/** * @author Jeremy Dowell <jeremy@codevinsky.com> * @author Richard Davey <rich@photonstorm.com> * @copyright 2016 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * Audio Sprites are a combination of audio files and a JSON configuration. * The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite * * @class Phaser.AudioSprite * @constructor * @param {Phaser.Game} game - Reference to the current game instance. * @param {string} key - Asset key for the sound. */ Phaser.AudioSprite = function (game, key) { /** * A reference to the currently running Game. * @property {Phaser.Game} game */ this.game = game; /** * Asset key for the Audio Sprite. * @property {string} key */ this.key = key; /** * JSON audio atlas object. * @property {object} config */ this.config = this.game.cache.getJSON(key + '-audioatlas'); /** * If a sound is set to auto play, this holds the marker key of it. * @property {string} autoplayKey */ this.autoplayKey = null; /** * Is a sound set to autoplay or not? * @property {boolean} autoplay * @default */ this.autoplay = false; /** * An object containing the Phaser.Sound objects for the Audio Sprite. * @property {object} sounds */ this.sounds = {}; for (var k in this.config.spritemap) { var marker = this.config.spritemap[k]; var sound = this.game.add.sound(this.key); sound.addMarker(k, marker.start, (marker.end - marker.start), null, marker.loop); this.sounds[k] = sound; } if (this.config.autoplay) { this.autoplayKey = this.config.autoplay; this.play(this.autoplayKey); this.autoplay = this.sounds[this.autoplayKey]; } }; Phaser.AudioSprite.prototype = { /** * Play a sound with the given name. * * @method Phaser.AudioSprite#play * @param {string} [marker] - The name of sound to play * @param {number} [volume=1] - Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified). * @return {Phaser.Sound} This sound instance. */ play: function (marker, volume) { if (volume === undefined) { volume = 1; } return this.sounds[marker].play(marker, null, volume); }, /** * Stop a sound with the given name. * * @method Phaser.AudioSprite#stop * @param {string} [marker=''] - The name of sound to stop. If none is given it will stop all sounds in the audio sprite. */ stop: function (marker) { if (!marker) { for (var key in this.sounds) { this.sounds[key].stop(); } } else { this.sounds[marker].stop(); } }, /** * Get a sound with the given name. * * @method Phaser.AudioSprite#get * @param {string} marker - The name of sound to get. * @return {Phaser.Sound} The sound instance. */ get: function(marker) { return this.sounds[marker]; } }; Phaser.AudioSprite.prototype.constructor = Phaser.AudioSprite;