phaser/Phaser/sound/SoundManager.ts

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/// <reference path="../Game.ts" />
/// <reference path="Sound.ts" />
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/**
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* Phaser - SoundManager
*
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*/
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module Phaser {
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export class SoundManager {
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/**
* SoundManager constructor
* Create a new <code>SoundManager</code>.
*/
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constructor(game: Game) {
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this.game = game;
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this._volume = 1;
this._muted = false;
this._sounds = [];
if (this.game.device.iOS && this.game.device.webAudio == false)
{
this.channels = 1;
}
if (this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock))
{
//console.log('iOS Touch Locked');
this.game.input.touch.callbackContext = this;
this.game.input.touch.touchStartCallback = this.unlock;
this.game.input.mouse.callbackContext = this;
this.game.input.mouse.mouseDownCallback = this.unlock;
this.touchLocked = true;
}
else
{
// What about iOS5?
this.touchLocked = false;
}
if (window['PhaserGlobal'])
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{
// Check to see if all audio playback is disabled (i.e. handled by a 3rd party class)
if (window['PhaserGlobal'].disableAudio == true)
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{
this.usingWebAudio = false;
this.noAudio = true;
return;
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}
// Check if the Web Audio API is disabled (for testing Audio Tag playback during development)
if (window['PhaserGlobal'].disableWebAudio == true)
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{
this.usingWebAudio = false;
this.usingAudioTag = true;
this.noAudio = false;
return;
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}
}
this.usingWebAudio = true;
this.noAudio = false;
if (!!window['AudioContext'])
{
this.context = new window['AudioContext']();
}
else if (!!window['webkitAudioContext'])
{
this.context = new window['webkitAudioContext']();
}
else if (!!window['Audio'])
{
this.usingWebAudio = false;
this.usingAudioTag = true;
}
else
{
this.usingWebAudio = false;
this.noAudio = true;
}
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if (this.context !== null)
{
if (typeof this.context.createGain === 'undefined')
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{
this.masterGain = this.context.createGainNode();
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}
else
{
this.masterGain = this.context.createGain();
}
this.masterGain.gain.value = 1;
this.masterGain.connect(this.context.destination);
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}
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}
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public usingWebAudio: bool = false;
public usingAudioTag: bool = false;
public noAudio: bool = false;
/**
* Local reference to the current Phaser.Game.
*/
public game: Game;
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/**
* Reference to AudioContext instance.
*/
public context = null;
/**
* The Master Gain node through which all sounds
*/
public masterGain;
/**
* Volume of sounds.
* @type {number}
*/
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private _volume: number;
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private _sounds: Phaser.Sound[];
private _muteVolume: number;
private _muted: bool = false;
public channels: number;
public touchLocked: bool = false;
private _unlockSource = null;
public unlock() {
if (this.touchLocked == false)
{
return;
}
//console.log('SoundManager touch unlocked');
if (this.game.device.webAudio && (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio == false))
{
//console.log('create empty buffer');
// Create empty buffer and play it
var buffer = this.context.createBuffer(1, 1, 22050);
this._unlockSource = this.context.createBufferSource();
this._unlockSource.buffer = buffer;
this._unlockSource.connect(this.context.destination);
this._unlockSource.noteOn(0);
}
else
{
// Create an Audio tag?
//console.log('create audio tag');
this.touchLocked = false;
this._unlockSource = null;
this.game.input.touch.callbackContext = null;
this.game.input.touch.touchStartCallback = null;
this.game.input.mouse.callbackContext = null;
this.game.input.mouse.mouseDownCallback = null;
}
}
/**
* A global audio mute toggle.
*/
public get mute():bool {
return this._muted;
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}
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public set mute(value: bool) {
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console.log('SoundManager mute', value);
if (value)
{
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;
}
}
}
else
{
if (this._muted == false)
{
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;
}
}
}
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}
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/**
* The global audio volume. A value between 0 (silence) and 1 (full volume)
*/
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public set volume(value: number) {
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value = this.game.math.clamp(value, 1, 0);
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this._volume = value;
if (this.usingWebAudio)
{
this.masterGain.gain.value = value;
}
// 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].volume = this._sounds[i].volume * value;
}
}
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}
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public get volume(): number {
if (this.usingWebAudio)
{
return this.masterGain.gain.value;
}
else
{
return this._volume;
}
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}
public stopAll() {
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i])
{
this._sounds[i].stop();
}
}
}
public pauseAll() {
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i])
{
this._sounds[i].pause();
}
}
}
public resumeAll() {
for (var i = 0; i < this._sounds.length; i++)
{
if (this._sounds[i])
{
this._sounds[i].resume();
}
}
}
/**
* Decode a sound with its assets key.
* @param key {string} Assets key of the sound to be decoded.
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* @param [sound] {Sound} its bufer will be set to decoded data.
*/
public decode(key: string, sound?: Sound = null) {
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var soundData = this.game.cache.getSoundData(key);
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if (soundData)
{
if (this.game.cache.isSoundDecoded(key) === false)
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{
this.game.cache.updateSound(key, 'isDecoding', true);
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var that = this;
this.context.decodeAudioData(soundData, function (buffer) {
that.game.cache.decodedSound(key, buffer);
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if (sound)
{
that.onSoundDecode.dispatch(sound);
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}
});
}
}
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}
public onSoundDecode: Phaser.Signal = new Phaser.Signal;
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public update() {
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if (this.touchLocked)
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{
if (this.game.device.webAudio && this._unlockSource !== null)
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{
if ((this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE))
{
this.touchLocked = false;
this._unlockSource = null;
this.game.input.touch.callbackContext = null;
this.game.input.touch.touchStartCallback = null;
}
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}
}
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for (var i = 0; i < this._sounds.length; i++)
{
this._sounds[i].update();
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}
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}
public add(key: string, volume?: number = 1, loop?: bool = false): Sound {
var sound: Phaser.Sound = new Sound(this.game, key, volume, loop);
this._sounds.push(sound);
return sound;
}
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}
}