phaser/src/sound/html5/HTML5AudioSoundManager.js

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var Class = require('../../utils/Class');
var BaseSoundManager = require('../BaseSoundManager');
var HTML5AudioSound = require('./HTML5AudioSound');
/*!
* @author Pavle Goloskokovic <pgoloskokovic@gmail.com> (http://prunegames.com)
*/
var HTML5AudioSoundManager = new Class({
Extends: BaseSoundManager,
/**
* HTML5 Audio implementation of the sound manager.
*
* @class Phaser.Sound.HTML5AudioSoundManager
* @constructor
* @param {Phaser.Game} game - Reference to the current game instance.
*/
initialize: function HTML5AudioSoundManager(game) {
/**
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* Flag indicating whether if there are no idle instances of HTML5 Audio tag,
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* for any particular sound, if one of the used tags should be hijacked and used
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* for succeeding playback or if succeeding Phaser.Sound.HTML5AudioSound#play
* call should be ignored.
*
* @property {boolean} override
* @default true
*/
this.override = true;
/**
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* Value representing time difference, in seconds, between calling
* play method on an audio tag and when it actually starts playing.
* It is used to achieve more accurate delayed sound playback.
*
* You might need to tweak this value to get the desired results
* since audio play delay varies depending on the browser/platform.
*
* @property {number} audioPlayDelay
* @default 0.1
*/
this.audioPlayDelay = 0.1;
/**
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* A value by which we should offset the loop end marker of the
* looping sound to compensate for lag, caused by changing audio
* tag playback position, in order to achieve gapless looping.
*
* You might need to tweak this value to get the desired results
* since loop lag varies depending on the browser/platform.
*
* @property {number} loopEndOffset
* @default 0.05
*/
this.loopEndOffset = 0.05;
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/**
* An array for keeping track of all the sounds
* that were paused when game lost focus.
*
* @private
* @property {Phaser.Sound.HTML5AudioSound[]} onBlurPausedSounds
* @default []
*/
this.onBlurPausedSounds = [];
this.locked = 'ontouchstart' in window;
/**
* A queue of all actions performed on sound objects while audio was locked.
* Once the audio gets unlocked, after an explicit user interaction,
* all actions will be performed in chronological order.
*
* @private
* @property {{
* sound: Phaser.Sound.HTML5AudioSound,
* name: string,
* value?: any,
* }[]} lockedActionsQueue
*/
this.lockedActionsQueue = this.locked ? [] : null;
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/**
* Property that actually holds the value of global mute
* for HTML5 Audio sound manager implementation.
*
* @private
* @property {boolean} _mute
* @default false
*/
this._mute = false;
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/**
* Property that actually holds the value of global volume
* for HTML5 Audio sound manager implementation.
*
* @private
* @property {boolean} _volume
* @default 1
*/
this._volume = 1;
BaseSoundManager.call(this, game);
},
add: function (key, config) {
var sound = new HTML5AudioSound(this, key, config);
this.sounds.push(sound);
return sound;
},
unlock: function () {
var _this = this;
var moved = false;
var detectMove = function () {
moved = true;
};
var unlock = function () {
if (moved) {
moved = false;
return;
}
document.body.removeEventListener('touchmove', detectMove);
document.body.removeEventListener('touchend', unlock);
var allTags = [];
_this.game.cache.audio.entries.each(function (key, tags) {
for (var i = 0; i < tags.length; i++) {
allTags.push(tags[i]);
}
return true;
});
var lastTag = allTags[allTags.length - 1];
lastTag.oncanplaythrough = function () {
lastTag.oncanplaythrough = null;
_this.unlocked = true;
};
allTags.forEach(function (tag) {
tag.load();
});
};
this.once('unlocked', function () {
_this.forEachActiveSound(function (sound) {
sound.duration = sound.tags[0].duration;
sound.totalDuration = sound.tags[0].duration;
});
_this.lockedActionsQueue.forEach(function (lockedAction) {
if (lockedAction.sound[lockedAction.prop].apply) {
lockedAction.sound[lockedAction.prop].apply(lockedAction.sound, lockedAction.value || []);
}
else {
lockedAction.sound[lockedAction.prop] = lockedAction.value;
}
});
_this.lockedActionsQueue.length = 0;
_this.lockedActionsQueue = null;
});
document.body.addEventListener('touchmove', detectMove, false);
document.body.addEventListener('touchend', unlock, false);
},
onBlur: function () {
this.forEachActiveSound(function (sound) {
if (sound.isPlaying) {
this.onBlurPausedSounds.push(sound);
sound.onBlur();
}
});
},
onFocus: function () {
this.onBlurPausedSounds.forEach(function (sound) {
sound.onFocus();
});
this.onBlurPausedSounds.length = 0;
},
destroy: function () {
BaseSoundManager.prototype.destroy.call(this);
this.onBlurPausedSounds.length = 0;
this.onBlurPausedSounds = null;
},
isLocked: function (sound, prop, value) {
if (this.locked) {
this.lockedActionsQueue.push({
sound: sound,
prop: prop,
value: value
});
return true;
}
return false;
}
});
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/**
* Global mute setting.
*
* @name Phaser.Sound.HTML5AudioSoundManager#mute
* @property {boolean} mute
*/
Object.defineProperty(HTML5AudioSoundManager.prototype, 'mute', {
get: function () {
return this._mute;
},
set: function (value) {
this._mute = value;
this.forEachActiveSound(function (sound) {
sound.setMute();
});
this.emit('mute', this, value);
}
});
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/**
* Global volume setting.
*
* @name Phaser.Sound.HTML5AudioSoundManager#volume
* @property {number} volume
*/
Object.defineProperty(HTML5AudioSoundManager.prototype, 'volume', {
get: function () {
return this._volume;
},
set: function (value) {
this._volume = value;
this.forEachActiveSound(function (sound) {
sound.setVolume();
});
this.emit('volume', this, value);
}
});
module.exports = HTML5AudioSoundManager;