phaser/v3/src/sound/html5/HTML5AudioSoundManager.js

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var Class = require('../../utils/Class');
var BaseSoundManager = require('../BaseSoundManager');
var HTML5AudioSound = require('./HTML5AudioSound');
var HTML5AudioSoundManager = new Class({
Extends: BaseSoundManager,
initialize: function HTML5AudioSoundManager(game) {
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/**
* 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._mute = false;
this._volume = 1;
BaseSoundManager.call(this, game);
},
add: function (key, config) {
var sound = new HTML5AudioSound(this, key, config);
this.sounds.push(sound);
return sound;
},
onBlur: function () {
this.forEachActiveSound(function (sound) {
if (sound.isPlaying) {
this.onBlurPausedSounds.push(sound);
sound.pause();
}
});
},
onFocus: function () {
this.onBlurPausedSounds.forEach(function (sound) {
sound.resume();
});
this.onBlurPausedSounds.length = 0;
},
destroy: function () {
BaseSoundManager.prototype.destroy.call(this);
this.onBlurPausedSounds.length = 0;
this.onBlurPausedSounds = null;
}
});
Object.defineProperty(HTML5AudioSoundManager.prototype, 'mute', {
get: function () {
return this._mute;
},
set: function (value) {
this._mute = value;
this.forEachActiveSound(function (sound) {
sound.setMute();
});
}
});
Object.defineProperty(HTML5AudioSoundManager.prototype, 'volume', {
get: function () {
return this._volume;
},
set: function (value) {
this._volume = value;
this.forEachActiveSound(function (sound) {
sound.setVolume();
});
}
});
module.exports = HTML5AudioSoundManager;