phaser/src/sound/BaseSoundManager.js

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/**
* @author Richard Davey <rich@photonstorm.com>
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* @author Pavle Goloskokovic <pgoloskokovic@gmail.com> (http://prunegames.com)
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* @copyright 2020 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../utils/Class');
var Clone = require('../utils/object/Clone');
var EventEmitter = require('eventemitter3');
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var Events = require('./events');
var GameEvents = require('../core/events');
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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.
*
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* Not all browsers can play all audio formats.
*
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* 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 Phaser.Events.EventEmitter
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* @memberof Phaser.Sound
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* @constructor
* @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}
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* @readonly
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* @since 3.0.0
*/
this.game = game;
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/**
* Local reference to the JSON Cache, as used by Audio Sprites.
*
* @name Phaser.Sound.BaseSoundManager#jsonCache
* @type {Phaser.Cache.BaseCache}
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* @readonly
* @since 3.7.0
*/
this.jsonCache = game.cache.json;
/**
* An array containing all added sounds.
*
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* @name Phaser.Sound.BaseSoundManager#sounds
* @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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/**
* 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;
/**
* 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}
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* @readonly
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* @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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* @private
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* @since 3.0.0
*/
this.unlocked = false;
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game.events.on(GameEvents.BLUR, function ()
{
if (this.pauseOnBlur)
{
this.onBlur();
}
}, this);
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game.events.on(GameEvents.FOCUS, function ()
{
if (this.pauseOnBlur)
{
this.onFocus();
}
}, this);
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game.events.on(GameEvents.PRE_STEP, this.update, this);
game.events.once(GameEvents.DESTROY, this.destroy, this);
},
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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.
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* @param {Phaser.Types.Sound.SoundConfig} [config] - An optional config object containing default sound settings.
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*
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* @return {Phaser.Sound.BaseSound} 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.
* Audio Sprites are a combination of audio files and a JSON configuration.
* The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite
*
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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.
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* @param {Phaser.Types.Sound.SoundConfig} [config] - An optional config object containing default sound settings.
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*
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* @return {(Phaser.Sound.HTML5AudioSound|Phaser.Sound.WebAudioSound)} The new audio sprite sound instance.
*/
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addAudioSprite: function (key, config)
{
if (config === undefined) { config = {}; }
var sound = this.add(key, config);
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sound.spritemap = this.jsonCache.get(key).spritemap;
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for (var markerName in sound.spritemap)
{
if (!sound.spritemap.hasOwnProperty(markerName))
{
continue;
}
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var markerConfig = Clone(config);
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var marker = sound.spritemap[markerName];
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markerConfig.loop = (marker.hasOwnProperty('loop')) ? marker.loop : false;
sound.addMarker({
name: markerName,
start: marker.start,
duration: marker.end - marker.start,
config: markerConfig
});
}
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return sound;
},
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/**
* Adds a new sound to the sound manager and plays it.
* The sound will be automatically removed (destroyed) once playback ends.
* This lets you play a new sound on the fly without the need to keep a reference to it.
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*
* @method Phaser.Sound.BaseSoundManager#play
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* @listens Phaser.Sound.Events#COMPLETE
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* @since 3.0.0
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*
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* @param {string} key - Asset key for the sound.
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* @param {(Phaser.Types.Sound.SoundConfig|Phaser.Types.Sound.SoundMarker)} [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(Events.COMPLETE, sound.destroy, sound);
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if (extra)
{
if (extra.name)
{
sound.addMarker(extra);
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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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* @listens Phaser.Sound.Events#COMPLETE
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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.
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* @param {Phaser.Types.Sound.SoundConfig} [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(Events.COMPLETE, 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 {Phaser.Sound.BaseSound} 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);
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return true;
}
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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);
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removed++;
}
}
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return removed;
},
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/**
* Pauses all the sounds in the game.
*
* @method Phaser.Sound.BaseSoundManager#pauseAll
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* @fires Phaser.Sound.Events#PAUSE_ALL
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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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this.emit(Events.PAUSE_ALL, 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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* @fires Phaser.Sound.Events#RESUME_ALL
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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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this.emit(Events.RESUME_ALL, 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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* @fires Phaser.Sound.Events#STOP_ALL
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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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this.emit(Events.STOP_ALL, 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
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* @fires Phaser.Sound.Events#UNLOCKED
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* @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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this.emit(Events.UNLOCKED, this);
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}
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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;
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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 {Phaser.Types.Sound.EachActiveSoundCallback} callback - Callback function. (manager: Phaser.Sound.BaseSoundManager, sound: Phaser.Sound.BaseSound, index: number, sounds: Phaser.Manager.BaseSound[]) => void
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* @param {*} [scope] - Callback context.
*/
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forEachActiveSound: function (callback, scope)
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{
var _this = this;
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this.sounds.forEach(function (sound, index)
{
if (sound && !sound.pendingRemove)
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{
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callback.call(scope || _this, sound, index, _this.sounds);
}
});
},
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/**
* Sets the global playback rate at which all the sounds will be played.
*
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* For example, a value of 1.0 plays the audio at full speed, 0.5 plays the audio at half speed
* and 2.0 doubles the audios playback speed.
*
* @method Phaser.Sound.BaseSoundManager#setRate
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* @fires Phaser.Sound.Events#GLOBAL_RATE
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* @since 3.3.0
*
* @param {number} value - Global playback rate at which all the sounds will be played.
*
* @return {Phaser.Sound.BaseSoundManager} This Sound Manager.
*/
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setRate: function (value)
{
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this.rate = value;
return this;
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},
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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.
*
* @name Phaser.Sound.BaseSoundManager#rate
* @type {number}
* @default 1
* @since 3.0.0
*/
rate: {
get: function ()
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{
return this._rate;
},
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set: function (value)
{
this._rate = value;
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this.forEachActiveSound(function (sound)
{
sound.calculateRate();
});
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this.emit(Events.GLOBAL_RATE, this, value);
}
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},
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/**
* Sets the 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).
*
* @method Phaser.Sound.BaseSoundManager#setDetune
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* @fires Phaser.Sound.Events#GLOBAL_DETUNE
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* @since 3.3.0
*
* @param {number} value - The range of the value is -1200 to 1200, but we recommend setting it to [50](https://en.wikipedia.org/wiki/50_Cent).
*
* @return {Phaser.Sound.BaseSoundManager} This Sound Manager.
*/
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setDetune: function (value)
{
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this.detune = value;
return this;
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},
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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).
*
* @name Phaser.Sound.BaseSoundManager#detune
* @type {number}
* @default 0
* @since 3.0.0
*/
detune: {
get: function ()
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{
return this._detune;
},
set: function (value)
{
this._detune = value;
this.forEachActiveSound(function (sound)
{
sound.calculateRate();
});
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this.emit(Events.GLOBAL_DETUNE, this, value);
}
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}
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});
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module.exports = BaseSoundManager;