phaser/src/sound/webaudio/WebAudioSoundManager.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @author Pavle Goloskokovic <pgoloskokovic@gmail.com> (http://prunegames.com)
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* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
var BaseSoundManager = require('../BaseSoundManager');
var Class = require('../../utils/Class');
var WebAudioSound = require('./WebAudioSound');
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/**
* @classdesc
* Web Audio API implementation of the sound manager.
*
* @class WebAudioSoundManager
* @extends Phaser.Sound.BaseSoundManager
* @memberOf Phaser.Sound
* @constructor
* @since 3.0.0
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*
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* @param {Phaser.Game} game - Reference to the current game instance.
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*/
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var WebAudioSoundManager = new Class({
Extends: BaseSoundManager,
initialize:
function WebAudioSoundManager (game)
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{
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/**
* The AudioContext being used for playback.
*
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* @name Phaser.Sound.WebAudioSoundManager#context
* @type {AudioContext}
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* @private
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* @since 3.0.0
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*/
this.context = this.createAudioContext(game);
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/**
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* Gain node responsible for controlling global muting.
*
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* @name Phaser.Sound.WebAudioSoundManager#masterMuteNode
* @type {GainNode}
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* @private
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* @since 3.0.0
*/
this.masterMuteNode = this.context.createGain();
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/**
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* Gain node responsible for controlling global volume.
*
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* @name Phaser.Sound.WebAudioSoundManager#masterVolumeNode
* @type {GainNode}
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* @private
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* @since 3.0.0
*/
this.masterVolumeNode = this.context.createGain();
this.masterMuteNode.connect(this.masterVolumeNode);
this.masterVolumeNode.connect(this.context.destination);
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/**
* Destination node for connecting individual sounds to.
*
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* @name Phaser.Sound.WebAudioSoundManager#destination
* @type {AudioNode}
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* @private
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* @since 3.0.0
*/
this.destination = this.masterMuteNode;
this.locked = this.context.state === 'suspended' && 'ontouchstart' in window;
BaseSoundManager.call(this, game);
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},
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/**
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* Method responsible for instantiating and returning AudioContext instance.
* If an instance of an AudioContext class was provided trough the game config,
* that instance will be returned instead. This can come in handy if you are reloading
* a Phaser game on a page that never properly refreshes (such as in an SPA project)
* and you want to reuse already instantiated AudioContext.
*
* @method Phaser.Sound.WebAudioSoundManager#createAudioContext
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* @private
* @since 3.0.0
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*
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* @param {Phaser.Game} game - Reference to the current game instance.
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*
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* @return {AudioContext} The AudioContext instance to be used for playback.
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*/
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createAudioContext: function (game)
{
var audioConfig = game.config.audio;
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if (audioConfig && audioConfig.context)
{
audioConfig.context.resume();
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return audioConfig.context;
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}
return new AudioContext();
},
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/**
* Adds a new sound into the sound manager.
*
* @method Phaser.Sound.WebAudioSoundManager#add
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* @since 3.0.0
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*
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* @param {string} key - Asset key for the sound.
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* @param {SoundConfig} [config] - An optional config object containing default sound settings.
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*
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* @return {Phaser.Sound.WebAudioSound} The new sound instance.
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*/
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add: function (key, config)
{
var sound = new WebAudioSound(this, key, config);
this.sounds.push(sound);
return sound;
},
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/**
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* Unlocks Web Audio API on iOS devices on the initial touch event.
*
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* Read more about how this issue is handled here in [this article](https://medium.com/@pgoloskokovic/unlocking-web-audio-the-smarter-way-8858218c0e09).
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*
* @method Phaser.Sound.WebAudioSoundManager#unlock
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* @since 3.0.0
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*/
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unlock: function ()
{
var _this = this;
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var unlock = function ()
{
_this.context.resume().then(function ()
{
document.body.removeEventListener('touchstart', unlock);
document.body.removeEventListener('touchend', unlock);
_this.unlocked = true;
});
};
document.body.addEventListener('touchstart', unlock, false);
document.body.addEventListener('touchend', unlock, false);
},
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/**
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* Method used internally for pausing sound manager if
* Phaser.Sound.WebAudioSoundManager#pauseOnBlur is set to true.
*
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* @method Phaser.Sound.WebAudioSoundManager#onBlur
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* @protected
* @since 3.0.0
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*/
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onBlur: function ()
{
this.context.suspend();
},
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/**
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* Method used internally for resuming sound manager if
* Phaser.Sound.WebAudioSoundManager#pauseOnBlur is set to true.
*
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* @method Phaser.Sound.WebAudioSoundManager#onFocus
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* @protected
* @since 3.0.0
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*/
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onFocus: function ()
{
this.context.resume();
},
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/**
* Calls Phaser.Sound.BaseSoundManager#destroy method
* and cleans up all Web Audio API related stuff.
*
* @method Phaser.Sound.WebAudioSoundManager#destroy
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* @since 3.0.0
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*/
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destroy: function ()
{
this.destination = null;
this.masterVolumeNode.disconnect();
this.masterVolumeNode = null;
this.masterMuteNode.disconnect();
this.masterMuteNode = null;
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if (this.game.config.audio && this.game.config.audio.context)
{
this.context.suspend();
}
else
{
this.context.close();
}
this.context = null;
BaseSoundManager.prototype.destroy.call(this);
},
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/**
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* @event Phaser.Sound.WebAudioSoundManager#muteEvent
* @param {Phaser.Sound.WebAudioSoundManager} soundManager - Reference to the sound manager that emitted event.
* @param {boolean} value - An updated value of Phaser.Sound.WebAudioSoundManager#mute property.
*/
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/**
* Sets the muted state of all this Sound Manager.
*
* @method Phaser.Sound.WebAudioSoundManager#setMute
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* @fires Phaser.Sound.WebAudioSoundManager#muteEvent
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* @since 3.3.0
*
* @param {boolean} value - `true` to mute all sounds, `false` to unmute them.
*
* @return {Phaser.Sound.WebAudioSoundManager} This Sound Manager.
*/
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setMute: function (value)
{
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this.mute = value;
return this;
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},
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/**
* @name Phaser.Sound.WebAudioSoundManager#mute
* @type {boolean}
* @fires Phaser.Sound.WebAudioSoundManager#MuteEvent
* @since 3.0.0
*/
mute: {
get: function ()
{
return (this.masterMuteNode.gain.value === 0);
},
set: function (value)
{
this.masterMuteNode.gain.setValueAtTime(value ? 0 : 1, 0);
this.emit('mute', this, value);
}
},
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/**
* @event Phaser.Sound.WebAudioSoundManager#VolumeEvent
* @param {Phaser.Sound.WebAudioSoundManager} soundManager - Reference to the sound manager that emitted event.
* @param {number} value - An updated value of Phaser.Sound.WebAudioSoundManager#volume property.
*/
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/**
* Sets the volume of this Sound Manager.
*
* @method Phaser.Sound.WebAudioSoundManager#setVolume
* @fires Phaser.Sound.WebAudioSoundManager#VolumeEvent
* @since 3.3.0
*
* @param {number} value - The global volume of this Sound Manager.
*
* @return {Phaser.Sound.WebAudioSoundManager} This Sound Manager.
*/
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setVolume: function (value)
{
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this.volume = value;
return this;
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},
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/**
* @name Phaser.Sound.WebAudioSoundManager#volume
* @type {number}
* @fires Phaser.Sound.WebAudioSoundManager#VolumeEvent
* @since 3.0.0
*/
volume: {
get: function ()
{
return this.masterVolumeNode.gain.value;
},
set: function (value)
{
this.masterVolumeNode.gain.setValueAtTime(value, 0);
this.emit('volume', this, value);
}
}
});
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module.exports = WebAudioSoundManager;