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< h1 class = "page-title" > Source: sound/Sound.js< / h1 >
< section >
< article >
< pre class = "sunlight-highlight-javascript linenums" > /**
* @author Richard Davey < rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Sound class constructor.
*
* @class Phaser.Sound
* @classdesc The Sound class
* @constructor
* @param {Phaser.Game} game - Reference to the current game instance.
* @param {string} key - Asset key for the sound.
* @param {number} [volume=1] - Default value for the volume, between 0 and 1.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
*/
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Phaser.Sound = function (game, key, volume, loop, connect) {
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if (typeof volume == 'undefined') { volume = 1; }
if (typeof loop == 'undefined') { loop = false; }
if (typeof connect === 'undefined') { connect = game.sound.connectToMaster; }
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/**
* A reference to the currently running Game.
* @property {Phaser.Game} game
*/
this.game = game;
/**
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* @property {string} name - Name of the sound.
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*/
this.name = key;
/**
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* @property {string} key - Asset key for the sound.
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*/
this.key = key;
/**
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* @property {boolean} loop - Whether or not the sound will loop.
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*/
this.loop = loop;
/**
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* @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).
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* @private
*/
this._volume = volume;
/**
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* @property {object} markers - The sound markers.
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*/
this.markers = {};
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/**
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* @property {AudioContext} context - Reference to the AudioContext instance.
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*/
this.context = null;
/**
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* @property {Description} _buffer - Decoded data buffer / Audio tag.
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* @private
*/
this._buffer = null;
/**
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* @property {boolean} _muted - Boolean indicating whether the sound is muted or not.
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* @private
* @default
*/
this._muted = false;
/**
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* @property {boolean} autoplay - Boolean indicating whether the sound should start automatically.
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*/
this.autoplay = false;
/**
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* @property {number} totalDuration - The total duration of the sound, in milliseconds
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*/
this.totalDuration = 0;
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/**
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* @property {number} startTime - The time the Sound starts at (typically 0 unless starting from a marker)
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* @default
*/
this.startTime = 0;
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/**
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* @property {number} currentTime - The current time the sound is at.
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*/
this.currentTime = 0;
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/**
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* @property {number} duration - The duration of the sound.
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*/
this.duration = 0;
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/**
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* @property {number} stopTime - The time the sound stopped.
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*/
this.stopTime = 0;
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/**
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* @property {boolean} paused - true if the sound is paused, otherwise false.
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* @default
*/
this.paused = false;
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/**
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* @property {number} pausedPosition - The position the sound had reached when it was paused.
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*/
this.pausedPosition = 0;
/**
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* @property {number} pausedTime - The game time at which the sound was paused.
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*/
this.pausedTime = 0;
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/**
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* @property {boolean} isPlaying - true if the sound is currently playing, otherwise false.
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* @default
*/
this.isPlaying = false;
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/**
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* @property {string} currentMarker - The string ID of the currently playing marker, if any.
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* @default
*/
this.currentMarker = '';
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/**
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* @property {boolean} pendingPlayback - true if the sound file is pending playback
* @readonly
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*/
this.pendingPlayback = false;
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/**
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* @property {boolean} override - if true when you play this sound it will always start from the beginning.
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* @default
*/
this.override = false;
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/**
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* @property {boolean} usingWebAudio - true if this sound is being played with Web Audio.
* @readonly
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*/
this.usingWebAudio = this.game.sound.usingWebAudio;
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/**
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* @property {boolean} usingAudioTag - true if the sound is being played via the Audio tag.
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*/
this.usingAudioTag = this.game.sound.usingAudioTag;
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/**
* @property {object} externalNode - If defined this Sound won't connect to the SoundManager master gain node, but will instead connect to externalNode.input.
*/
this.externalNode = null;
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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;
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if (connect)
{
this.gainNode.connect(this.masterGainNode);
}
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}
else
{
if (this.game.cache.getSound(key) & & this.game.cache.isSoundReady(key))
{
this._sound = this.game.cache.getSoundData(key);
this.totalDuration = 0;
if (this._sound.duration)
{
this.totalDuration = this._sound.duration;
}
}
else
{
this.game.cache.onSoundUnlock.add(this.soundHasUnlocked, this);
}
}
/**
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* @property {Phaser.Signal} onDecoded - The onDecoded event is dispatched when the sound has finished decoding (typically for mp3 files)
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*/
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this.onDecoded = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onPlay - The onPlay event is dispatched each time this sound is played.
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*/
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this.onPlay = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onPause - The onPause event is dispatched when this sound is paused.
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*/
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this.onPause = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onResume - The onResume event is dispatched when this sound is resumed from a paused state.
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*/
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this.onResume = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onLoop - The onLoop event is dispatched when this sound loops during playback.
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*/
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this.onLoop = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onStop - The onStop event is dispatched when this sound stops playback.
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*/
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this.onStop = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onMute - The onMouse event is dispatched when this sound is muted.
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*/
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this.onMute = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onMarkerComplete - The onMarkerComplete event is dispatched when a marker within this sound completes playback.
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*/
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this.onMarkerComplete = new Phaser.Signal();
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};
Phaser.Sound.prototype = {
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/**
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* Called automatically when this sound is unlocked.
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* @method Phaser.Sound#soundHasUnlocked
* @param {string} key - The Phaser.Cache key of the sound file to check for decoding.
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* @protected
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*/
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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);
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}
},
/**
* Description.
* @method Phaser.Sound#addMarker
* @param {string} name - Description.
* @param {Description} start - Description.
* @param {Description} stop - Description.
* @param {Description} volume - Description.
* @param {Description} loop - Description.
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addMarker: function (name, start, stop, volume, loop) {
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volume = volume || 1;
if (typeof loop == 'undefined') { loop = false; }
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this.markers[name] = {
name: name,
start: start,
stop: stop,
volume: volume,
duration: stop - start,
loop: loop
};
},
*/
/**
* Adds a marker into the current Sound. A marker is represented by a unique key and a start time and duration.
* This allows you to bundle multiple sounds together into a single audio file and use markers to jump between them for playback.
*
* @method Phaser.Sound#addMarker
* @param {string} name - A unique name for this marker, i.e. 'explosion', 'gunshot', etc.
* @param {number} start - The start point of this marker in the audio file, given in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.
* @param {number} duration - The duration of the marker in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.
* @param {number} [volume=1] - The volume the sound will play back at, between 0 (silent) and 1 (full volume).
* @param {boolean} [loop=false] - Sets if the sound will loop or not.
*/
addMarker: function (name, start, duration, volume, loop) {
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if (typeof volume == 'undefined') { volume = 1; }
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if (typeof loop == 'undefined') { loop = false; }
this.markers[name] = {
name: name,
start: start,
stop: start + duration,
volume: volume,
duration: duration,
durationMS: duration * 1000,
loop: loop
};
},
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/**
* Removes a marker from the sound.
* @method Phaser.Sound#removeMarker
* @param {string} name - The key of the marker to remove.
*/
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removeMarker: function (name) {
delete this.markers[name];
},
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/**
* Called automatically by Phaser.SoundManager.
* @method Phaser.Sound#update
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* @protected
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*/
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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.durationMS)
{
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// console.log(this.currentMarker, 'has hit duration');
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if (this.usingWebAudio)
{
if (this.loop)
{
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// console.log('loop1');
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// won't work with markers, needs to reset the position
this.onLoop.dispatch(this);
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if (this.currentMarker === '')
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{
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// console.log('loop2');
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this.currentTime = 0;
this.startTime = this.game.time.now;
}
else
{
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// console.log('loop3');
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this.onMarkerComplete.dispatch(this.currentMarker, this);
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this.play(this.currentMarker, 0, this.volume, true, true);
}
}
else
{
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// console.log('stopping, no loop for marker');
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this.stop();
}
}
else
{
if (this.loop)
{
this.onLoop.dispatch(this);
this.play(this.currentMarker, 0, this.volume, true, true);
}
else
{
this.stop();
}
}
}
}
},
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/**
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* Play this sound, or a marked section of it.
* @method Phaser.Sound#play
* @param {string} [marker=''] - If you want to play a marker then give the key here, otherwise leave blank to play the full sound.
* @param {number} [position=0] - The starting position to play the sound from - this is ignored if you provide a marker.
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* @param {number} [volume=1] - Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified).
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* @param {boolean} [loop=false] - Loop when it finished playing?
* @param {boolean} [forceRestart=true] - If the sound is already playing you can set forceRestart to restart it from the beginning.
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* @return {Phaser.Sound} This sound instance.
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*/
play: function (marker, position, volume, loop, forceRestart) {
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if (typeof marker === 'undefined') { marker = ''; }
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if (typeof forceRestart === 'undefined') { forceRestart = true; }
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if (this.isPlaying === true & & forceRestart === false & & this.override === false)
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{
// Use Restart instead
return;
}
if (this.isPlaying & & this.override)
{
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 !== '')
{
if (this.markers[marker])
{
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// Playing a marker? Then we default to the marker values
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this.position = this.markers[marker].start;
this.volume = this.markers[marker].volume;
this.loop = this.markers[marker].loop;
this.duration = this.markers[marker].duration;
this.durationMS = this.markers[marker].durationMS;
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if (typeof volume !== 'undefined')
{
this.volume = volume;
}
if (typeof loop !== 'undefined')
{
this.loop = loop;
}
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this._tempMarker = marker;
this._tempPosition = this.position;
this._tempVolume = this.volume;
this._tempLoop = this.loop;
}
else
{
console.warn("Phaser.Sound.play: audio marker " + marker + " doesn't exist");
return;
}
}
else
{
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position = position || 0;
if (typeof volume === 'undefined') { volume = this._volume; }
if (typeof loop === 'undefined') { loop = this.loop; }
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this.position = position;
this.volume = volume;
this.loop = loop;
this.duration = 0;
this.durationMS = 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;
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if (this.externalNode)
{
this._sound.connect(this.externalNode.input);
}
else
{
this._sound.connect(this.gainNode);
}
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this.totalDuration = this._sound.buffer.duration;
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if (this.duration === 0)
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{
// console.log('duration reset');
this.duration = this.totalDuration;
this.durationMS = this.totalDuration * 1000;
}
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if (this.loop & & marker === '')
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{
this._sound.loop = true;
}
// Useful to cache this somewhere perhaps?
if (typeof this._sound.start === 'undefined')
{
this._sound.noteGrainOn(0, this.position, this.duration);
// this._sound.noteGrainOn(0, this.position, this.duration / 1000);
//this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
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}
else
{
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// this._sound.start(0, this.position, this.duration / 1000);
this._sound.start(0, this.position, this.duration);
}
this.isPlaying = true;
this.startTime = this.game.time.now;
this.currentTime = 0;
this.stopTime = this.startTime + this.durationMS;
this.onPlay.dispatch(this);
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}
else
{
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this.pendingPlayback = true;
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if (this.game.cache.getSound(this.key) & & this.game.cache.getSound(this.key).isDecoding === false)
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{
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);
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if (this._sound & & (this.game.device.cocoonJS || this._sound.readyState === 4))
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{
this._sound.play();
// This doesn't become available until you call play(), wonderful ...
this.totalDuration = this._sound.duration;
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if (this.duration === 0)
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{
this.duration = this.totalDuration;
this.durationMS = this.totalDuration * 1000;
}
// console.log('playing', this._sound);
this._sound.currentTime = this.position;
this._sound.muted = this._muted;
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if (this._muted)
{
this._sound.volume = 0;
}
else
{
this._sound.volume = this._volume;
}
this.isPlaying = true;
this.startTime = this.game.time.now;
this.currentTime = 0;
this.stopTime = this.startTime + this.durationMS;
this.onPlay.dispatch(this);
}
else
{
this.pendingPlayback = true;
}
}
}
},
/**
* Restart the sound, or a marked section of it.
* @method Phaser.Sound#restart
* @param {string} [marker=''] - If you want to play a marker then give the key here, otherwise leave blank to play the full sound.
* @param {number} [position=0] - The starting position to play the sound from - this is ignored if you provide a marker.
* @param {number} [volume=1] - Volume of the sound you want to play.
* @param {boolean} [loop=false] - Loop when it finished playing?
*/
restart: function (marker, position, volume, loop) {
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marker = marker || '';
position = position || 0;
volume = volume || 1;
if (typeof loop == 'undefined') { loop = false; }
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this.play(marker, position, volume, loop, true);
},
/**
* Pauses the sound
* @method Phaser.Sound#pause
*/
pause: function () {
if (this.isPlaying & & this._sound)
{
this.stop();
this.isPlaying = false;
this.paused = true;
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this.pausedPosition = this.currentTime;
this.pausedTime = this.game.time.now;
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this.onPause.dispatch(this);
}
},
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/**
* Resumes the sound
* @method Phaser.Sound#resume
*/
resume: function () {
if (this.paused & & this._sound)
{
if (this.usingWebAudio)
{
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var p = this.position + (this.pausedPosition / 1000);
this._sound = this.context.createBufferSource();
this._sound.buffer = this._buffer;
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if (this.externalNode)
{
this._sound.connect(this.externalNode.input);
}
else
{
this._sound.connect(this.gainNode);
}
if (this.loop)
{
this._sound.loop = true;
}
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if (typeof this._sound.start === 'undefined')
{
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this._sound.noteGrainOn(0, p, this.duration);
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//this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
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}
else
{
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this._sound.start(0, p, this.duration);
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}
}
else
{
this._sound.play();
}
this.isPlaying = true;
this.paused = false;
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this.startTime += (this.game.time.now - this.pausedTime);
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this.onResume.dispatch(this);
}
},
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/**
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* Stop playing this sound.
* @method Phaser.Sound#stop
*/
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;
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if (this.currentMarker !== '')
{
this.onMarkerComplete.dispatch(this.currentMarker, this);
}
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this.currentMarker = '';
this.onStop.dispatch(this, prevMarker);
}
};
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Phaser.Sound.prototype.constructor = Phaser.Sound;
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/**
* @name Phaser.Sound#isDecoding
* @property {boolean} isDecoding - Returns true if the sound file is still decoding.
* @readonly
*/
Object.defineProperty(Phaser.Sound.prototype, "isDecoding", {
get: function () {
return this.game.cache.getSound(this.key).isDecoding;
}
});
/**
* @name Phaser.Sound#isDecoded
* @property {boolean} isDecoded - Returns true if the sound file has decoded.
* @readonly
*/
Object.defineProperty(Phaser.Sound.prototype, "isDecoded", {
get: function () {
return this.game.cache.isSoundDecoded(this.key);
}
});
/**
* @name Phaser.Sound#mute
* @property {boolean} mute - Gets or sets the muted state of this sound.
*/
Object.defineProperty(Phaser.Sound.prototype, "mute", {
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get: function () {
return this._muted;
},
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set: function (value) {
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value = value || null;
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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);
}
});
/**
* @name Phaser.Sound#volume
* @property {number} volume - Gets or sets the volume of this sound, a value between 0 and 1.
* @readonly
*/
Object.defineProperty(Phaser.Sound.prototype, "volume", {
get: function () {
return this._volume;
},
set: function (value) {
if (this.usingWebAudio)
{
this._volume = value;
this.gainNode.gain.value = value;
}
else if (this.usingAudioTag & & this._sound)
{
// Causes an Index size error in Firefox if you don't clamp the value
if (value >= 0 & & value < = 1)
{
this._volume = value;
this._sound.volume = value;
}
}
}
});
< / pre >
< / article >
< / section >
< / div >
< div class = "clearfix" > < / div >
< footer >
< span class = "copyright" >
2014-02-05 06:29:17 +00:00
Phaser Copyright © 2012-2014 Photon Storm Ltd.
2013-10-03 00:21:08 +00:00
< / span >
< br / >
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2013-10-25 15:54:40 +00:00
Documentation generated by < a href = "https://github.com/jsdoc3/jsdoc" > JSDoc 3.3.0-dev< / a >
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on Fri Mar 28 2014 01:41:23 GMT-0000 (GMT) using the < a href = "https://github.com/terryweiss/docstrap" > DocStrap template< / a > .
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scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
< / script >
< / body >
< / html >