var Class = require('../../utils/Class'); var BaseSoundManager = require('../BaseSoundManager'); var HTML5AudioSound = require('./HTML5AudioSound'); var HTML5AudioSoundManager = new Class({ Extends: BaseSoundManager, initialize: function HTML5AudioSoundManager(game) { /** * Flag indicating whether if there are no idle instances of HTML5 Audio tag, * for any particular sound, if one of the used tags should be stopped and used * for succeeding playback or if succeeding Phaser.Sound.HTML5AudioSound#play * call should be ignored. * * @property {boolean} override * @default true */ this.override = true; /** * Value representing time difference in seconds between calling * play method on an audio tag and when it actually starts playing. * It is used to achieve more accurate delayed sound playback. * * You might need to tweak this value to get the desired results * since audio play delay varies depending on the browser/platform. * * @property {number} audioPlayDelay * @default 0.1 */ this.audioPlayDelay = 0.1; /** * A value by which we should offset the loop end marker of the looping sound to compensate * for lag, caused by changing audio tag position, in order to achieve gapless looping. * * You might need to tweak this value to get the desired results * since loop lag varies depending on the browser/platform. * * @property {number} loopEndOffset * @default 0.05 */ this.loopEndOffset = 0.05; /** * An array for keeping track of all the sounds * that were paused when game lost focus. * * @private * @property {Phaser.Sound.HTML5AudioSound[]} onBlurPausedSounds * @default [] */ this.onBlurPausedSounds = []; /** * HTML5 Audio streams cannot be loaded unless triggered by explicit user interaction, such as a tap. * True if the audio system is currently locked awaiting user interaction. * * @private * @property {boolean} touchLocked */ this.touchLocked = 'ontouchstart' in window; /** * Flag used for indicating when the audio has been unlocked, * if there ever was a need for it. * * @private * @type {boolean} * @default false */ this.touchUnlocked = false; /** * Property that actually holds the value of global mute * for HTML5 Audio sound manager implementation. * * @private * @property {boolean} _mute * @default false */ this._mute = false; /** * Property that actually holds the value of global volume * for HTML5 Audio sound manager implementation. * * @private * @property {boolean} _volume * @default 1 */ this._volume = 1; BaseSoundManager.call(this, game); }, add: function (key, config) { var sound = new HTML5AudioSound(this, key, config); this.sounds.push(sound); return sound; }, unlock: function () { var _this = this; if (this.touchLocked) { var unlock_1 = function () { document.body.removeEventListener('touchend', unlock_1); var allTags = []; _this.game.cache.audio.entries.each(function (key, tags) { for (var i = 0; i < tags.length; i++) { allTags.push(tags[i]); } return true; }); var lastTag = allTags[allTags.length - 1]; lastTag.oncanplaythrough = function () { lastTag.oncanplaythrough = null; _this.touchUnlocked = true; }; allTags.forEach(function (tag) { tag.load(); }); }; document.body.addEventListener('touchend', unlock_1, false); } }, onBlur: function () { this.forEachActiveSound(function (sound) { if (sound.isPlaying) { this.onBlurPausedSounds.push(sound); sound.onBlur(); } }); }, onFocus: function () { this.onBlurPausedSounds.forEach(function (sound) { sound.onFocus(); }); this.onBlurPausedSounds.length = 0; }, update: function () { if (this.touchUnlocked) { this.touchUnlocked = false; this.touchLocked = false; var allSoundsTouchLockedActionQueue_1 = []; this.forEachActiveSound(function (sound) { sound.touchLockedActionQueue.forEach(function (touchLockedAction) { allSoundsTouchLockedActionQueue_1.push(touchLockedAction); }); }); allSoundsTouchLockedActionQueue_1.sort(function (tla1, tla2) { return tla1.time - tla2.time; }); allSoundsTouchLockedActionQueue_1.forEach(function (touchLockedAction) { switch (touchLockedAction.type) { case 'method': touchLockedAction.sound[touchLockedAction.name].apply(touchLockedAction.sound, touchLockedAction.value || []); break; case 'property': touchLockedAction.sound[touchLockedAction.name] = touchLockedAction.value; break; } }); } BaseSoundManager.prototype.update.call(this); }, destroy: function () { BaseSoundManager.prototype.destroy.call(this); this.onBlurPausedSounds.length = 0; this.onBlurPausedSounds = null; } }); /** * Global mute setting. * * @name Phaser.Sound.HTML5AudioSoundManager#mute * @property {boolean} mute */ Object.defineProperty(HTML5AudioSoundManager.prototype, 'mute', { get: function () { return this._mute; }, set: function (value) { this._mute = value; this.forEachActiveSound(function (sound) { sound.setMute(); }); this.emit('mute', this, value); } }); /** * Global volume setting. * * @name Phaser.Sound.HTML5AudioSoundManager#volume * @property {number} volume */ Object.defineProperty(HTML5AudioSoundManager.prototype, 'volume', { get: function () { return this._volume; }, set: function (value) { this._volume = value; this.forEachActiveSound(function (sound) { sound.setVolume(); }); this.emit('volume', this, value); } }); module.exports = HTML5AudioSoundManager;