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https://github.com/photonstorm/phaser
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Merge pull request #3125 from orblazer/master
Fix deprecated WebAudio value change on FX
This commit is contained in:
commit
2a576bd474
1 changed files with 14 additions and 14 deletions
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@ -60,7 +60,7 @@ var FX = new Class({
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// Set the values
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// Set the values
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this.volume.gain.value = this.volumeValue;
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this.volume.gain.setTargetAtTime(this.volumeValue, 0, 0.01);
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if (!ctx.createStereoPanner)
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if (!ctx.createStereoPanner)
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{
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{
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@ -68,7 +68,7 @@ var FX = new Class({
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}
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}
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else
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else
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{
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{
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this.pan.pan.value = this.panValue;
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this.pan.pan.setTargetAtTime(this.panValue, 0, 0.01);
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}
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}
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// Create an oscillator, gain and pan nodes, and connect them together to the destination
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// Create an oscillator, gain and pan nodes, and connect them together to the destination
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@ -84,14 +84,14 @@ var FX = new Class({
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if (this.randomValue > 0)
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if (this.randomValue > 0)
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{
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{
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oscillator.frequency.value = Between(
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oscillator.frequency.setTargetAtTime(Between(
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this.frequencyValue - this.randomValue / 2,
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this.frequencyValue - this.randomValue / 2,
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this.frequencyValue + this.randomValue / 2
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this.frequencyValue + this.randomValue / 2
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);
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), 0, 0.01);
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}
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}
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else
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else
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{
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{
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oscillator.frequency.value = this.frequencyValue;
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oscillator.frequency.setTargetAtTime(this.frequencyValue, 0, 0.01);
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}
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}
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// Apply effects
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// Apply effects
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@ -149,7 +149,7 @@ var FX = new Class({
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fadeIn: function (volume)
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fadeIn: function (volume)
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{
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{
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volume.gain.value = 0;
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volume.gain.setTargetAtTime(0, this.audioContext.currentTime, 0.01);
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volume.gain.linearRampToValueAtTime(0, this.audioContext.currentTime + this.wait);
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volume.gain.linearRampToValueAtTime(0, this.audioContext.currentTime + this.wait);
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@ -182,12 +182,12 @@ var FX = new Class({
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// Set the node values
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// Set the node values
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feedback.gain.value = this.echoFeedback;
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feedback.gain.setTargetAtTime(this.echoFeedback, 0, 0.01);
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delay.delayTime.value = this.echoDelay;
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delay.delayTime.setTargetAtTime(this.echoDelay, 0, 0.01);
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if (this.echoFilter)
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if (this.echoFilter)
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{
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{
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filter.frequency.value = this.echoFilter;
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filter.frequency.setTargetAtTime(this.echoFilter, 0, 0.01);
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}
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}
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// Create the delay feedback loop (with optional filtering)
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// Create the delay feedback loop (with optional filtering)
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@ -245,8 +245,8 @@ var FX = new Class({
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var d2Volume = ctx.createGain();
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var d2Volume = ctx.createGain();
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// Set the volume to the `volumeValue`
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// Set the volume to the `volumeValue`
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d1Volume.gain.value = this.volumeValue;
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d1Volume.gain.setTargetAtTime(this.volumeValue, 0, 0.01);
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d2Volume.gain.value = this.volumeValue;
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d2Volume.gain.setTargetAtTime(this.volumeValue, 0, 0.01);
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// Connect the oscillators to the gain and destination nodes
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// Connect the oscillators to the gain and destination nodes
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d1.connect(d1Volume);
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d1.connect(d1Volume);
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@ -261,8 +261,8 @@ var FX = new Class({
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// Make the two oscillators play at frequencies above and below the main sound's frequency.
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// Make the two oscillators play at frequencies above and below the main sound's frequency.
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// Use whatever value was supplied by the `dissonance` argument
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// Use whatever value was supplied by the `dissonance` argument
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d1.frequency.value = this.frequencyValue + this.dissonance;
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d1.frequency.setTargetAtTime(this.frequencyValue + this.dissonance, 0, 0.01);
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d2.frequency.value = this.frequencyValue - this.dissonance;
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d2.frequency.setTargetAtTime(this.frequencyValue - this.dissonance, 0, 0.01);
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// Fade in / out, pitch bend and play the oscillators to match the main sound
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// Fade in / out, pitch bend and play the oscillators to match the main sound
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if (this.attack > 0)
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if (this.attack > 0)
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