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https://github.com/photonstorm/phaser
synced 2024-11-23 05:03:37 +00:00
Updated override property docs
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2 changed files with 5 additions and 302 deletions
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@ -1,316 +1,18 @@
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var Class = require('../../utils/Class');
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var BaseSound = require('../BaseSound');
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var SoundEvent = require('../SoundEvent');
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var SoundValueEvent = require('../SoundValueEvent');
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var HTML5AudioSound = new Class({
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Extends: BaseSound,
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initialize: function HTML5AudioSound(manager, key, config) {
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if (config === void 0) { config = {}; }
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/**
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* An array containing all HTML5 Audio tags that could be used for individual
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* sound's playback. Number of instances depends on the config value passed
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* to the Loader#audio method call, default is 1.
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*
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* @private
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* @property {HTMLAudioElement[]} tags
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*/
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this.tags = manager.game.cache.audio.get(key);
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if (!this.tags) {
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console.error('No audio loaded in cache with key: \'' + key + '\'!');
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return;
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}
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/**
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* Reference to an HTML5 Audio tag used for playing sound.
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* Reference to HTML5 Audio tag used for playing sound.
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*
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* @private
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* @property {HTMLAudioElement} audio
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* @default null
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*/
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this.audio = null;
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/**
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* Audio tag's playback position recorded on previous
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* update method call. Set to 0 if sound is not playing.
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*
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* @private
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* @property {number} previousTime
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* @default 0
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*/
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this.previousTime = 0;
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/**
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* Timestamp as generated by the Request Animation Frame or SetTimeout
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* representing the time at which the delayed sound playback should start.
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* Set to 0 if sound playback is not delayed.
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*
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* @private
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* @property {number} startTime
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* @default 0
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*/
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this.startTime = 0;
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this.duration = this.tags[0].duration;
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this.totalDuration = this.tags[0].duration;
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BaseSound.call(this, manager, key, config);
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},
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play: function (markerName, config) {
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if (!BaseSound.prototype.play.call(this, markerName, config)) {
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return false;
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}
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// \/\/\/ isPlaying = true, isPaused = false \/\/\/
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if (!this.pickAndPlayAudioTag()) {
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return false;
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}
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this.events.dispatch(new SoundEvent(this, 'SOUND_PLAY'));
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return true;
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},
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pause: function () {
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if (this.startTime > 0) {
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return false;
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}
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if (!BaseSound.prototype.pause.call(this)) {
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return false;
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}
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// \/\/\/ isPlaying = false, isPaused = true \/\/\/
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this.currentConfig.seek = this.audio.currentTime
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- (this.currentMarker ? this.currentMarker.start : 0);
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this.stopAndReleaseAudioTag();
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this.events.dispatch(new SoundEvent(this, 'SOUND_PAUSE'));
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return true;
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},
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resume: function () {
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if (this.startTime > 0) {
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return false;
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}
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if (!BaseSound.prototype.resume.call(this)) {
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return false;
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}
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// \/\/\/ isPlaying = true, isPaused = false \/\/\/
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if (!this.pickAndPlayAudioTag()) {
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return false;
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}
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this.events.dispatch(new SoundEvent(this, 'SOUND_RESUME'));
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return true;
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},
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stop: function () {
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if (!BaseSound.prototype.stop.call(this)) {
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return false;
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}
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// \/\/\/ isPlaying = false, isPaused = false \/\/\/
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this.stopAndReleaseAudioTag();
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this.events.dispatch(new SoundEvent(this, 'SOUND_STOP'));
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return true;
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},
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pickAndPlayAudioTag: function () {
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if (!this.pickAudioTag()) {
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this.reset();
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return false;
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}
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var seek = this.currentConfig.seek;
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var delay = this.currentConfig.delay;
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var offset = (this.currentMarker ? this.currentMarker.start : 0) + seek;
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this.previousTime =
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this.audio.currentTime = offset;
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this.applyConfig();
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if (delay === 0) {
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this.startTime = 0;
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if (this.audio.paused) {
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this.audio.play();
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}
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}
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else {
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this.startTime = window.performance.now() + delay;
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if (!this.audio.paused) {
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this.audio.pause();
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}
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}
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this.resetConfig();
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return true;
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},
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pickAudioTag: function () {
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if (!this.audio) {
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for (var i = 0; i < this.tags.length; i++) {
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var audio = this.tags[i];
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if (audio.dataset.used === 'false') {
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audio.dataset.used = 'true';
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this.audio = audio;
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return true;
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}
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}
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if (!this.manager.override) {
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return false;
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}
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var otherSounds_1 = [];
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this.manager.forEachActiveSound(function (sound) {
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if (sound.key === this.key && sound.isPlaying) {
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otherSounds_1.push(sound);
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}
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});
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otherSounds_1.sort(function (a1, a2) {
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if (a1.loop === a2.loop) {
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return a2.seek - a1.seek;
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}
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return a1.loop ? 1 : -1;
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});
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var selectedSound = otherSounds_1[0];
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this.audio = selectedSound.audio;
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selectedSound.reset();
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selectedSound.audio = null;
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selectedSound.previousTime = 0;
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selectedSound.startTime = 0;
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}
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return true;
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},
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stopAndReleaseAudioTag: function () {
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this.audio.pause();
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this.audio.dataset.used = 'false';
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this.audio = null;
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this.previousTime = 0;
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this.startTime = 0;
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},
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reset: function () {
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BaseSound.prototype.stop.call(this);
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},
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update: function (time, delta) {
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// TODO include play method call delay
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if (this.isPlaying) {
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// handling delayed playback
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if (this.startTime > 0) {
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if (this.startTime < time) {
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this.previousTime =
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this.audio.currentTime += (time - this.startTime) / 1000;
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this.startTime = 0;
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this.audio.play();
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}
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return;
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}
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// handle looping and ending
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var startTime = (this.currentMarker ? this.currentMarker.start : 0);
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var endTime = startTime + this.duration;
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var currentTime = this.audio.currentTime;
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if (currentTime >= endTime) {
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if (this.currentConfig.loop) {
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currentTime =
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this.audio.currentTime = startTime + (currentTime - endTime);
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}
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else {
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this.reset();
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this.stopAndReleaseAudioTag();
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this.events.dispatch(new SoundEvent(this, 'SOUND_ENDED'));
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return;
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}
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}
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else if (currentTime < startTime) {
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currentTime =
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this.audio.currentTime += startTime;
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}
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if (currentTime < this.previousTime) {
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this.events.dispatch(new SoundEvent(this, 'SOUND_LOOP'));
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}
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this.previousTime = currentTime;
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}
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},
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destroy: function () {
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BaseSound.prototype.destroy.call(this);
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// TODO release all HTML5 Audio tag related stuff
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},
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setMute: function () {
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if (this.audio) {
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this.audio.muted = this.currentConfig.mute || this.manager.mute;
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}
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},
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setVolume: function () {
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if (this.audio) {
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this.audio.volume = this.currentConfig.volume * this.manager.volume;
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}
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},
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setRate: function () {
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BaseSound.prototype.setRate.call(this);
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if (this.audio) {
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this.audio.playbackRate = this.totalRate;
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}
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}
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});
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/**
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* Mute setting.
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*
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* @name Phaser.Sound.HTML5AudioSound#mute
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* @property {boolean} mute
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*/
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Object.defineProperty(HTML5AudioSound.prototype, 'mute', {
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get: function () {
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return this.currentConfig.mute;
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},
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set: function (value) {
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this.currentConfig.mute = value;
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this.setMute();
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this.events.dispatch(new SoundValueEvent(this, 'SOUND_MUTE', value));
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}
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});
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/**
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* Volume setting.
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*
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* @name Phaser.Sound.HTML5AudioSound#volume
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* @property {number} volume
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*/
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Object.defineProperty(HTML5AudioSound.prototype, 'volume', {
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get: function () {
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return this.currentConfig.volume;
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},
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set: function (value) {
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this.currentConfig.volume = value;
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this.setVolume();
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this.events.dispatch(new SoundValueEvent(this, 'SOUND_VOLUME', value));
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}
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});
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/**
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* Current position of playing sound.
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*
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* @name Phaser.Sound.HTML5AudioSound#seek
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* @property {number} seek
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*/
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Object.defineProperty(HTML5AudioSound.prototype, 'seek', {
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get: function () {
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if (this.isPlaying) {
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return this.audio.currentTime;
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}
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else if (this.isPaused) {
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return this.currentConfig.seek;
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}
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else {
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return 0;
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}
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},
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set: function (value) {
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if (this.startTime > 0) {
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return;
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}
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if (this.isPlaying || this.isPaused) {
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value = Math.min(Math.max(0, value), this.duration);
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if (this.isPlaying) {
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this.previousTime =
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this.audio.currentTime = value;
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}
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else if (this.isPaused) {
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this.currentConfig.seek = value;
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}
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this.events.dispatch(new SoundValueEvent(this, 'SOUND_SEEK', value));
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}
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}
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});
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/**
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* Property indicating whether or not
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* the sound or current sound marker will loop.
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*
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* @name Phaser.Sound.HTML5AudioSound#loop
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* @property {boolean} loop
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*/
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Object.defineProperty(HTML5AudioSound.prototype, 'loop', {
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get: function () {
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return this.currentConfig.loop;
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},
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set: function (value) {
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this.currentConfig.loop = value;
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if (this.audio) {
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this.audio.loop = value;
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}
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}
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});
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module.exports = HTML5AudioSound;
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@ -5,9 +5,10 @@ var HTML5AudioSoundManager = new Class({
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Extends: BaseSoundManager,
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initialize: function HTML5AudioSoundManager(game) {
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/**
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* Flag indicating whether for particular sound if there are no idle instances
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* of HTML5 Audio tag one of them should be stopped and used for succeeding playback
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* or if succeeding Phaser.Sound.HTML5AudioSound#play call should be ignored.
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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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*
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* @property {boolean} override
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* @default true
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