2018-01-08 18:47:13 +00:00
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var Class = require('../../utils/Class');
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var BaseSound = require('../BaseSound');
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var HTML5AudioSound = new Class({
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Extends: BaseSound,
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initialize: function HTML5AudioSound(manager, key, config) {
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if (config === void 0) { config = {}; }
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2018-01-11 16:35:25 +00:00
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/**
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* An array containing all HTML5 Audio tags that could be used for individual
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* sound's playback. Number of instances depends on the config value passed
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* to the Loader#audio method call, default is 1.
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*
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* @private
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* @property {HTMLAudioElement[]} tags
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*/
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this.tags = manager.game.cache.audio.get(key);
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2018-01-11 16:36:51 +00:00
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if (!this.tags) {
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console.error('No audio loaded in cache with key: \'' + key + '\'!');
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return;
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}
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2018-01-08 18:54:40 +00:00
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/**
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2018-01-11 16:37:28 +00:00
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* Reference to an HTML5 Audio tag used for playing sound.
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2018-01-08 18:54:40 +00:00
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*
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* @private
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* @property {HTMLAudioElement} audio
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* @default null
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*/
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2018-01-08 18:54:15 +00:00
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this.audio = null;
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2018-01-11 16:38:47 +00:00
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this.duration = this.tags[0].duration;
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this.totalDuration = this.tags[0].duration;
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2018-01-08 18:47:13 +00:00
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BaseSound.call(this, manager, key, config);
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2018-01-11 16:40:59 +00:00
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},
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play: function (markerName, config) {
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if (!BaseSound.prototype.play.call(this, markerName, config)) {
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return false;
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}
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// TODO implement play method
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this.events.dispatch(new SoundEvent(this, 'SOUND_PLAY'));
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return true;
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2018-01-11 16:42:18 +00:00
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},
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pause: function () {
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if (!BaseSound.prototype.pause.call(this)) {
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return false;
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}
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// TODO implement pause method
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this.events.dispatch(new SoundEvent(this, 'SOUND_PAUSE'));
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return true;
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2018-01-08 18:47:13 +00:00
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}
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});
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module.exports = HTML5AudioSound;
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