Debugging logs

This commit is contained in:
Richard Davey 2021-11-22 16:58:19 +00:00
parent c84891a70c
commit 6c6084a4c5

View file

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