phaser/src/sound/html5/HTML5AudioSoundManager.js

190 lines
6.3 KiB
JavaScript
Raw Normal View History

var Class = require('../../utils/Class');
var BaseSoundManager = require('../BaseSoundManager');
var HTML5AudioSound = require('./HTML5AudioSound');
var HTML5AudioSoundManager = new Class({
Extends: BaseSoundManager,
initialize: function HTML5AudioSoundManager(game) {
/**
2018-01-11 16:32:49 +00:00
* Flag indicating whether if there are no idle instances of HTML5 Audio tag,
* for any particular sound, if one of the used tags should be stopped and used
* for succeeding playback or if succeeding Phaser.Sound.HTML5AudioSound#play
* call should be ignored.
*
* @property {boolean} override
* @default true
*/
this.override = true;
/**
* 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;
/**
* A value by which we should offset the loop end marker of the looping sound to compensate
* for lag, caused by changing audio tag 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;
2018-01-08 18:34:23 +00:00
/**
* 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;
2018-01-08 18:34:41 +00:00
/**
* Property that actually holds the value of global mute
* for HTML5 Audio sound manager implementation.
*
* @private
* @property {boolean} _mute
* @default false
*/
this._mute = false;
2018-01-08 18:34:55 +00:00
/**
* 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 unlock = function () {
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.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('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;
}
});
2018-01-08 18:35:13 +00:00
/**
* 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);
}
});
2018-01-08 18:35:29 +00:00
/**
* 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;