var Class = require('../utils/Class'); var NOOP = require('../utils/NOOP'); var EventEmitter = require('eventemitter3'); /*! * @author Pavle Goloskokovic (http://prunegames.com) */ var BaseSoundManager = new Class({ Extends: EventEmitter, /** * The sound manager is responsible for playing back audio via Web Audio API or HTML Audio tag as fallback. * The audio file type and the encoding of those files are extremely important. * Not all browsers can play all audio formats. * There is a good guide to what's supported [here](https://developer.mozilla.org/en-US/Apps/Fundamentals/Audio_and_video_delivery/Cross-browser_audio_basics#Audio_Codec_Support). * * @class Phaser.Sound.BaseSoundManager * @constructor * @param {Phaser.Game} game - Reference to the current game instance. */ initialize: function BaseSoundManager(game) { EventEmitter.call(this); /** * Local reference to game. * * @readonly * @property {Phaser.Game} game */ this.game = game; /** * An array containing all added sounds. * * @private * @property {ISound[]} sounds * @default [] */ this.sounds = []; /** * Global mute setting. * * @property {boolean} mute * @default false */ this.mute = false; /** * Global volume setting. * * @property {number} volume * @default 1 */ this.volume = 1; /** * Global playback rate at which all the sounds will be played. * Value of 1.0 plays the audio at full speed, 0.5 plays the audio at half speed * and 2.0 doubles the audio's playback speed. * * @property {number} rate * @default 1 */ this.rate = 1; /** * Global detuning of all sounds in [cents](https://en.wikipedia.org/wiki/Cent_%28music%29). * The range of the value is -1200 to 1200, but we recommend setting it to [50](https://en.wikipedia.org/wiki/50_Cent). * * @property {number} detune * @default 0 */ this.detune = 0; /** * Flag indicating if sounds should be paused when game looses focus, * for instance when user switches to another tab/program/app. * * @property {boolean} pauseOnBlur * @default true */ this.pauseOnBlur = true; game.events.on('blur', function () { if (this.pauseOnBlur) { this.onBlur(); } }, this); game.events.on('focus', function () { if (this.pauseOnBlur) { this.onFocus(); } }, this); /** * Property that actually holds the value of global playback rate. * * @private * @property {number} _rate * @default 1 */ this._rate = 1; /** * Property that actually holds the value of global detune. * * @private * @property {number} _detune * @default 0 */ this._detune = 0; }, /** * Adds a new sound into the sound manager. * * @override * @method Phaser.Sound.BaseSoundManager#add * @param {string} key - Asset key for the sound. * @param {ISoundConfig} [config] - An optional config object containing default sound settings. * @returns {ISound} The new sound instance. */ add: NOOP, /** * Adds a new audio sprite sound into the sound manager. * * @method Phaser.Sound.BaseSoundManager#addAudioSprite * @param {string} key - Asset key for the sound. * @param {ISoundConfig} [config] - An optional config object containing default sound settings. * @returns {IAudioSpriteSound} The new audio sprite sound instance. */ addAudioSprite: function (key, config) { var sound = this.add(key, config); /** * Local reference to 'spritemap' object form json file generated by audiosprite tool. * * @property {object} spritemap */ sound.spritemap = this.game.cache.json.get(key).spritemap; for (var markerName in sound.spritemap) { if (!sound.spritemap.hasOwnProperty(markerName)) { continue; } var marker = sound.spritemap[markerName]; sound.addMarker({ name: markerName, start: marker.start, duration: marker.end - marker.start, config: config }); } return sound; }, /** * Enables playing sound on the fly without the need to keep a reference to it. * Sound will auto destroy once its playback ends. * * @method Phaser.Sound.BaseSoundManager#play * @param {string} key - Asset key for the sound. * @param {ISoundConfig | ISoundMarker} [extra] - An optional additional object containing settings to be applied to the sound. It could be either config or marker object. */ play: function (key, extra) { var sound = this.add(key); // TODO document all events sound.once('ended', sound.destroy, sound); if (extra) { if (extra.name) { sound.addMarker(extra); sound.play(extra.name); } else { sound.play(extra); } } else { sound.play(); } }, /** * Enables playing audio sprite sound on the fly without the need to keep a reference to it. * Sound will auto destroy once its playback ends. * * @method Phaser.Sound.BaseSoundManager#playAudioSprite * @param {string} key - Asset key for the sound. * @param {string} spriteName - The name of the sound sprite to play. * @param {ISoundConfig} [config] - An optional config object containing default sound settings. */ playAudioSprite: function (key, spriteName, config) { var sound = this.addAudioSprite(key); sound.once('ended', sound.destroy, sound); sound.play(spriteName, config); }, /** * Removes a sound from the sound manager. * The removed sound is destroyed before removal. * * @method Phaser.Sound.BaseSoundManager#remove * @param {ISound} sound - The sound object to remove. * @returns {boolean} True if the sound was removed successfully, otherwise false. */ remove: function (sound) { var index = this.sounds.indexOf(sound); if (index !== -1) { sound.destroy(); this.sounds.splice(index, 1); return true; } return false; }, /** * Removes all sounds from the sound manager that have an asset key matching the given value. * The removed sounds are destroyed before removal. * * @method Phaser.Sound.BaseSoundManager#removeByKey * @param {string} key - The key to match when removing sound objects. * @returns {number} The number of matching sound objects that were removed. */ removeByKey: function (key) { var removed = 0; for (var i = this.sounds.length - 1; i >= 0; i--) { var sound = this.sounds[i]; if (sound.key === key) { sound.destroy(); this.sounds.splice(i, 1); removed++; } } return removed; }, /** * Pauses all the sounds in the game. * * @method Phaser.Sound.BaseSoundManager#pauseAll */ pauseAll: function () { this.forEachActiveSound(function (sound) { sound.pause(); }); this.emit('pauseall', this); }, /** * Resumes all the sounds in the game. * * @method Phaser.Sound.BaseSoundManager#resumeAll */ resumeAll: function () { this.forEachActiveSound(function (sound) { sound.resume(); }); this.emit('resumeall', this); }, /** * Stops all the sounds in the game. * * @method Phaser.Sound.BaseSoundManager#stopAll */ stopAll: function () { this.forEachActiveSound(function (sound) { sound.stop(); }); this.emit('stopall', this); }, /** * Method used internally for unlocking audio playback on devices that * require user interaction before any sound can be played on a web page. * * Read more about how this issue is handled here in [this article](TODO add link). * * @override * @protected * @method Phaser.Sound.BaseSoundManager#unlock */ unlock: NOOP, /** * Method used internally for pausing sound manager if * Phaser.Sound.BaseSoundManager#pauseOnBlur is set to true. * * @override * @protected * @method Phaser.Sound.BaseSoundManager#onBlur */ onBlur: NOOP, /** * Method used internally for resuming sound manager if * Phaser.Sound.BaseSoundManager#pauseOnBlur is set to true. * * @override * @protected * @method Phaser.Sound.BaseSoundManager#onFocus */ onFocus: NOOP, /** * Update method called on every game step. * Removes destroyed sounds and updates every active sound in the game. * * @protected * @method Phaser.Sound.BaseSoundManager#update * @param {number} time - The current timestamp as generated by the Request Animation Frame or SetTimeout. * @param {number} delta - The delta time elapsed since the last frame. */ update: function (time, delta) { for (var i = this.sounds.length - 1; i >= 0; i--) { if (this.sounds[i].pendingRemove) { this.sounds.splice(i, 1); } } this.sounds.forEach(function (sound) { sound.update(time, delta); }); }, /** * Destroys all the sounds in the game and all associated events. * * @method Phaser.Sound.BaseSoundManager#destroy */ destroy: function () { this.game = null; this.removeAllListeners(); this.forEachActiveSound(function (sound) { sound.destroy(); }); this.sounds.length = 0; this.sounds = null; }, /** * Method used internally for iterating only over active sounds and skipping sounds that are marked for removal. * * @private * @method Phaser.Sound.BaseSoundManager#forEachActiveSound * @param {(sound: ISound, index: number, array: ISound[]) => void} callbackfn - Callback function. * @param [thisArg=this] - Callback context. */ forEachActiveSound: function (callbackfn, thisArg) { var _this = this; this.sounds.forEach(function (sound, index) { if (!sound.pendingRemove) { callbackfn.call(thisArg || _this, sound, index, _this.sounds); } }); } }); /** * Global playback rate. * * @name Phaser.Sound.BaseSoundManager#rate * @property {number} rate */ Object.defineProperty(BaseSoundManager.prototype, 'rate', { get: function () { return this._rate; }, set: function (value) { this._rate = value; this.forEachActiveSound(function (sound) { sound.setRate(); }); this.emit('rate', this, value); } }); /** * Global detune. * * @name Phaser.Sound.BaseSoundManager#detune * @property {number} detune */ Object.defineProperty(BaseSoundManager.prototype, 'detune', { get: function () { return this._detune; }, set: function (value) { this._detune = value; this.forEachActiveSound(function (sound) { sound.setRate(); }); this.emit('detune', this, value); } }); module.exports = BaseSoundManager;