void setHapticEnabled(bool enabled) {
 
-     _hapticEnabled = enabled;
 
-   }
 
-   Future<void> dispose() async {
 
-     // Stop all audio immediately
 
-     await stopBackgroundMusic();
 
-     try {
 
-       await FlameAudio.bgm.dispose();
 
-     } catch (e) {
 
-       print('Failed to dispose background player: $e');
 
-     }
 
-     try {
 
-       await _popPool?.dispose();
 
-       _popPool = null;
 
-     } catch (e) {
 
-       print('Failed to dispose popPool: $e');
 
-     }
 
-     try {
 
-       await _popAltPool?.dispose();
 
-       _popAltPool = null;
 
-     } catch (e) {
 
-       print('Failed to dispose popAltPool: $e');
 
-     }
 
-     // Clear all state
 
-     _currentMenuMusic = null;
 
-     _currentIngameMusic = null;
 
-     _isMenuMusic = false;
 
-   }
 
-   // Utility method to get platform info for debugging
 
-   String getPlatformInfo() {
 
-     final audioType =
 
-         _isAudioSupported ? 'Full Audio Support' : 'System Sounds Only';
 
-     return 'Platform: ${Platform.operatingSystem}, '
 
-         'Audio: $audioType, '
 
-         'Vibration: $_isVibrationSupported';
 
-   }
 
- }
 
 
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