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https://github.com/photonstorm/phaser
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Replaced setTargetAtTime calls with setValueAtTime calls
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parent
7033e1c9f5
commit
f19262acd4
1 changed files with 16 additions and 16 deletions
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@ -60,15 +60,15 @@ var FX = new Class({
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// Set the values
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this.volume.gain.setTargetAtTime(this.volumeValue, 0, 0.01);
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this.volume.gain.setValueAtTime(this.volumeValue, 0);
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if (!ctx.createStereoPanner)
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{
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this.pan.setPosition(this.panValue, 0, 1 - Math.abs(this.panValue));
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}
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else
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{
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this.pan.pan.setTargetAtTime(this.panValue, 0, 0.01);
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this.pan.pan.setValueAtTime(this.panValue, 0);
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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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@ -84,14 +84,14 @@ var FX = new Class({
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if (this.randomValue > 0)
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{
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oscillator.frequency.setTargetAtTime(Between(
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oscillator.frequency.setValueAtTime(Between(
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this.frequencyValue - this.randomValue / 2,
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this.frequencyValue + this.randomValue / 2
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), 0, 0.01);
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), 0);
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}
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else
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{
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oscillator.frequency.setTargetAtTime(this.frequencyValue, 0, 0.01);
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oscillator.frequency.setValueAtTime(this.frequencyValue, 0);
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}
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// Apply effects
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@ -138,9 +138,9 @@ var FX = new Class({
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{
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oscillator.start(this.audioContext.currentTime + this.wait);
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//Oscillators have to be stopped otherwise they accumulate in
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//Oscillators have to be stopped otherwise they accumulate in
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//memory and tax the CPU. They'll be stopped after a default
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//timeout of 2 seconds, which should be enough for most sound
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//timeout of 2 seconds, which should be enough for most sound
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//effects. Override this in the `soundEffect` parameters if you
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//need a longer sound
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@ -149,7 +149,7 @@ var FX = new Class({
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fadeIn: function (volume)
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{
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volume.gain.setTargetAtTime(0, this.audioContext.currentTime, 0.01);
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volume.gain.setValueAtTime(0, 0);
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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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feedback.gain.setTargetAtTime(this.echoFeedback, 0, 0.01);
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delay.delayTime.setTargetAtTime(this.echoDelay, 0, 0.01);
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feedback.gain.setValueAtTime(this.echoFeedback, 0);
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delay.delayTime.setValueAtTime(this.echoDelay, 0);
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if (this.echoFilter)
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{
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filter.frequency.setTargetAtTime(this.echoFilter, 0, 0.01);
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filter.frequency.setValueAtTime(this.echoFilter, 0);
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}
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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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// Set the volume to the `volumeValue`
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d1Volume.gain.setTargetAtTime(this.volumeValue, 0, 0.01);
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d2Volume.gain.setTargetAtTime(this.volumeValue, 0, 0.01);
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d1Volume.gain.setValueAtTime(this.volumeValue, 0);
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d2Volume.gain.setValueAtTime(this.volumeValue, 0);
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// Connect the oscillators to the gain and destination nodes
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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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// Use whatever value was supplied by the `dissonance` argument
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d1.frequency.setTargetAtTime(this.frequencyValue + this.dissonance, 0, 0.01);
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d2.frequency.setTargetAtTime(this.frequencyValue - this.dissonance, 0, 0.01);
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d1.frequency.setValueAtTime(this.frequencyValue + this.dissonance, 0);
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d2.frequency.setValueAtTime(this.frequencyValue - this.dissonance, 0);
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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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