phaser/src/sound/BaseSoundManager.js

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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2018 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
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var Class = require('../utils/Class');
var EventEmitter = require('eventemitter3');
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var NOOP = require('../utils/NOOP');
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/**
* @classdesc
* The sound manager is responsible for playing back audio via Web Audio API or HTML Audio tag as fallback.
* The audio file type and the encoding of those files are extremely important.
* Not all browsers can play all audio formats.
* There is a good guide to what's supported [here](https://developer.mozilla.org/en-US/Apps/Fundamentals/Audio_and_video_delivery/Cross-browser_audio_basics#Audio_Codec_Support).
*
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* @class BaseSoundManager
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* @extends EventEmitter
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* @memberOf Phaser.Sound
* @constructor
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* @author Pavle Goloskokovic <pgoloskokovic@gmail.com> (http://prunegames.com)
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* @since 3.0.0
*
* @param {Phaser.Game} game - Reference to the current game instance.
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*/
var BaseSoundManager = new Class({
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Extends: EventEmitter,
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initialize:
function BaseSoundManager (game)
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{
EventEmitter.call(this);
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/**
* Local reference to game.
*
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* @name Phaser.Sound.BaseSoundManager#game
* @type {Phaser.Game}
* @readOnly
* @since 3.0.0
*/
this.game = game;
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/**
* An array containing all added sounds.
*
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* @name Phaser.Sound.BaseSoundManager#sounds
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* @type {Phaser.Sound.BaseSound[]}
* @default []
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* @private
* @since 3.0.0
*/
this.sounds = [];
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/**
* Global mute setting.
*
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* @name Phaser.Sound.BaseSoundManager#mute
* @type {boolean}
* @default false
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* @since 3.0.0
*/
this.mute = false;
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/**
* Global volume setting.
*
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* @name Phaser.Sound.BaseSoundManager#volume
* @type {number}
* @default 1
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* @since 3.0.0
*/
this.volume = 1;
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/**
* Global playback rate at which all the sounds will be played.
* Value of 1.0 plays the audio at full speed, 0.5 plays the audio at half speed
* and 2.0 doubles the audio's playback speed.
*
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* @name Phaser.Sound.BaseSoundManager#rate
* @type {number}
* @default 1
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* @since 3.0.0
*/
this.rate = 1;
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/**
* Global detuning of all sounds in [cents](https://en.wikipedia.org/wiki/Cent_%28music%29).
* The range of the value is -1200 to 1200, but we recommend setting it to [50](https://en.wikipedia.org/wiki/50_Cent).
*
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* @name Phaser.Sound.BaseSoundManager#detune
* @type {number}
* @default 0
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* @since 3.0.0
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*/
this.detune = 0;
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/**
* Flag indicating if sounds should be paused when game looses focus,
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* for instance when user switches to another tab/program/app.
*
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* @name Phaser.Sound.BaseSoundManager#pauseOnBlur
* @type {boolean}
* @default true
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* @since 3.0.0
*/
this.pauseOnBlur = true;
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game.events.on('blur', function ()
{
if (this.pauseOnBlur)
{
this.onBlur();
}
}, this);
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game.events.on('focus', function ()
{
if (this.pauseOnBlur)
{
this.onFocus();
}
}, this);
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game.events.once('destroy', this.destroy, this);
/**
* Property that actually holds the value of global playback rate.
*
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* @name Phaser.Sound.BaseSoundManager#_rate
* @type {number}
* @private
* @default 1
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* @since 3.0.0
*/
this._rate = 1;
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/**
* Property that actually holds the value of global detune.
*
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* @name Phaser.Sound.BaseSoundManager#_detune
* @type {number}
* @private
* @default 0
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* @since 3.0.0
*/
this._detune = 0;
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/**
* Mobile devices require sounds to be triggered from an explicit user action,
* such as a tap, before any sound can be loaded/played on a web page.
* Set to true if the audio system is currently locked awaiting user interaction.
*
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* @name Phaser.Sound.BaseSoundManager#locked
* @type {boolean}
* @since 3.0.0
*/
this.locked = this.locked || false;
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/**
* Flag used internally for handling when the audio system
* has been unlocked, if there ever was a need for it.
*
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* @name Phaser.Sound.BaseSoundManager#unlocked
* @type {boolean}
* @default false
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* @since 3.0.0
*/
this.unlocked = false;
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if (this.locked)
{
this.unlock();
}
},
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/**
* Adds a new sound into the sound manager.
*
* @method Phaser.Sound.BaseSoundManager#add
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* @override
* @since 3.0.0
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*
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* @param {string} key - Asset key for the sound.
* @param {ISoundConfig} [config] - An optional config object containing default sound settings.
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*
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* @return {ISound} The new sound instance.
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*/
add: NOOP,
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/**
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* Adds a new audio sprite sound into the sound manager.
*
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* @method Phaser.Sound.BaseSoundManager#addAudioSprite
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* @since 3.0.0
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*
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* @param {string} key - Asset key for the sound.
* @param {ISoundConfig} [config] - An optional config object containing default sound settings.
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*
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* @return {IAudioSpriteSound} The new audio sprite sound instance.
*/
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addAudioSprite: function (key, config)
{
var sound = this.add(key, config);
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/**
* Local reference to 'spritemap' object form json file generated by audiosprite tool.
*
* @property {object} spritemap
*/
sound.spritemap = this.game.cache.json.get(key).spritemap;
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for (var markerName in sound.spritemap)
{
if (!sound.spritemap.hasOwnProperty(markerName))
{
continue;
}
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var marker = sound.spritemap[markerName];
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sound.addMarker({
name: markerName,
start: marker.start,
duration: marker.end - marker.start,
config: config
});
}
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return sound;
},
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/**
* Enables playing sound on the fly without the need to keep a reference to it.
* Sound will auto destroy once its playback ends.
*
* @method Phaser.Sound.BaseSoundManager#play
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* @since 3.0.0
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*
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* @param {string} key - Asset key for the sound.
* @param {ISoundConfig | ISoundMarker} [extra] - An optional additional object containing settings to be applied to the sound. It could be either config or marker object.
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*
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* @return {boolean} Whether the sound started playing successfully.
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*/
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play: function (key, extra)
{
var sound = this.add(key);
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sound.once('ended', sound.destroy, sound);
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if (extra)
{
if (extra.name)
{
sound.addMarker(extra);
return sound.play(extra.name);
}
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else
{
return sound.play(extra);
}
}
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else
{
return sound.play();
}
},
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/**
* Enables playing audio sprite sound on the fly without the need to keep a reference to it.
* Sound will auto destroy once its playback ends.
*
* @method Phaser.Sound.BaseSoundManager#playAudioSprite
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* @since 3.0.0
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*
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* @param {string} key - Asset key for the sound.
* @param {string} spriteName - The name of the sound sprite to play.
* @param {ISoundConfig} [config] - An optional config object containing default sound settings.
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*
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* @return {boolean} Whether the audio sprite sound started playing successfully.
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*/
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playAudioSprite: function (key, spriteName, config)
{
var sound = this.addAudioSprite(key);
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sound.once('ended', sound.destroy, sound);
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return sound.play(spriteName, config);
},
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/**
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* Removes a sound from the sound manager.
* The removed sound is destroyed before removal.
*
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* @method Phaser.Sound.BaseSoundManager#remove
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* @since 3.0.0
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*
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* @param {ISound} sound - The sound object to remove.
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*
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* @return {boolean} True if the sound was removed successfully, otherwise false.
*/
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remove: function (sound)
{
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var index = this.sounds.indexOf(sound);
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if (index !== -1)
{
sound.destroy();
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this.sounds.splice(index, 1);
return true;
}
return false;
},
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/**
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* Removes all sounds from the sound manager that have an asset key matching the given value.
* The removed sounds are destroyed before removal.
*
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* @method Phaser.Sound.BaseSoundManager#removeByKey
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* @since 3.0.0
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*
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* @param {string} key - The key to match when removing sound objects.
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*
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* @return {number} The number of matching sound objects that were removed.
*/
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removeByKey: function (key)
{
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var removed = 0;
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for (var i = this.sounds.length - 1; i >= 0; i--)
{
var sound = this.sounds[i];
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if (sound.key === key)
{
sound.destroy();
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this.sounds.splice(i, 1);
removed++;
}
}
return removed;
},
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/**
* Pauses all the sounds in the game.
*
* @method Phaser.Sound.BaseSoundManager#pauseAll
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* @since 3.0.0
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*/
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pauseAll: function ()
{
this.forEachActiveSound(function (sound)
{
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sound.pause();
});
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/**
* @event Phaser.Sound.BaseSoundManager#pauseall
* @param {Phaser.Sound.BaseSoundManager} soundManager - Reference to the sound manager that emitted event.
*/
this.emit('pauseall', this);
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},
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/**
* Resumes all the sounds in the game.
*
* @method Phaser.Sound.BaseSoundManager#resumeAll
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* @since 3.0.0
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*/
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resumeAll: function ()
{
this.forEachActiveSound(function (sound)
{
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sound.resume();
});
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/**
* @event Phaser.Sound.BaseSoundManager#resumeall
* @param {Phaser.Sound.BaseSoundManager} soundManager - Reference to the sound manager that emitted event.
*/
this.emit('resumeall', this);
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},
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/**
* Stops all the sounds in the game.
*
* @method Phaser.Sound.BaseSoundManager#stopAll
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* @since 3.0.0
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*/
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stopAll: function ()
{
this.forEachActiveSound(function (sound)
{
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sound.stop();
});
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/**
* @event Phaser.Sound.BaseSoundManager#stopall
* @param {Phaser.Sound.BaseSoundManager} soundManager - Reference to the sound manager that emitted event.
*/
this.emit('stopall', this);
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},
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/**
* Method used internally for unlocking audio playback on devices that
* require user interaction before any sound can be played on a web page.
*
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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.BaseSoundManager#unlock
* @override
* @protected
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* @since 3.0.0
*/
unlock: NOOP,
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/**
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* Method used internally for pausing sound manager if
* Phaser.Sound.BaseSoundManager#pauseOnBlur is set to true.
*
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* @method Phaser.Sound.BaseSoundManager#onBlur
* @override
* @protected
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* @since 3.0.0
*/
onBlur: NOOP,
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/**
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* Method used internally for resuming sound manager if
* Phaser.Sound.BaseSoundManager#pauseOnBlur is set to true.
*
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* @method Phaser.Sound.BaseSoundManager#onFocus
* @override
* @protected
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* @since 3.0.0
*/
onFocus: NOOP,
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/**
* Update method called on every game step.
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* Removes destroyed sounds and updates every active sound in the game.
*
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* @method Phaser.Sound.BaseSoundManager#update
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* @protected
* @since 3.0.0
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*
* @param {number} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
* @param {number} delta - The delta time elapsed since the last frame.
*/
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update: function (time, delta)
{
if (this.unlocked)
{
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this.unlocked = false;
this.locked = false;
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/**
* @event Phaser.Sound.BaseSoundManager#unlocked
* @param {Phaser.Sound.BaseSoundManager} soundManager - Reference to the sound manager that emitted event.
*/
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this.emit('unlocked', this);
}
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for (var i = this.sounds.length - 1; i >= 0; i--)
{
if (this.sounds[i].pendingRemove)
{
this.sounds.splice(i, 1);
}
}
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this.sounds.forEach(function (sound)
{
sound.update(time, delta);
});
},
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/**
* Destroys all the sounds in the game and all associated events.
*
* @method Phaser.Sound.BaseSoundManager#destroy
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* @since 3.0.0
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*/
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destroy: function ()
{
this.removeAllListeners();
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this.forEachActiveSound(function (sound)
{
sound.destroy();
});
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this.sounds.length = 0;
this.sounds = null;
this.game = null;
},
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/**
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* Method used internally for iterating only over active sounds and skipping sounds that are marked for removal.
*
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* @method Phaser.Sound.BaseSoundManager#forEachActiveSound
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* @private
* @since 3.0.0
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*
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* @param {function} callbackfn - Callback function. (sound: ISound, index: number, array: ISound[]) => void
* @param [scope] - Callback context.
*/
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forEachActiveSound: function (callbackfn, scope)
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{
var _this = this;
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this.sounds.forEach(function (sound, index)
{
if (!sound.pendingRemove)
{
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callbackfn.call(scope || _this, sound, index, _this.sounds);
}
});
}
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});
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/**
* Global playback rate.
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*
* @name Phaser.Sound.BaseSoundManager#rate
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* @type {number}
* @since 3.0.0
*/
Object.defineProperty(BaseSoundManager.prototype, 'rate', {
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get: function ()
{
return this._rate;
},
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set: function (value)
{
this._rate = value;
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this.forEachActiveSound(function (sound)
{
sound.setRate();
});
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/**
* @event Phaser.Sound.BaseSoundManager#rate
* @param {Phaser.Sound.BaseSoundManager} soundManager - Reference to the sound manager that emitted event.
* @param {number} value - An updated value of Phaser.Sound.BaseSoundManager#rate property.
*/
this.emit('rate', this, value);
}
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});
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/**
* Global detune.
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*
* @name Phaser.Sound.BaseSoundManager#detune
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* @type {number}
* @since 3.0.0
*/
Object.defineProperty(BaseSoundManager.prototype, 'detune', {
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get: function ()
{
return this._detune;
},
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set: function (value)
{
this._detune = value;
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this.forEachActiveSound(function (sound)
{
sound.setRate();
});
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/**
* @event Phaser.Sound.BaseSoundManager#detune
* @param {Phaser.Sound.BaseSoundManager} soundManager - Reference to the sound manager that emitted event.
* @param {number} value - An updated value of Phaser.Sound.BaseSoundManager#detune property.
*/
this.emit('detune', this, value);
}
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});
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module.exports = BaseSoundManager;