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https://github.com/photonstorm/phaser
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Debugging logs
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1 changed files with 64 additions and 46 deletions
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@ -137,6 +137,11 @@ var HTML5AudioSoundManager = new Class({
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this._volume = 1;
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BaseSoundManager.call(this, game);
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if (this.locked)
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{
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this.unlock();
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}
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},
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/**
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@ -168,6 +173,8 @@ var HTML5AudioSoundManager = new Class({
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*/
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unlock: function ()
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{
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console.log('unlock');
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this.locked = false;
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var _this = this;
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@ -187,10 +194,11 @@ var HTML5AudioSoundManager = new Class({
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return true;
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});
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if (!this.locked)
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{
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return;
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}
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// if (!this.locked)
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// {
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// console.log('unlock bail 1');
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// return;
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// }
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var moved = false;
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@ -201,6 +209,8 @@ var HTML5AudioSoundManager = new Class({
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var unlock = function ()
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{
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console.log('unlock->unlock!', moved);
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if (moved)
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{
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moved = false;
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@ -210,6 +220,8 @@ var HTML5AudioSoundManager = new Class({
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document.body.removeEventListener('touchmove', detectMove);
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document.body.removeEventListener('touchend', unlock);
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_this.emit(Events.UNLOCKED, _this);
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var lockedTags = [];
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_this.game.cache.audio.entries.each(function (key, tags)
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@ -254,6 +266,9 @@ var HTML5AudioSoundManager = new Class({
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this.once(Events.UNLOCKED, function ()
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{
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console.log('unlocked event handler', this.lockedActionsQueue.length);
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/*
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this.forEachActiveSound(function (sound)
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{
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if (sound.currentMarker === null && sound.duration === 0)
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@ -277,9 +292,12 @@ var HTML5AudioSoundManager = new Class({
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lockedAction.sound[lockedAction.prop] = lockedAction.value;
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}
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}
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*/
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}, this);
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console.log('unlock added listeners');
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document.body.addEventListener('touchmove', detectMove, false);
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document.body.addEventListener('touchend', unlock, false);
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},
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@ -322,21 +340,6 @@ var HTML5AudioSoundManager = new Class({
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this.onBlurPausedSounds.length = 0;
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},
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/**
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* Calls Phaser.Sound.BaseSoundManager#destroy method
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* and cleans up all HTML5 Audio related stuff.
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*
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* @method Phaser.Sound.HTML5AudioSoundManager#destroy
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* @since 3.0.0
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*/
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destroy: function ()
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{
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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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},
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/**
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* Method used internally by Phaser.Sound.HTML5AudioSound class methods and property setters
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* to check if sound manager is locked and then either perform action immediately or queue it
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@ -386,33 +389,6 @@ var HTML5AudioSoundManager = new Class({
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return this;
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},
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/**
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* @name Phaser.Sound.HTML5AudioSoundManager#mute
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* @type {boolean}
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* @fires Phaser.Sound.Events#GLOBAL_MUTE
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* @since 3.0.0
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*/
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mute: {
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get: function ()
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{
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return this._mute;
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},
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set: function (value)
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{
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this._mute = value;
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this.forEachActiveSound(function (sound)
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{
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sound.updateMute();
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});
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this.emit(Events.GLOBAL_MUTE, this, value);
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}
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},
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/**
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* Sets the volume of this Sound Manager.
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*
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@ -456,6 +432,48 @@ var HTML5AudioSoundManager = new Class({
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this.emit(Events.GLOBAL_VOLUME, this, value);
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}
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},
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/**
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* @name Phaser.Sound.HTML5AudioSoundManager#mute
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* @type {boolean}
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* @fires Phaser.Sound.Events#GLOBAL_MUTE
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* @since 3.0.0
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*/
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mute: {
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get: function ()
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{
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return this._mute;
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},
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set: function (value)
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{
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this._mute = value;
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this.forEachActiveSound(function (sound)
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{
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sound.updateMute();
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});
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this.emit(Events.GLOBAL_MUTE, this, value);
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}
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},
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/**
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* Calls Phaser.Sound.BaseSoundManager#destroy method
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* and cleans up all HTML5 Audio related stuff.
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*
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* @method Phaser.Sound.HTML5AudioSoundManager#destroy
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* @since 3.0.0
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*/
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destroy: function ()
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{
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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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}
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});
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