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resolve merge conflict
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////////////////////////////////////////
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// Programming project code
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// UniBw M, 2022, 2023, 2024
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// www.unibw.de/inf2
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// (c) Mark Minas (mark.minas@unibw.de)
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////////////////////////////////////////
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package pp.monopoly.client;
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import com.jme3.app.Application;
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import com.jme3.app.state.AbstractAppState;
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import com.jme3.app.state.AppStateManager;
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import com.jme3.asset.AssetLoadException;
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import com.jme3.asset.AssetNotFoundException;
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import com.jme3.audio.AudioData;
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import com.jme3.audio.AudioNode;
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import pp.monopoly.notification.GameEventListener;
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import pp.monopoly.notification.SoundEvent;
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import java.lang.System.Logger;
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import java.lang.System.Logger.Level;
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import java.util.prefs.Preferences;
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import com.jme3.app.Application;
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import com.jme3.app.state.AbstractAppState;
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import com.jme3.app.state.AppStateManager;
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import com.jme3.audio.AudioData;
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import com.jme3.audio.AudioNode;
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import pp.monopoly.notification.GameEventListener;
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import pp.monopoly.notification.SoundEvent;
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import static pp.util.PreferencesUtils.getPreferences;
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/**
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* An application state that plays sounds based on game events.
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* An application state that plays sounds.
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*/
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public class GameSound extends AbstractAppState implements GameEventListener {
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private static final Logger LOGGER = System.getLogger(GameSound.class.getName());
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private static final Preferences PREFERENCES = getPreferences(GameSound.class);
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private static final String ENABLED_PREF = "enabled";
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private static final String ENABLED_PREF = "enabled"; //NON-NLS
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private Application app; // Feld zum Speichern der Application-Instanz
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private AudioNode splashSound;
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private AudioNode shipDestroyedSound;
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private AudioNode explosionSound;
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/**
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* Checks if sound is enabled in the preferences.
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@ -42,6 +53,7 @@ public class GameSound extends AbstractAppState implements GameEventListener {
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/**
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* Sets the enabled state of this AppState.
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* Overrides {@link com.jme3.app.state.AbstractAppState#setEnabled(boolean)}
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*
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* @param enabled {@code true} to enable the AppState, {@code false} to disable it.
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*/
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@ -49,52 +61,69 @@ public class GameSound extends AbstractAppState implements GameEventListener {
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public void setEnabled(boolean enabled) {
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if (isEnabled() == enabled) return;
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super.setEnabled(enabled);
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LOGGER.log(Level.INFO, "Sound enabled: {0}", enabled);
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LOGGER.log(Level.INFO, "Sound enabled: {0}", enabled); //NON-NLS
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PREFERENCES.putBoolean(ENABLED_PREF, enabled);
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}
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/**
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* Initializes the sound effects for the game and stores the application reference.
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* Initializes the sound effects for the game.
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* Overrides {@link AbstractAppState#initialize(AppStateManager, Application)}
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*
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* @param stateManager The state manager
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* @param app The application instance
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* @param app The application
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*/
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@Override
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public void initialize(AppStateManager stateManager, Application app) {
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super.initialize(stateManager, app);
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this.app = app; // Speichert die Application-Instanz
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}
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/**
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* Loads a sound from the specified file.
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*
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* @param app The application
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* @param name The name of the sound file.
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* @return The loaded AudioNode.
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*/
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private AudioNode loadSound(String name) {
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private AudioNode loadSound(Application app, String name) {
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try {
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AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
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final AudioNode sound = new AudioNode(app.getAssetManager(), name, AudioData.DataType.Buffer);
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sound.setLooping(false);
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sound.setPositional(false);
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return sound;
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} catch (Exception ex) {
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}
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catch (AssetLoadException | AssetNotFoundException ex) {
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LOGGER.log(Level.ERROR, ex.getMessage(), ex);
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}
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return null;
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}
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/**
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* Handles sound-related game events to play specific sounds.
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*
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* @param event The sound event received.
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* Plays the splash sound effect.
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*/
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public void splash() {
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if (isEnabled() && splashSound != null)
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splashSound.playInstance();
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}
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/**
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* Plays the explosion sound effect.
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*/
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public void explosion() {
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if (isEnabled() && explosionSound != null)
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explosionSound.playInstance();
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}
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/**
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* Plays sound effect when a ship has been destroyed.
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*/
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public void shipDestroyed() {
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if (isEnabled() && shipDestroyedSound != null)
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shipDestroyedSound.playInstance();
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}
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@Override
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public void receivedEvent(SoundEvent event) {
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if (isEnabled()) {
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AudioNode sound = loadSound(event.getSoundFileName());
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if (sound != null) {
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sound.play();
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}
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switch (event.sound()) {
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}
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}
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}//heloo
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}
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