var Class = require('../../utils/Class'); var BaseSoundManager = require('../BaseSoundManager'); var HTML5AudioSound = require('./HTML5AudioSound'); /*! * @author Pavle Goloskokovic (http://prunegames.com) */ var HTML5AudioSoundManager = new Class({ Extends: BaseSoundManager, /** * HTML5 Audio implementation of the sound manager. * * @class Phaser.Sound.HTML5AudioSoundManager * @constructor * @param {Phaser.Game} game - Reference to the current game instance. */ 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 hijacked 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 playback 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 = []; this.locked = 'ontouchstart' in window; /** * A queue of all actions performed on sound objects while audio was locked. * Once the audio gets unlocked, after an explicit user interaction, * all actions will be performed in chronological order. * * @private * @property {{ sound: Phaser.Sound.HTML5AudioSound, name: string, value?: * }[]} lockedActionsQueue */ this.lockedActionsQueue = this.locked ? [] : null; /** * 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); }, /** * Adds a new sound into the sound manager. * * @method Phaser.Sound.HTML5AudioSoundManager#add * @param {string} key - Asset key for the sound. * @param {ISoundConfig} [config] - An optional config object containing default sound settings. * @returns {Phaser.Sound.HTML5AudioSound} The new sound instance. */ add: function (key, config) { var sound = new HTML5AudioSound(this, key, config); this.sounds.push(sound); return sound; }, /** * Unlocks HTML5 Audio loading and playback on mobile * devices on the initial explicit user interaction. * * @private * @method Phaser.Sound.HTML5AudioSoundManager#unlock */ unlock: function () { var _this = this; var moved = false; var detectMove = function () { moved = true; }; var unlock = function () { if (moved) { moved = false; return; } document.body.removeEventListener('touchmove', detectMove); document.body.removeEventListener('touchend', unlock); 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.unlocked = true; }; allTags.forEach(function (tag) { tag.load(); }); }; this.once('unlocked', function () { _this.forEachActiveSound(function (sound) { sound.duration = sound.tags[0].duration; sound.totalDuration = sound.tags[0].duration; }); _this.lockedActionsQueue.forEach(function (lockedAction) { if (lockedAction.sound[lockedAction.prop].apply) { lockedAction.sound[lockedAction.prop].apply(lockedAction.sound, lockedAction.value || []); } else { lockedAction.sound[lockedAction.prop] = lockedAction.value; } }); _this.lockedActionsQueue.length = 0; _this.lockedActionsQueue = null; }); document.body.addEventListener('touchmove', detectMove, false); document.body.addEventListener('touchend', unlock, false); }, /** * Method used internally for pausing sound manager if * Phaser.Sound.HTML5AudioSoundManager#pauseOnBlur is set to true. * * @protected * @method Phaser.Sound.HTML5AudioSoundManager#onBlur */ onBlur: function () { this.forEachActiveSound(function (sound) { if (sound.isPlaying) { this.onBlurPausedSounds.push(sound); sound.onBlur(); } }); }, /** * Method used internally for resuming sound manager if * Phaser.Sound.HTML5AudioSoundManager#pauseOnBlur is set to true. * * @protected * @method Phaser.Sound.HTML5AudioSoundManager#onFocus */ onFocus: function () { this.onBlurPausedSounds.forEach(function (sound) { sound.onFocus(); }); this.onBlurPausedSounds.length = 0; }, /** * Calls Phaser.Sound.BaseSoundManager#destroy method * and cleans up all HTML5 Audio related stuff. * * @method Phaser.Sound.HTML5AudioSoundManager#destroy */ 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 * to be performed once the sound manager gets unlocked. * * @protected * @method Phaser.Sound.HTML5AudioSoundManager#isLocked * @param {Phaser.Sound.HTML5AudioSound} sound - Sound object on which to perform queued action. * @param {string} prop - Name of the method to be called or property to be assigned a value to. * @param {*} [value] - An optional parameter that either holds an array of arguments to be passed to the method call or value to be set to the property. * @returns {boolean} Whether the sound manager is locked. */ isLocked: function (sound, prop, value) { if (this.locked) { this.lockedActionsQueue.push({ sound: sound, prop: prop, value: value }); return true; } return false; } }); /** * 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(); }); /** * @event Phaser.Sound.HTML5AudioSoundManager#mute * @param {Phaser.Sound.HTML5AudioSoundManager} soundManager - Reference to the sound manager that emitted event. * @param {boolean} value - An updated value of Phaser.Sound.HTML5AudioSoundManager#mute property. */ 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(); }); /** * @event Phaser.Sound.HTML5AudioSoundManager#volume * @param {Phaser.Sound.HTML5AudioSoundManager} soundManager - Reference to the sound manager that emitted event. * @param {number} value - An updated value of Phaser.Sound.HTML5AudioSoundManager#volume property. */ this.emit('volume', this, value); } }); module.exports = HTML5AudioSoundManager;