2018-01-08 18:25:11 +00:00
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var Class = require('../../utils/Class');
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var BaseSoundManager = require('../BaseSoundManager');
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2018-01-08 18:26:32 +00:00
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var HTML5AudioSound = require('./HTML5AudioSound');
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2018-01-08 18:25:11 +00:00
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var HTML5AudioSoundManager = new Class({
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Extends: BaseSoundManager,
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initialize: function HTML5AudioSoundManager(game) {
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2018-01-11 15:50:50 +00:00
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/**
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2018-01-11 16:32:49 +00:00
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* Flag indicating whether if there are no idle instances of HTML5 Audio tag,
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* for any particular sound, if one of the used tags should be stopped and used
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* for succeeding playback or if succeeding Phaser.Sound.HTML5AudioSound#play
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* call should be ignored.
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2018-01-11 15:50:50 +00:00
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*
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* @property {boolean} override
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* @default true
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*/
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this.override = true;
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2018-01-14 14:29:27 +00:00
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/**
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* Value representing time difference in seconds between calling
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* play method on an audio tag and when it actually starts playing.
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* It is used to achieve more accurate delayed sound playback.
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*
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* You might need to tweak this value to get the desired results
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* since audio play delay varies depending on the browser/platform.
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*
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* @property {number} audioPlayDelay
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* @default 0.1
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*/
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this.audioPlayDelay = 0.1;
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2018-01-14 14:31:24 +00:00
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/**
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* A value by which we should offset the loop end marker of the looping sound to compensate
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* for lag, caused by changing audio tag position, in order to achieve gapless looping.
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*
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* You might need to tweak this value to get the desired results
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* since loop lag varies depending on the browser/platform.
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*
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* @property {number} loopEndOffset
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* @default 0.05
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*/
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this.loopEndOffset = 0.05;
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2018-01-08 18:34:23 +00:00
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/**
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* An array for keeping track of all the sounds
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* that were paused when game lost focus.
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*
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* @private
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* @property {Phaser.Sound.HTML5AudioSound[]} onBlurPausedSounds
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* @default []
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*/
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2018-01-08 18:27:44 +00:00
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this.onBlurPausedSounds = [];
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2018-01-17 16:27:28 +00:00
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/**
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* HTML5 Audio streams cannot be loaded unless triggered by explicit user interaction, such as a tap.
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* True if the audio system is currently locked awaiting user interaction.
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*
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* @private
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* @property {boolean} touchLocked
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*/
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this.touchLocked = 'ontouchstart' in window;
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2018-01-17 16:27:59 +00:00
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/**
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* Flag used for indicating when the audio has been unlocked,
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* if there ever was a need for it.
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*
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* @private
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* @type {boolean}
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* @default false
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*/
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this.touchUnlocked = false;
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2018-01-08 18:34:41 +00:00
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/**
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* Property that actually holds the value of global mute
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* for HTML5 Audio sound manager implementation.
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*
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* @private
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* @property {boolean} _mute
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* @default false
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*/
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2018-01-08 18:30:42 +00:00
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this._mute = false;
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2018-01-08 18:34:55 +00:00
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/**
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* Property that actually holds the value of global volume
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* for HTML5 Audio sound manager implementation.
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*
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* @private
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* @property {boolean} _volume
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* @default 1
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*/
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2018-01-08 18:32:41 +00:00
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this._volume = 1;
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2018-01-08 18:25:11 +00:00
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BaseSoundManager.call(this, game);
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2018-01-08 18:26:32 +00:00
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},
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add: function (key, config) {
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var sound = new HTML5AudioSound(this, key, config);
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this.sounds.push(sound);
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return sound;
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2018-01-08 18:28:21 +00:00
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},
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2018-01-17 13:12:04 +00:00
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unlock: function () {
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var _this = this;
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if ('ontouchstart' in window) {
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var unlock_1 = function () {
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document.body.removeEventListener('touchend', unlock_1);
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_this.game.cache.audio.entries.each(function (key, tags) {
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for (var i = 0; i < tags.length; i++) {
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tags[i].load();
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}
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return true;
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});
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2018-01-17 13:13:44 +00:00
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_this.forEachActiveSound(function (sound) {
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sound.pause();
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sound.resume();
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});
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2018-01-17 13:12:04 +00:00
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};
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document.body.addEventListener('touchend', unlock_1, false);
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}
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},
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2018-01-08 18:28:21 +00:00
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onBlur: function () {
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this.forEachActiveSound(function (sound) {
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if (sound.isPlaying) {
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this.onBlurPausedSounds.push(sound);
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2018-01-14 14:36:39 +00:00
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sound.onBlur();
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2018-01-08 18:28:21 +00:00
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}
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});
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2018-01-08 18:29:01 +00:00
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},
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onFocus: function () {
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this.onBlurPausedSounds.forEach(function (sound) {
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2018-01-14 14:38:11 +00:00
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sound.onFocus();
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2018-01-08 18:29:01 +00:00
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});
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this.onBlurPausedSounds.length = 0;
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2018-01-08 18:29:16 +00:00
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},
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destroy: function () {
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BaseSoundManager.prototype.destroy.call(this);
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this.onBlurPausedSounds.length = 0;
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this.onBlurPausedSounds = null;
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2018-01-08 18:25:11 +00:00
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}
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});
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2018-01-08 18:35:13 +00:00
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/**
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* Global mute setting.
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*
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* @name Phaser.Sound.HTML5AudioSoundManager#mute
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* @property {boolean} mute
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*/
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2018-01-08 18:31:26 +00:00
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Object.defineProperty(HTML5AudioSoundManager.prototype, 'mute', {
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get: function () {
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2018-01-08 18:32:09 +00:00
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return this._mute;
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2018-01-08 18:31:26 +00:00
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},
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set: function (value) {
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2018-01-08 18:32:20 +00:00
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this._mute = value;
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this.forEachActiveSound(function (sound) {
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sound.setMute();
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});
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2018-01-14 15:53:48 +00:00
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this.emit('mute', this, value);
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2018-01-08 18:31:26 +00:00
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}
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});
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2018-01-08 18:35:29 +00:00
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/**
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* Global volume setting.
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*
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* @name Phaser.Sound.HTML5AudioSoundManager#volume
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* @property {number} volume
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*/
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2018-01-08 18:33:10 +00:00
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Object.defineProperty(HTML5AudioSoundManager.prototype, 'volume', {
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get: function () {
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2018-01-08 18:33:23 +00:00
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return this._volume;
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2018-01-08 18:33:10 +00:00
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},
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set: function (value) {
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2018-01-08 18:33:43 +00:00
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this._volume = value;
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this.forEachActiveSound(function (sound) {
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sound.setVolume();
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});
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2018-01-14 15:54:11 +00:00
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this.emit('volume', this, value);
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2018-01-08 18:33:10 +00:00
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}
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});
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2018-01-08 18:25:11 +00:00
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module.exports = HTML5AudioSoundManager;
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