phaser/src/sound/Sound.js

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Phaser.Sound = function (game, key, volume, loop) {
volume = volume || 1;
loop = loop || false;
this.game = game;
this.key = key;
this._volume = volume;
this.loop = loop;
this.usingWebAudio = this.game.sound.usingWebAudio;
this.usingAudioTag = this.game.sound.usingAudioTag;
if (this.usingWebAudio)
{
this.context = this.game.sound.context;
this.masterGainNode = this.game.sound.masterGain;
if (typeof this.context.createGain === 'undefined')
{
this.gainNode = this.context.createGainNode();
}
else
{
this.gainNode = this.context.createGain();
}
this.gainNode.gain.value = volume * this.game.sound.volume;
this.gainNode.connect(this.masterGainNode);
}
else
{
if (this.game.cache.getSound(key) && this.game.cache.getSound(key).locked == false)
{
this._sound = this.game.cache.getSoundData(key);
this.totalDuration = this._sound.duration;
}
else
{
this.game.cache.onSoundUnlock.add(this.soundHasUnlocked, this);
}
}
this.onDecoded = new Phaser.Signal;
this.onPlay = new Phaser.Signal;
this.onPause = new Phaser.Signal;
this.onResume = new Phaser.Signal;
this.onLoop = new Phaser.Signal;
this.onStop = new Phaser.Signal;
this.onMute = new Phaser.Signal;
this.onMarkerComplete = new Phaser.Signal;
};
Phaser.Sound.prototype = {
game: null,
/**
* Reference to AudioContext instance.
*/
context: null,
/**
* Decoded data buffer / Audio tag.
*/
_buffer: null,
_muted: false,
key: '',
name: '',
markers: {},
usingWebAudio: false,
usingAudioTag: false,
autoplay: false,
totalDuration: 0,
startTime: 0,
currentTime: 0,
duration: 0,
stopTime: 0,
paused: false,
loop: false,
isPlaying: false,
currentMarker: '',
pendingPlayback: false,
override: false,
onDecoded: null,
onPlay: null,
onPause: null,
onResume: null,
onLoop: null,
onStop: null,
onMute: null,
onMarkerComplete: null,
soundHasUnlocked: function (key) {
if (key == this.key)
{
this._sound = this.game.cache.getSoundData(this.key);
this.totalDuration = this._sound.duration;
console.log('sound has unlocked', this._sound);
}
},
addMarker: function (name, start, stop, volume, loop) {
volume = volume || 1;
loop = loop || false;
this.markers[name] = {
name: name,
start: start,
stop: stop,
volume: volume,
duration: stop - start,
loop: loop
};
},
removeMarker: function (name) {
delete this.markers[name];
},
update: function () {
if (this.pendingPlayback && this.game.cache.isSoundReady(this.key))
{
this.pendingPlayback = false;
this.play(this._tempMarker, this._tempPosition, this._tempVolume, this._tempLoop);
}
if (this.isPlaying)
{
this.currentTime = this.game.time.now - this.startTime;
if (this.currentTime >= this.duration)
{
//console.log(this.currentMarker, 'has hit duration');
if (this.usingWebAudio)
{
if (this.loop)
{
//console.log('loop1');
// won't work with markers, needs to reset the position
this.onLoop.dispatch(this);
if (this.currentMarker == '')
{
//console.log('loop2');
this.currentTime = 0;
this.startTime = this.game.time.now;
}
else
{
//console.log('loop3');
this.play(this.currentMarker, 0, this.volume, true, true);
}
}
else
{
//console.log('stopping, no loop for marker');
this.stop();
}
}
else
{
if (this.loop)
{
this.onLoop.dispatch(this);
this.play(this.currentMarker, 0, this.volume, true, true);
}
else
{
this.stop();
}
}
}
}
},
/**
* Play this sound, or a marked section of it.
* @param marker {string} Assets key of the sound you want to play.
* @param [volume] {number} volume of the sound you want to play.
* @param [loop] {bool} loop when it finished playing? (Default to false)
* @return {Sound} The playing sound object.
*/
play: function (marker, position, volume, loop, forceRestart) {
marker = marker || '';
position = position || 0;
volume = volume || 1;
loop = loop || false;
forceRestart = forceRestart || false;
console.log('play', marker, 'current is', this.currentMarker);
if (this.isPlaying == true && forceRestart == false && this.override == false)
{
// Use Restart instead
return;
}
if (this.isPlaying && this.override)
{
//console.log('asked to play', marker, 'but already playing', this.currentMarker);
if (this.usingWebAudio)
{
if (typeof this._sound.stop === 'undefined')
{
this._sound.noteOff(0);
}
else
{
this._sound.stop(0);
}
}
else if (this.usingAudioTag)
{
this._sound.pause();
this._sound.currentTime = 0;
}
}
this.currentMarker = marker;
if (marker !== '' && this.markers[marker])
{
this.position = this.markers[marker].start;
this.volume = this.markers[marker].volume;
this.loop = this.markers[marker].loop;
this.duration = this.markers[marker].duration * 1000;
//console.log('marker info loaded', this.loop, this.duration);
this._tempMarker = marker;
this._tempPosition = this.position;
this._tempVolume = this.volume;
this._tempLoop = this.loop;
}
else
{
this.position = position;
this.volume = volume;
this.loop = loop;
this.duration = 0;
this._tempMarker = marker;
this._tempPosition = position;
this._tempVolume = volume;
this._tempLoop = loop;
}
if (this.usingWebAudio)
{
// Does the sound need decoding?
if (this.game.cache.isSoundDecoded(this.key))
{
// Do we need to do this every time we play? How about just if the buffer is empty?
if (this._buffer == null)
{
this._buffer = this.game.cache.getSoundData(this.key);
}
this._sound = this.context.createBufferSource();
this._sound.buffer = this._buffer;
this._sound.connect(this.gainNode);
this.totalDuration = this._sound.buffer.duration;
if (this.duration == 0)
{
this.duration = this.totalDuration * 1000;
}
if (this.loop && marker == '')
{
this._sound.loop = true;
}
// Useful to cache this somewhere perhaps?
if (typeof this._sound.start === 'undefined')
{
this._sound.noteGrainOn(0, this.position, this.duration / 1000);
//this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
}
else
{
this._sound.start(0, this.position, this.duration / 1000);
}
this.isPlaying = true;
this.startTime = this.game.time.now;
this.currentTime = 0;
this.stopTime = this.startTime + this.duration;
this.onPlay.dispatch(this);
//console.log('playing, start', this.startTime, 'stop');
}
else
{
this.pendingPlayback = true;
if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).isDecoding == false)
{
this.game.sound.decode(this.key, this);
}
}
}
else
{
//console.log('Sound play Audio');
if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked)
{
//console.log('tried playing locked sound, pending set, reload started');
this.game.cache.reloadSound(this.key);
this.pendingPlayback = true;
}
else
{
//console.log('sound not locked, state?', this._sound.readyState);
if (this._sound && this._sound.readyState == 4)
{
if (this.duration == 0)
{
this.duration = this.totalDuration * 1000;
}
//console.log('playing', this._sound);
this._sound.currentTime = this.position;
this._sound.muted = this._muted;
if (this._muted)
{
this._sound.volume = 0;
}
else
{
this._sound.volume = this._volume;
}
this._sound.play();
this.isPlaying = true;
this.startTime = this.game.time.now;
this.currentTime = 0;
this.stopTime = this.startTime + this.duration;
this.onPlay.dispatch(this);
}
else
{
this.pendingPlayback = true;
}
}
}
},
restart: function (marker, position, volume, loop) {
marker = marker || '';
position = position || 0;
volume = volume || 1;
loop = loop || false;
this.play(marker, position, volume, loop, true);
},
pause: function () {
if (this.isPlaying && this._sound)
{
this.stop();
this.isPlaying = false;
this.paused = true;
this.onPause.dispatch(this);
}
},
resume: function () {
if (this.paused && this._sound)
{
if (this.usingWebAudio)
{
if (typeof this._sound.start === 'undefined')
{
this._sound.noteGrainOn(0, this.position, this.duration);
//this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
}
else
{
this._sound.start(0, this.position, this.duration);
}
}
else
{
this._sound.play();
}
this.isPlaying = true;
this.paused = false;
this.onResume.dispatch(this);
}
},
/**
* Stop playing this sound.
*/
stop: function () {
if (this.isPlaying && this._sound)
{
if (this.usingWebAudio)
{
if (typeof this._sound.stop === 'undefined')
{
this._sound.noteOff(0);
}
else
{
this._sound.stop(0);
}
}
else if(this.usingAudioTag)
{
this._sound.pause();
this._sound.currentTime = 0;
}
}
this.isPlaying = false;
var prevMarker = this.currentMarker;
this.currentMarker = '';
this.onStop.dispatch(this, prevMarker);
}
};
Object.defineProperty(Phaser.Sound.prototype, "isDecoding", {
get: function () {
return this.game.cache.getSound(this.key).isDecoding;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.Sound.prototype, "isDecoded", {
get: function () {
return this.game.cache.isSoundDecoded(this.key);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.Sound.prototype, "mute", {
/**
* Mute sounds.
*/
get: function () {
return this._muted;
},
set: function (value) {
value = value || null;
if (value)
{
this._muted = true;
if (this.usingWebAudio)
{
this._muteVolume = this.gainNode.gain.value;
this.gainNode.gain.value = 0;
}
else if (this.usingAudioTag && this._sound)
{
this._muteVolume = this._sound.volume;
this._sound.volume = 0;
}
}
else
{
this._muted = false;
if (this.usingWebAudio)
{
this.gainNode.gain.value = this._muteVolume;
}
else if (this.usingAudioTag && this._sound)
{
this._sound.volume = this._muteVolume;
}
}
this.onMute.dispatch(this);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Phaser.Sound.prototype, "volume", {
get: function () {
return this._volume;
},
set: function (value) {
this._volume = value;
if (this.usingWebAudio)
{
this.gainNode.gain.value = value;
}
else if(this.usingAudioTag && this._sound)
{
this._sound.volume = value;
}
},
enumerable: true,
configurable: true
});