phaser/src/sound/SoundManager.js

523 lines
13 KiB
JavaScript
Raw Normal View History

/**
2013-10-01 12:54:29 +00:00
* @author Richard Davey <rich@photonstorm.com>
2014-02-05 05:54:25 +00:00
* @copyright 2014 Photon Storm Ltd.
2013-10-01 12:54:29 +00:00
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* Sound Manager constructor.
* The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it.
* Note: On Firefox 25+ on Linux if you have media.gstreamer disabled in about:config then it cannot play back mp3 or m4a files.
*
2013-10-01 12:54:29 +00:00
* @class Phaser.SoundManager
* @classdesc Phaser Sound Manager.
* @constructor
2013-09-19 14:34:48 +00:00
* @param {Phaser.Game} game reference to the current game instance.
*/
Phaser.SoundManager = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
2014-03-23 07:59:28 +00:00
/**
* @property {Phaser.Signal} onSoundDecode - The event dispatched when a sound decodes (typically only for mp3 files)
*/
this.onSoundDecode = new Phaser.Signal();
2014-03-23 07:59:28 +00:00
/**
* @property {boolean} _codeMuted - Internal mute tracking var.
* @private
* @default
*/
this._codeMuted = false;
/**
* @property {boolean} _muted - Internal mute tracking var.
* @private
* @default
*/
this._muted = false;
2014-03-23 07:59:28 +00:00
/**
* @property {Description} _unlockSource - Internal unlock tracking var.
* @private
* @default
*/
this._unlockSource = null;
2013-09-19 14:34:48 +00:00
/**
2013-10-01 12:54:29 +00:00
* @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).
2013-09-19 14:34:48 +00:00
* @private
2014-03-23 07:59:28 +00:00
* @default
2013-09-19 14:34:48 +00:00
*/
this._volume = 1;
2013-09-19 14:34:48 +00:00
/**
2014-03-23 07:59:28 +00:00
* @property {array} _sounds - An array containing all the sounds
2013-09-19 14:34:48 +00:00
* @private
2013-10-01 12:54:29 +00:00
* @default The empty array.
2013-09-19 14:34:48 +00:00
*/
this._sounds = [];
2013-10-01 12:54:29 +00:00
/**
* @property {AudioContext} context - The AudioContext being used for playback.
2013-10-01 12:54:29 +00:00
* @default
*/
this.context = null;
2014-03-23 07:59:28 +00:00
/**
* @property {boolean} usingWebAudio - true if this sound is being played with Web Audio.
* @readonly
*/
this.usingWebAudio = true;
2014-03-23 07:59:28 +00:00
/**
* @property {boolean} usingAudioTag - true if the sound is being played via the Audio tag.
* @readonly
*/
this.usingAudioTag = false;
2014-03-23 07:59:28 +00:00
/**
* @property {boolean} noAudio - Has audio been disabled via the PhaserGlobal object? Useful if you need to use a 3rd party audio library instead.
* @default
*/
this.noAudio = false;
2013-11-26 05:13:56 +00:00
/**
* @property {boolean} connectToMaster - Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node.
* @default
*/
this.connectToMaster = true;
/**
* @property {boolean} touchLocked - true if the audio system is currently locked awaiting a touch event.
* @default
*/
this.touchLocked = false;
/**
* @property {number} channels - The number of audio channels to use in playback.
* @default
*/
this.channels = 32;
2014-03-23 07:59:28 +00:00
};
Phaser.SoundManager.prototype = {
2013-09-19 14:34:48 +00:00
/**
2013-10-01 12:54:29 +00:00
* Initialises the sound manager.
2013-10-03 00:21:08 +00:00
* @method Phaser.SoundManager#boot
* @protected
2013-09-19 14:34:48 +00:00
*/
boot: function () {
if (this.game.device.iOS && this.game.device.webAudio === false)
{
this.channels = 1;
}
if (this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock))
{
this.game.input.touch.callbackContext = this;
this.game.input.touch.touchStartCallback = this.unlock;
this.game.input.mouse.callbackContext = this;
this.game.input.mouse.mouseDownCallback = this.unlock;
this.touchLocked = true;
}
else
{
// What about iOS5?
this.touchLocked = false;
}
if (window['PhaserGlobal'])
{
// Check to see if all audio playback is disabled (i.e. handled by a 3rd party class)
if (window['PhaserGlobal'].disableAudio === true)
{
this.usingWebAudio = false;
this.noAudio = true;
return;
}
// Check if the Web Audio API is disabled (for testing Audio Tag playback during development)
if (window['PhaserGlobal'].disableWebAudio === true)
{
this.usingWebAudio = false;
this.usingAudioTag = true;
this.noAudio = false;
return;
}
}
if (!!window['AudioContext'])
{
this.context = new window['AudioContext']();
}
else if (!!window['webkitAudioContext'])
{
this.context = new window['webkitAudioContext']();
}
else if (!!window['Audio'])
{
this.usingWebAudio = false;
this.usingAudioTag = true;
}
else
{
this.usingWebAudio = false;
this.noAudio = true;
}
if (this.context !== null)
{
if (typeof this.context.createGain === 'undefined')
{
this.masterGain = this.context.createGainNode();
}
else
{
this.masterGain = this.context.createGain();
}
this.masterGain.gain.value = 1;
this.masterGain.connect(this.context.destination);
}
},
2013-09-19 14:34:48 +00:00
/**
2013-10-01 12:54:29 +00:00
* Enables the audio, usually after the first touch.
2013-10-03 00:21:08 +00:00
* @method Phaser.SoundManager#unlock
2013-09-19 14:34:48 +00:00
*/
unlock: function () {
if (this.touchLocked === false)
{
return;
}
// Global override (mostly for Audio Tag testing)
if (this.game.device.webAudio === false || (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio === true))
{
// Create an Audio tag?
this.touchLocked = false;
this._unlockSource = null;
this.game.input.touch.callbackContext = null;
this.game.input.touch.touchStartCallback = null;
this.game.input.mouse.callbackContext = null;
this.game.input.mouse.mouseDownCallback = null;
}
else
{
// Create empty buffer and play it
var buffer = this.context.createBuffer(1, 1, 22050);
this._unlockSource = this.context.createBufferSource();
this._unlockSource.buffer = buffer;
this._unlockSource.connect(this.context.destination);
this._unlockSource.noteOn(0);
}
},
2013-09-19 14:34:48 +00:00
/**
2013-10-01 12:54:29 +00:00
* Stops all the sounds in the game.
2013-10-03 00:21:08 +00:00
* @method Phaser.SoundManager#stopAll
2013-09-19 14:34:48 +00:00
*/
stopAll: function () {
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i])
{
this._sounds[i].stop();
}
}
},
2013-09-19 14:34:48 +00:00
/**
2013-10-01 12:54:29 +00:00
* Pauses all the sounds in the game.
2013-10-03 00:21:08 +00:00
* @method Phaser.SoundManager#pauseAll
2013-09-19 14:34:48 +00:00
*/
pauseAll: function () {
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i])
{
this._sounds[i].pause();
}
}
},
2013-09-19 14:34:48 +00:00
/**
2013-10-01 12:54:29 +00:00
* resumes every sound in the game.
2013-10-03 00:21:08 +00:00
* @method Phaser.SoundManager#resumeAll
2013-09-19 14:34:48 +00:00
*/
resumeAll: function () {
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i])
{
this._sounds[i].resume();
}
}
2014-03-23 07:59:28 +00:00
},
/**
2013-10-03 00:21:08 +00:00
* Decode a sound by its assets key.
* @method Phaser.SoundManager#decode
2013-10-01 12:54:29 +00:00
* @param {string} key - Assets key of the sound to be decoded.
* @param {Phaser.Sound} [sound] - Its buffer will be set to decoded data.
*/
decode: function (key, sound) {
sound = sound || null;
var soundData = this.game.cache.getSoundData(key);
if (soundData)
{
if (this.game.cache.isSoundDecoded(key) === false)
{
this.game.cache.updateSound(key, 'isDecoding', true);
var that = this;
this.context.decodeAudioData(soundData, function (buffer) {
that.game.cache.decodedSound(key, buffer);
if (sound)
{
that.onSoundDecode.dispatch(key, sound);
}
});
}
}
},
2013-09-19 14:34:48 +00:00
/**
2013-10-01 12:54:29 +00:00
* Updates every sound in the game.
2013-10-03 00:21:08 +00:00
* @method Phaser.SoundManager#update
2013-09-19 14:34:48 +00:00
*/
update: function () {
if (this.touchLocked)
{
if (this.game.device.webAudio && this._unlockSource !== null)
{
if ((this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE))
{
this.touchLocked = false;
this._unlockSource = null;
this.game.input.touch.callbackContext = null;
this.game.input.touch.touchStartCallback = null;
}
}
}
for (var i = 0; i < this._sounds.length; i++)
{
this._sounds[i].update();
}
},
/**
2013-10-03 00:21:08 +00:00
* Adds a new Sound into the SoundManager.
* @method Phaser.SoundManager#add
2013-10-01 12:54:29 +00:00
* @param {string} key - Asset key for the sound.
2013-10-03 00:21:08 +00:00
* @param {number} [volume=1] - Default value for the volume.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
2013-11-26 05:13:56 +00:00
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
* @return {Phaser.Sound} The new sound instance.
*/
2013-11-26 05:13:56 +00:00
add: function (key, volume, loop, connect) {
if (typeof volume === 'undefined') { volume = 1; }
if (typeof loop === 'undefined') { loop = false; }
2013-11-26 05:13:56 +00:00
if (typeof connect === 'undefined') { connect = this.connectToMaster; }
2013-11-26 05:13:56 +00:00
var sound = new Phaser.Sound(this.game, key, volume, loop, connect);
this._sounds.push(sound);
return sound;
},
/**
* Adds a new Sound into the SoundManager and starts it playing.
* @method Phaser.SoundManager#play
* @param {string} key - Asset key for the sound.
* @param {number} [volume=1] - Default value for the volume.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
* @return {Phaser.Sound} The new sound instance.
*/
play: function (key, volume, loop) {
var sound = this.add(key, volume, loop);
sound.play();
return sound;
},
/**
* Internal mute handler called automatically by the Sound.mute setter.
*
* @method Phaser.SoundManager#setMute
* @private
*/
setMute: function () {
if (this._muted)
{
return;
}
this._muted = true;
if (this.usingWebAudio)
{
this._muteVolume = this.masterGain.gain.value;
this.masterGain.gain.value = 0;
}
// Loop through sounds
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i].usingAudioTag)
{
this._sounds[i].mute = true;
}
}
},
/**
* Internal mute handler called automatically by the Sound.mute setter.
*
* @method Phaser.SoundManager#unsetMute
* @private
*/
unsetMute: function () {
if (!this._muted || this._codeMuted)
{
return;
}
this._muted = false;
if (this.usingWebAudio)
{
this.masterGain.gain.value = this._muteVolume;
}
// Loop through sounds
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i].usingAudioTag)
{
this._sounds[i].mute = false;
}
}
}
};
Phaser.SoundManager.prototype.constructor = Phaser.SoundManager;
2013-10-01 12:54:29 +00:00
/**
2013-10-03 00:21:08 +00:00
* @name Phaser.SoundManager#mute
* @property {boolean} mute - Gets or sets the muted state of the SoundManager. This effects all sounds in the game.
2013-10-01 12:54:29 +00:00
*/
Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
get: function () {
return this._muted;
},
set: function (value) {
value = value || null;
if (value)
{
if (this._muted)
{
return;
}
this._codeMuted = true;
this.setMute();
}
else
{
if (this._muted === false)
{
return;
}
this._codeMuted = false;
this.unsetMute();
}
2013-09-19 14:34:48 +00:00
}
});
2013-10-01 12:54:29 +00:00
/**
2013-10-03 00:21:08 +00:00
* @name Phaser.SoundManager#volume
* @property {number} volume - Gets or sets the global volume of the SoundManager, a value between 0 and 1.
2013-10-01 12:54:29 +00:00
*/
Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
2014-03-23 07:59:28 +00:00
get: function () {
if (this.usingWebAudio)
{
return this.masterGain.gain.value;
}
else
{
return this._volume;
}
},
set: function (value) {
this._volume = value;
if (this.usingWebAudio)
{
this.masterGain.gain.value = value;
}
else
{
// Loop through the sound cache and change the volume of all html audio tags
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i].usingAudioTag)
{
this._sounds[i].volume = this._sounds[i].volume * value;
}
}
}
2014-03-23 07:59:28 +00:00
}
});