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using UnityEngine;

namespace UnityAgent
{
    /// <summary>
    /// Singleton audio manager that exposes named one-shot SFX and music
    /// channels. Used by other systems to play clips without having to manage
    /// their own AudioSource components.
    /// </summary>
    public class AudioManager : MonoBehaviour
    {
        public static AudioManager Instance { get; private set; }

        [Header("Mixers")]
        public AudioSource sfxSource;
        public AudioSource musicSource;

        [Range(0f, 1f)] public float masterVolume = 1f;
        [Range(0f, 1f)] public float sfxVolume = 0.8f;
        [Range(0f, 1f)] public float musicVolume = 0.5f;

        private void Awake()
        {
            if (Instance != null && Instance != this) { Destroy(gameObject); return; }
            Instance = this;
            DontDestroyOnLoad(gameObject);

            if (sfxSource == null)
            {
                sfxSource = gameObject.AddComponent<AudioSource>();
                sfxSource.playOnAwake = false;
            }
            if (musicSource == null)
            {
                musicSource = gameObject.AddComponent<AudioSource>();
                musicSource.loop = true;
                musicSource.playOnAwake = false;
            }
            ApplyVolumes();
        }

        public void PlaySfx(AudioClip clip, float volumeScale = 1f)
        {
            if (clip != null && sfxSource != null)
                sfxSource.PlayOneShot(clip, volumeScale * sfxVolume * masterVolume);
        }

        public void PlayMusic(AudioClip clip)
        {
            if (clip == null || musicSource == null) return;
            musicSource.clip = clip;
            musicSource.volume = musicVolume * masterVolume;
            musicSource.Play();
        }

        public void StopMusic()
        {
            if (musicSource != null) musicSource.Stop();
        }

        public void ApplyVolumes()
        {
            if (musicSource != null) musicSource.volume = musicVolume * masterVolume;
            AudioListener.volume = masterVolume;
        }
    }
}