phaser/wip/sound/SoundManager.js

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/**
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* @author Richard Davey <rich@photonstorm.com>
2016-04-04 21:15:01 +00:00
* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it.
* Note: On Firefox 25+ on Linux if you have media.gstreamer disabled in about:config then it cannot play back mp3 or m4a files.
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* The audio file type and the encoding of those files are extremely important. Not all browsers can play all audio formats.
* There is a good guide to what's supported here: http://hpr.dogphilosophy.net/test/
*
* If you are reloading a Phaser Game on a page that never properly refreshes (such as in an AngularJS project) then you will quickly run out
* of AudioContext nodes. If this is the case create a global var called PhaserGlobal on the window object before creating the game. The active
* AudioContext will then be saved to window.PhaserGlobal.audioContext when the Phaser game is destroyed, and re-used when it starts again.
*
* Mobile warning: There are some mobile devices (certain iPad 2 and iPad Mini revisions) that cannot play 48000 Hz audio.
* When they try to play the audio becomes extremely distorted and buzzes, eventually crashing the sound system.
* The solution is to use a lower encoding rate such as 44100 Hz. Sometimes the audio context will
* be created with a sampleRate of 48000. If this happens and audio distorts you should re-create the context.
*
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* @class Phaser.SoundManager
* @constructor
* @param {Phaser.Game} game - Reference to the current game instance.
*/
Phaser.SoundManager = function (game) {
/**
* @property {Phaser.Game} game - Local reference to game.
*/
this.game = game;
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/**
* @property {Phaser.Signal} onSoundDecode - The event dispatched when a sound decodes (typically only for mp3 files)
*/
this.onSoundDecode = new Phaser.Signal();
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/**
* This signal is dispatched whenever the global volume changes. The new volume is passed as the only parameter to your callback.
* @property {Phaser.Signal} onVolumeChange
*/
this.onVolumeChange = new Phaser.Signal();
/**
* This signal is dispatched when the SoundManager is globally muted, either directly via game code or as a result of the game pausing.
* @property {Phaser.Signal} onMute
*/
this.onMute = new Phaser.Signal();
/**
* This signal is dispatched when the SoundManager is globally un-muted, either directly via game code or as a result of the game resuming from a pause.
* @property {Phaser.Signal} onUnMute
*/
this.onUnMute = new Phaser.Signal();
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/**
* @property {AudioContext} context - The AudioContext being used for playback.
* @default
*/
this.context = null;
/**
* @property {boolean} usingWebAudio - True the SoundManager and device are both using Web Audio.
* @readonly
*/
this.usingWebAudio = false;
/**
* @property {boolean} usingAudioTag - True the SoundManager and device are both using the Audio tag instead of Web Audio.
* @readonly
*/
this.usingAudioTag = false;
/**
* @property {boolean} noAudio - True if audio been disabled via the PhaserGlobal (useful if you need to use a 3rd party audio library) or the device doesn't support any audio.
* @default
*/
this.noAudio = false;
/**
* @property {boolean} connectToMaster - Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node.
* @default
*/
this.connectToMaster = true;
/**
* @property {boolean} touchLocked - true if the audio system is currently locked awaiting a touch event.
* @default
*/
this.touchLocked = false;
/**
* @property {number} channels - The number of audio channels to use in playback.
* @default
*/
this.channels = 32;
/**
* Set to true to have all sound muted when the Phaser game pauses (such as on loss of focus),
* or set to false to keep audio playing, regardless of the game pause state. You may need to
* do this should you wish to control audio muting via external DOM buttons or similar.
* @property {boolean} muteOnPause
* @default
*/
this.muteOnPause = true;
/**
* @property {boolean} _codeMuted - Internal mute tracking var.
* @private
* @default
*/
this._codeMuted = false;
/**
* @property {boolean} _muted - Internal mute tracking var.
* @private
* @default
*/
this._muted = false;
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/**
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* @property {AudioContext} _unlockSource - Internal unlock tracking var.
* @private
* @default
*/
this._unlockSource = null;
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/**
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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
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* @default
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*/
this._volume = 1;
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/**
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* @property {array} _sounds - An array containing all the sounds
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* @private
*/
this._sounds = [];
/**
* @property {Phaser.ArraySet} _watchList - An array set containing all the sounds being monitored for decoding status.
* @private
*/
this._watchList = new Phaser.ArraySet();
/**
* @property {boolean} _watching - Is the SoundManager monitoring the watchList?
* @private
*/
this._watching = false;
/**
* @property {function} _watchCallback - The callback to invoke once the watchlist is clear.
* @private
*/
this._watchCallback = null;
/**
* @property {object} _watchContext - The context in which to call the watchlist callback.
* @private
*/
this._watchContext = null;
};
Phaser.SoundManager.prototype = {
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/**
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* Initialises the sound manager.
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* @method Phaser.SoundManager#boot
* @protected
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*/
boot: function () {
if (this.game.device.iOS && this.game.device.webAudio === false)
{
this.channels = 1;
}
// PhaserGlobal overrides
if (window['PhaserGlobal'])
{
// Check to see if all audio playback is disabled (i.e. handled by a 3rd party class)
if (window['PhaserGlobal'].disableAudio === true)
{
this.noAudio = true;
this.touchLocked = false;
return;
}
// Check if the Web Audio API is disabled (for testing Audio Tag playback during development)
if (window['PhaserGlobal'].disableWebAudio === true)
{
this.usingAudioTag = true;
this.touchLocked = false;
return;
}
}
if (window['PhaserGlobal'] && window['PhaserGlobal'].audioContext)
{
this.context = window['PhaserGlobal'].audioContext;
}
else
{
if (!!window['AudioContext'])
{
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try {
this.context = new window['AudioContext']();
} catch (error) {
this.context = null;
this.usingWebAudio = false;
this.touchLocked = false;
}
}
else if (!!window['webkitAudioContext'])
{
try {
this.context = new window['webkitAudioContext']();
} catch (error) {
this.context = null;
this.usingWebAudio = false;
this.touchLocked = false;
}
}
}
if (this.context === null)
{
// No Web Audio support - how about legacy Audio?
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if (window['Audio'] === undefined)
{
this.noAudio = true;
return;
}
else
{
this.usingAudioTag = true;
}
}
else
{
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this.usingWebAudio = true;
if (this.context.createGain === undefined)
{
this.masterGain = this.context.createGainNode();
}
else
{
this.masterGain = this.context.createGain();
}
this.masterGain.gain.value = 1;
this.masterGain.connect(this.context.destination);
}
if (!this.noAudio)
{
// On mobile we need a native touch event before we can play anything, so capture it here
if (!this.game.device.cocoonJS && this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock))
{
this.setTouchLock();
}
}
},
/**
* Sets the Input Manager touch callback to be SoundManager.unlock.
* Required for iOS audio device unlocking. Mostly just used internally.
*
* @method Phaser.SoundManager#setTouchLock
*/
setTouchLock: function () {
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if (this.noAudio || (window['PhaserGlobal'] && window['PhaserGlobal'].disableAudio === true))
{
return;
}
if (this.game.device.iOSVersion > 8)
{
this.game.input.touch.addTouchLockCallback(this.unlock, this, true);
}
else
{
this.game.input.touch.addTouchLockCallback(this.unlock, this);
}
this.touchLocked = true;
},
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/**
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* Enables the audio, usually after the first touch.
*
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* @method Phaser.SoundManager#unlock
* @return {boolean} True if the callback should be removed, otherwise false.
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*/
unlock: function () {
if (this.noAudio || !this.touchLocked || this._unlockSource !== null)
{
return true;
}
// Global override (mostly for Audio Tag testing)
if (this.usingAudioTag)
{
this.touchLocked = false;
this._unlockSource = null;
}
else if (this.usingWebAudio)
{
// Create empty buffer and play it
// The SoundManager.update loop captures the state of it and then resets touchLocked to false
var buffer = this.context.createBuffer(1, 1, 22050);
this._unlockSource = this.context.createBufferSource();
this._unlockSource.buffer = buffer;
this._unlockSource.connect(this.context.destination);
if (this._unlockSource.start === undefined)
{
this._unlockSource.noteOn(0);
}
else
{
this._unlockSource.start(0);
}
}
// We can remove the event because we've done what we needed (started the unlock sound playing)
return true;
},
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/**
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* Stops all the sounds in the game.
*
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* @method Phaser.SoundManager#stopAll
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*/
stopAll: function () {
if (this.noAudio)
{
return;
}
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i])
{
this._sounds[i].stop();
}
}
},
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/**
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* Pauses all the sounds in the game.
*
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* @method Phaser.SoundManager#pauseAll
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*/
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pauseAll: function () {
if (this.noAudio)
{
return;
}
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i])
{
this._sounds[i].pause();
}
}
},
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/**
* Resumes every sound in the game.
*
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* @method Phaser.SoundManager#resumeAll
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*/
resumeAll: function () {
if (this.noAudio)
{
return;
}
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i])
{
this._sounds[i].resume();
}
}
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},
/**
* Decode a sound by its asset key.
*
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* @method Phaser.SoundManager#decode
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* @param {string} key - Assets key of the sound to be decoded.
* @param {Phaser.Sound} [sound] - Its buffer will be set to decoded data.
*/
decode: function (key, sound) {
sound = sound || null;
var soundData = this.game.cache.getSoundData(key);
if (soundData)
{
if (this.game.cache.isSoundDecoded(key) === false)
{
this.game.cache.updateSound(key, 'isDecoding', true);
var _this = this;
try {
this.context.decodeAudioData(soundData, function (buffer) {
if (buffer)
{
_this.game.cache.decodedSound(key, buffer);
_this.onSoundDecode.dispatch(key, sound);
}
});
}
catch (e) {}
}
}
},
/**
* This method allows you to give the SoundManager a list of Sound files, or keys, and a callback.
* Once all of the Sound files have finished decoding the callback will be invoked.
* The amount of time spent decoding depends on the codec used and file size.
* If all of the files given have already decoded the callback is triggered immediately.
*
* @method Phaser.SoundManager#setDecodedCallback
* @param {string|array} files - An array containing either Phaser.Sound objects or their key strings as found in the Phaser.Cache.
* @param {Function} callback - The callback which will be invoked once all files have finished decoding.
* @param {Object} callbackContext - The context in which the callback will run.
*/
setDecodedCallback: function (files, callback, callbackContext) {
if (typeof files === 'string')
{
files = [ files ];
}
this._watchList.reset();
for (var i = 0; i < files.length; i++)
{
if (files[i] instanceof Phaser.Sound)
{
if (!this.game.cache.isSoundDecoded(files[i].key))
{
this._watchList.add(files[i].key);
}
}
else if (!this.game.cache.isSoundDecoded(files[i]))
{
this._watchList.add(files[i]);
}
}
// All decoded already?
if (this._watchList.total === 0)
{
this._watching = false;
callback.call(callbackContext);
}
else
{
this._watching = true;
this._watchCallback = callback;
this._watchContext = callbackContext;
}
},
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/**
* Updates every sound in the game, checks for audio unlock on mobile and monitors the decoding watch list.
*
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* @method Phaser.SoundManager#update
* @protected
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*/
update: function () {
if (this.noAudio)
{
return;
}
if (this.touchLocked && this._unlockSource !== null && (this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE))
{
this.touchLocked = false;
this._unlockSource = null;
}
for (var i = 0; i < this._sounds.length; i++)
{
this._sounds[i].update();
}
if (this._watching)
{
var key = this._watchList.first;
while (key)
{
if (this.game.cache.isSoundDecoded(key))
{
this._watchList.remove(key);
}
key = this._watchList.next;
}
if (this._watchList.total === 0)
{
this._watching = false;
this._watchCallback.call(this._watchContext);
}
}
},
/**
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* Adds a new Sound into the SoundManager.
*
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* @method Phaser.SoundManager#add
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* @param {string} key - Asset key for the sound.
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* @param {number} [volume=1] - Default value for the volume.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
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* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
* @return {Phaser.Sound} The new sound instance.
*/
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add: function (key, volume, loop, connect) {
if (volume === undefined) { volume = 1; }
if (loop === undefined) { loop = false; }
if (connect === undefined) { connect = this.connectToMaster; }
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var sound = new Phaser.Sound(this.game, key, volume, loop, connect);
this._sounds.push(sound);
return sound;
},
/**
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* Adds a new AudioSprite into the SoundManager.
*
* @method Phaser.SoundManager#addSprite
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* @param {string} key - Asset key for the sound.
* @return {Phaser.AudioSprite} The new AudioSprite instance.
*/
addSprite: function(key) {
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var audioSprite = new Phaser.AudioSprite(this.game, key);
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return audioSprite;
},
/**
* Removes a Sound from the SoundManager. The removed Sound is destroyed before removal.
*
* @method Phaser.SoundManager#remove
* @param {Phaser.Sound} sound - The sound object to remove.
* @return {boolean} True if the sound was removed successfully, otherwise false.
*/
remove: function (sound) {
var i = this._sounds.length;
while (i--)
{
if (this._sounds[i] === sound)
{
this._sounds[i].destroy(false);
this._sounds.splice(i, 1);
return true;
}
}
return false;
},
/**
* Removes all Sounds from the SoundManager that have an asset key matching the given value.
* The removed Sounds are destroyed before removal.
*
* @method Phaser.SoundManager#removeByKey
* @param {string} key - The key to match when removing sound objects.
* @return {number} The number of matching sound objects that were removed.
*/
removeByKey: function (key) {
var i = this._sounds.length;
var removed = 0;
while (i--)
{
if (this._sounds[i].key === key)
{
this._sounds[i].destroy(false);
this._sounds.splice(i, 1);
removed++;
}
}
return removed;
},
/**
* Adds a new Sound into the SoundManager and starts it playing.
*
* @method Phaser.SoundManager#play
* @param {string} key - Asset key for the sound.
* @param {number} [volume=1] - Default value for the volume.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
* @return {Phaser.Sound} The new sound instance.
*/
play: function (key, volume, loop) {
if (this.noAudio)
{
return;
}
var sound = this.add(key, volume, loop);
sound.play();
return sound;
},
/**
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* Internal mute handler called automatically by the SoundManager.mute setter.
*
* @method Phaser.SoundManager#setMute
* @private
*/
setMute: function () {
if (this._muted)
{
return;
}
this._muted = true;
if (this.usingWebAudio)
{
this._muteVolume = this.masterGain.gain.value;
this.masterGain.gain.value = 0;
}
// Loop through sounds
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i].usingAudioTag)
{
this._sounds[i].mute = true;
}
}
this.onMute.dispatch();
},
/**
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* Internal mute handler called automatically by the SoundManager.mute setter.
*
* @method Phaser.SoundManager#unsetMute
* @private
*/
unsetMute: function () {
if (!this._muted || this._codeMuted)
{
return;
}
this._muted = false;
if (this.usingWebAudio)
{
this.masterGain.gain.value = this._muteVolume;
}
// Loop through sounds
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i].usingAudioTag)
{
this._sounds[i].mute = false;
}
}
this.onUnMute.dispatch();
},
/**
* Stops all the sounds in the game, then destroys them and finally clears up any callbacks.
*
* @method Phaser.SoundManager#destroy
*/
destroy: function () {
this.stopAll();
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i])
{
this._sounds[i].destroy();
}
}
this._sounds = [];
this.onSoundDecode.dispose();
if (this.context)
{
if (window['PhaserGlobal'])
{
// Store this in the PhaserGlobal window var, if set, to allow for re-use if the game is created again without the page refreshing
window['PhaserGlobal'].audioContext = this.context;
}
else
{
if (this.context.close)
{
this.context.close();
}
}
}
}
};
Phaser.SoundManager.prototype.constructor = Phaser.SoundManager;
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/**
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* @name Phaser.SoundManager#mute
* @property {boolean} mute - Gets or sets the muted state of the SoundManager. This effects all sounds in the game.
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*/
Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
get: function () {
return this._muted;
},
set: function (value) {
value = value || false;
if (value)
{
if (this._muted)
{
return;
}
this._codeMuted = true;
this.setMute();
}
else
{
if (!this._muted)
{
return;
}
this._codeMuted = false;
this.unsetMute();
}
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}
});
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/**
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* @name Phaser.SoundManager#volume
* @property {number} volume - Gets or sets the global volume of the SoundManager, a value between 0 and 1. The value given is clamped to the range 0 to 1.
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*/
Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
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get: function () {
return this._volume;
},
set: function (value) {
if (value < 0)
{
value = 0;
}
else if (value > 1)
{
value = 1;
}
if (this._volume !== value)
{
this._volume = value;
if (this.usingWebAudio)
{
this.masterGain.gain.value = value;
}
else
{
// Loop through the sound cache and change the volume of all html audio tags
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i].usingAudioTag)
{
this._sounds[i].updateGlobalVolume(value);
}
}
}
this.onVolumeChange.dispatch(value);
}
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}
});