Commit graph

121 commits

Author SHA1 Message Date
Richard Davey
332fb6fe68 Fixed window global check. 2016-02-09 11:41:24 +00:00
Richard Davey
0610ddd15f SoundManager.setTouchLock is no longer set if SoundManager.noAudio is true, or if the PhaserGlobal setting disableAudio is true (thanks @bcjordan #2206) 2016-02-03 23:23:36 +00:00
Richard Davey
3b686f906f Moved the Sound.disconnect after the Sound.stop call in Web Audio (#2280) 2016-02-03 22:22:22 +00:00
Richard Davey
425ee09047 Sound.onEndedHandler now sets Sound.currentTime to be Sound.durationMS (thanks @stoneman1 #2237) 2016-02-02 01:08:45 +00:00
Richard Davey
e7820dbe85 SoundManager.destroy now calls AudioContext.close (thanks @stoneman1 #2237) 2016-02-02 01:08:35 +00:00
photonstorm
172f972d8c Pausing a Sound that used a Marker for playback would fire the onMarkerComplete signal by mistake as well as stop the fadeTween. This Signal is now only dispatched if Sound.stop is called and the Sound isn't paused (thanks Corin) 2015-12-02 12:41:20 +00:00
photonstorm
f64fc42f3e The SoundManager now detects if the browser is running under iOS9 and uses a touchend callback to unlock the audio subsystem. Previous versions of iOS (and Android) still use touchstart. This fixes Apple's screw-up with regard to changing the way Web Audio should be triggered in Mobile Safari. Thanks Apple (thanks @MyCatCarlos for the heads-up #2095) 2015-09-22 11:46:58 +01:00
Pappa
12d24d3677 Fix for AudioBufferSourceNode listener memory leak.
In Chrome, the AudioBufferSourceNode onended listeners were never being garbage collected. This frees up the listener for collection.
2015-09-08 17:56:17 +01:00
photonstorm
a8934c392d Phaser.Sound will now automatically check the Cache to see if the audio file it is using is still there or not. If not then it will automatically called Sound.destroy on itself. If you do not desire this result then you should ensure that you undertake all house-keeping yourself, and properly destroy Sound objects _before_ calling Cache.removeSound (#1946) 2015-07-27 14:02:04 +01:00
photonstorm
f15fe6706c All undefined argument checks were changed from if (typeof x === 'undefined') to if (x === undefined) removing the typeof check and saving some bytes across the codebase in the process. 2015-07-22 10:37:15 +01:00
photonstorm
8356aacaa8 Trying out new Text pivot and mute handling. 2015-06-24 19:57:40 +01:00
photonstorm
1ed33cb06c Setting mute to false on Sound that was never muted caused its volume to be set to zero (thanks @brianbunch #1870) 2015-06-24 15:54:25 +01:00
photonstorm
1990bce48b Sound.restart and Sound.stop now properly disconnect the sound from the gainNode (or external node) before stopping it, allowing restart to work correctly (thanks @eofs #1796) 2015-06-16 16:24:47 +01:00
photonstorm
ab8c98676e Sound.resume wouldn't properly restart looped sounds in Chrome after being paused. Phaser now specifically handles the Chrome 42 bug and later fix (thanks @nkovacs #1820) 2015-06-16 14:28:46 +01:00
photonstorm
1c1a2ac195 Volume should default to 1 if undefined OR null (as from an Audio Sprite) 2015-06-09 20:55:20 +01:00
photonstorm
621e51d949 Docs update about the lovely 48000 Hz music bug. 2015-05-23 03:37:04 +01:00
photonstorm
4cd374691a Wrapped the decodeAudio in a try/catch. 2015-05-14 23:21:19 +01:00
photonstorm
766b110f99 SoundManager now uses the new Touch.addTouchLockCallback methods to handle mobile device audio unlocking. 2015-05-05 16:25:16 +01:00
photonstorm
7178ff61c7 jsdoc fixes. 2015-05-05 14:00:29 +01:00
photonstorm
d98b984ad2 SoundManager.volume now has its input value clamped to ensure it's between 0 and 1 (inclusive) 2015-05-05 11:04:14 +01:00
photonstorm
36c7084e01 Adjusting property order. 2015-05-05 10:59:54 +01:00
photonstorm
adad60f8f4 SoundManager.onVolumeChange is a new signal that is dispatched whenever the global volume changes. The new volume is passed as the only parameter to your callback.
SoundManager.onMute is a new signal that is dispatched when the SoundManager is globally muted, either directly via game code or as a result of the game pausing.

SoundManager.onUnMute is a new signal that is dispatched when the SoundManager is globally un-muted, either directly via game code or as a result of the game resuming from a pause.
2015-05-05 10:58:43 +01:00
photonstorm
e6ab4884a6 Set usingWebAudio if using it :) 2015-04-21 02:07:47 +01:00
photonstorm
8476a0b87f One ! too many #1746 2015-04-17 14:26:01 +01:00
photonstorm
59beae762d The SoundManager didn't accurately detect devices or browser environments with no sound card present and would try to carry on using a null Web Audio context (thanks @englercj #1746)
SoundManager.pauseAll, resumeAll and stopAll now checks if the SoundManager.noAudio is set and ignores the calls.

SoundManager.usingWebAudio is set to `false` by default (used to be `true`) and is only explicitly set if Web Audio is available and hasn't been disabled in the PhaserGlobal object.

SoundManager.touchLocked is now set to `false` should the device be using legacy Audio, avoiding the unlock call running without need.
2015-04-17 03:49:20 +01:00
photonstorm
96e313e768 If you paused a Sound object that is using audio markers and then resumed it, it wouldn't correctly calculate the resume duration - causing the sound to sometimes play into the marker that followed it (thanks @AnderbergE #1669) 2015-03-24 14:43:35 +00:00
photonstorm
0a45223cd4 Resuming a sound needs the onended handler adding back in again. 2015-03-04 00:32:33 +00:00
photonstorm
a69e53f901 Copyright date change. 2015-02-25 03:36:23 +00:00
photonstorm
e93ded324f Added missing class var. 2015-02-22 19:30:34 +00:00
photonstorm
ba08498e73 Fixed bug with the watch list not checking decode status by key properly. 2015-02-20 00:58:05 +00:00
photonstorm
72d1c13b6b Fixed jshint error. 2015-02-18 14:54:19 +00:00
photonstorm
ef3cb1f31d Sound in Web Audio now uses AudioContext.onended to trigger when it will stop playing instead of using a time based value. This is only used if the sound doesn't loop and isn't an audio sprite, but will give a much more accurate Sound.onStop event. It also prevents short audio files from being cut off during playback (#1471) and accounts for time spent decoding. 2015-02-18 11:25:17 +00:00
photonstorm
74bee324a5 Sound.fadeIn now supports fading from a marker, as well as the entire audio clip, so now works with audio sprites (thanks @vorrin #1413) 2015-02-11 13:52:16 +00:00
photonstorm
dfee82834d Sound.loop even when set for WebAudio wouldn't use the AudioContext loop property because Sound.start was being invoked with an offset and duration. Now if loop is true and no marker is being used it will use the native Web Audio loop support (#1431)
SoundManager.setDecodedCallback lets you specify a list of Sound files, or keys, and a callback. Once all of the Sound files have finished decoding the callback will be invoked. The amount of time spent decoding depends on the codec used and file size. If all of the files given have already decoded the callback is triggered immediately.

Sound.loopFull is a new method that will start playback of the Sound and set it to loop in its entirety.
2015-02-11 05:17:53 +00:00
photonstorm
ac14edae94 Sound.stop and Sound.destroy now halt a fade tween if in effect. 2015-02-03 16:17:03 +00:00
photonstorm
d37ffe6a8f Sound.fadeTween is now used for Sound.fadeIn and Sound.fadeOut audio tweens.
Sound.stop and Sound.destroy now halt a fade tween if in effect.
2015-01-28 17:18:32 +00:00
photonstorm
65f8820514 SoundManager.unlock checks for audio start support and falls back to noteOn if not found. 2015-01-06 13:50:15 +00:00
photonstorm
b22233a0bc docs update and sound marker check. 2015-01-02 04:14:44 +00:00
photonstorm
fa40b3a7a9 Removed readyState check as it breaks overlapping sounds. 2014-12-18 11:14:45 +00:00
photonstorm
269af69da5 Added extra checks to Sound.play to stop it throwing DOM Exception Error 11 if the sound.readyState wasn't set or the sound was invalid. Also wrapped stop() call in a try catch`. 2014-12-17 13:07:19 +00:00
photonstorm
d8fee414b8 Merge remote-tracking branch 'origin/dev' 2014-12-03 10:40:35 +00:00
photonstorm
40c490ce23 Phaser 2.2 Release Candidate 8 (newsletter build) 2014-11-17 14:14:50 +00:00
photonstorm
ff8a138081 jshint fix 2014-11-16 21:18:29 +00:00
photonstorm
5cd4225412 If you are reloading a Phaser Game on a page that never properly refreshes (such as in an AngularJS project) then you will quickly run out of AudioContext nodes. If this is the case create a global var called PhaserGlobal on the window object before creating the game. The active AudioContext will then be saved to window.PhaserGlobal.audioContext when the Phaser game is destroyed, and re-used when it starts again (#1233) 2014-11-16 21:05:31 +00:00
Sheepolution
266adf06d8 Removed an unnecessary if-statement.
Not sure if it had any purpose. Maybe to make it more clear?

Just a suggestion of something I noticed.
2014-11-10 23:28:20 +01:00
photonstorm
0a86a7ef51 Time.now can no longer be relied upon to contain a timestamp value. If the browser supports requestAnimationFrame then Time.now will contain the high resolution timer value that rAf generates. Otherwise it will contain the value of Date.now. If you require the actual time value (in milliseconds) then please use Time.time instead. Note that all Phaser sub-systems that used to rely on Time.now have been updated, so if you have any code that extends these please be sure to check it. 2014-11-08 20:01:10 +00:00
photonstorm
96fd0ade74 JSDoc fixes. 2014-10-21 22:43:42 +01:00
photonstorm
2657de0daa Sound.fadeTo allows you to fade the Sound to the given volume over the duration specified (thanks @nickryall #1225) 2014-10-15 21:48:00 +01:00
Richard Davey
33ebc10570 Merge pull request #1225 from nickryall/dev
Phaser.Sound.fadeTo Method
2014-10-15 21:44:42 +01:00
Bobby Wilson
0482684dc8 changed all typeof comparisons from == to === 2014-10-10 21:52:06 -06:00