/** * @author Richard Davey <rich@photonstorm.com> * @copyright 2015 Photon Storm Ltd. * @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License} */ /** * The Sound class constructor. * * @class Phaser.Sound * @constructor * @param {Phaser.Game} game - Reference to the current game instance. * @param {string} key - Asset key for the sound. * @param {number} [volume=1] - Default value for the volume, between 0 and 1. * @param {boolean} [loop=false] - Whether or not the sound will loop. */ Phaser.Sound = function (game, key, volume, loop, connect) { if (typeof volume === 'undefined') { volume = 1; } if (typeof loop === 'undefined') { loop = false; } if (typeof connect === 'undefined') { connect = game.sound.connectToMaster; } /** * A reference to the currently running Game. * @property {Phaser.Game} game */ this.game = game; /** * @property {string} name - Name of the sound. */ this.name = key; /** * @property {string} key - Asset key for the sound. */ this.key = key; /** * @property {boolean} loop - Whether or not the sound or current sound marker will loop. */ this.loop = loop; /** * @property {number} volume - The sound or sound marker volume. A value between 0 (silence) and 1 (full volume). */ this.volume = volume; /** * @property {object} markers - The sound markers. */ this.markers = {}; /** * @property {AudioContext} context - Reference to the AudioContext instance. */ this.context = null; /** * @property {boolean} autoplay - Boolean indicating whether the sound should start automatically. */ this.autoplay = false; /** * @property {number} totalDuration - The total duration of the sound in seconds. */ this.totalDuration = 0; /** * @property {number} startTime - The time the Sound starts at (typically 0 unless starting from a marker) * @default */ this.startTime = 0; /** * @property {number} currentTime - The current time the sound is at. */ this.currentTime = 0; /** * @property {number} duration - The duration of the current sound marker in seconds. */ this.duration = 0; /** * @property {number} durationMS - The duration of the current sound marker in ms. */ this.durationMS = 0; /** * @property {number} position - The position of the current sound marker. */ this.position = 0; /** * @property {number} stopTime - The time the sound stopped. */ this.stopTime = 0; /** * @property {boolean} paused - true if the sound is paused, otherwise false. * @default */ this.paused = false; /** * @property {number} pausedPosition - The position the sound had reached when it was paused. */ this.pausedPosition = 0; /** * @property {number} pausedTime - The game time at which the sound was paused. */ this.pausedTime = 0; /** * @property {boolean} isPlaying - true if the sound is currently playing, otherwise false. * @default */ this.isPlaying = false; /** * @property {string} currentMarker - The string ID of the currently playing marker, if any. * @default */ this.currentMarker = ''; /** * @property {Phaser.Tween} fadeTween - The tween that fades the audio, set via Sound.fadeIn and Sound.fadeOut. */ this.fadeTween = null; /** * @property {boolean} pendingPlayback - true if the sound file is pending playback * @readonly */ this.pendingPlayback = false; /** * @property {boolean} override - if true when you play this sound it will always start from the beginning. * @default */ this.override = false; /** * @property {boolean} allowMultiple - This will allow you to have multiple instances of this Sound playing at once. This is only useful when running under Web Audio, and we recommend you implement a local pooling system to not flood the sound channels. * @default */ this.allowMultiple = false; /** * @property {boolean} usingWebAudio - true if this sound is being played with Web Audio. * @readonly */ this.usingWebAudio = this.game.sound.usingWebAudio; /** * @property {boolean} usingAudioTag - true if the sound is being played via the Audio tag. */ this.usingAudioTag = this.game.sound.usingAudioTag; /** * @property {object} externalNode - If defined this Sound won't connect to the SoundManager master gain node, but will instead connect to externalNode. */ this.externalNode = null; /** * @property {object} masterGainNode - The master gain node in a Web Audio system. */ this.masterGainNode = null; /** * @property {object} gainNode - The gain node in a Web Audio system. */ this.gainNode = null; /** * @property {object} _sound - Internal var. * @private */ this._sound = null; if (this.usingWebAudio) { this.context = this.game.sound.context; this.masterGainNode = this.game.sound.masterGain; if (typeof this.context.createGain === 'undefined') { this.gainNode = this.context.createGainNode(); } else { this.gainNode = this.context.createGain(); } this.gainNode.gain.value = volume * this.game.sound.volume; if (connect) { this.gainNode.connect(this.masterGainNode); } } else if (this.usingAudioTag) { if (this.game.cache.getSound(key) && this.game.cache.isSoundReady(key)) { this._sound = this.game.cache.getSoundData(key); this.totalDuration = 0; if (this._sound.duration) { this.totalDuration = this._sound.duration; } } else { this.game.cache.onSoundUnlock.add(this.soundHasUnlocked, this); } } /** * @property {Phaser.Signal} onDecoded - The onDecoded event is dispatched when the sound has finished decoding (typically for mp3 files) */ this.onDecoded = new Phaser.Signal(); /** * @property {Phaser.Signal} onPlay - The onPlay event is dispatched each time this sound is played. */ this.onPlay = new Phaser.Signal(); /** * @property {Phaser.Signal} onPause - The onPause event is dispatched when this sound is paused. */ this.onPause = new Phaser.Signal(); /** * @property {Phaser.Signal} onResume - The onResume event is dispatched when this sound is resumed from a paused state. */ this.onResume = new Phaser.Signal(); /** * @property {Phaser.Signal} onLoop - The onLoop event is dispatched when this sound loops during playback. */ this.onLoop = new Phaser.Signal(); /** * @property {Phaser.Signal} onStop - The onStop event is dispatched when this sound stops playback. */ this.onStop = new Phaser.Signal(); /** * @property {Phaser.Signal} onMute - The onMouse event is dispatched when this sound is muted. */ this.onMute = new Phaser.Signal(); /** * @property {Phaser.Signal} onMarkerComplete - The onMarkerComplete event is dispatched when a marker within this sound completes playback. */ this.onMarkerComplete = new Phaser.Signal(); /** * @property {Phaser.Signal} onFadeComplete - The onFadeComplete event is dispatched when this sound finishes fading either in or out. */ this.onFadeComplete = new Phaser.Signal(); /** * @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume). * @private */ this._volume = volume; /** * @property {any} _buffer - Decoded data buffer / Audio tag. * @private */ this._buffer = null; /** * @property {boolean} _muted - Boolean indicating whether the sound is muted or not. * @private */ this._muted = false; /** * @property {number} _tempMarker - Internal marker var. * @private */ this._tempMarker = 0; /** * @property {number} _tempPosition - Internal marker var. * @private */ this._tempPosition = 0; /** * @property {number} _tempVolume - Internal marker var. * @private */ this._tempVolume = 0; /** * @property {number} _muteVolume - Internal cache var. * @private */ this._muteVolume = 0; /** * @property {boolean} _tempLoop - Internal cache var. * @private */ this._tempLoop = 0; /** * @property {boolean} _paused - Was this sound paused via code or a game event? * @private */ this._paused = false; /** * @property {boolean} _onDecodedEventDispatched - Was the onDecoded event dispatched? * @private */ this._onDecodedEventDispatched = false; }; Phaser.Sound.prototype = { /** * Called automatically when this sound is unlocked. * @method Phaser.Sound#soundHasUnlocked * @param {string} key - The Phaser.Cache key of the sound file to check for decoding. * @protected */ soundHasUnlocked: function (key) { if (key === this.key) { this._sound = this.game.cache.getSoundData(this.key); this.totalDuration = this._sound.duration; } }, /** * Adds a marker into the current Sound. A marker is represented by a unique key and a start time and duration. * This allows you to bundle multiple sounds together into a single audio file and use markers to jump between them for playback. * * @method Phaser.Sound#addMarker * @param {string} name - A unique name for this marker, i.e. 'explosion', 'gunshot', etc. * @param {number} start - The start point of this marker in the audio file, given in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc. * @param {number} duration - The duration of the marker in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc. * @param {number} [volume=1] - The volume the sound will play back at, between 0 (silent) and 1 (full volume). * @param {boolean} [loop=false] - Sets if the sound will loop or not. */ addMarker: function (name, start, duration, volume, loop) { if (typeof volume === 'undefined') { volume = 1; } if (typeof loop === 'undefined') { loop = false; } this.markers[name] = { name: name, start: start, stop: start + duration, volume: volume, duration: duration, durationMS: duration * 1000, loop: loop }; }, /** * Removes a marker from the sound. * @method Phaser.Sound#removeMarker * @param {string} name - The key of the marker to remove. */ removeMarker: function (name) { delete this.markers[name]; }, /** * Called automatically by the AudioContext when the sound stops playing. * Doesn't get called if the sound is set to loop or is a section of an Audio Sprite. * * @method Phaser.Sound#onEndedHandler * @protected */ onEndedHandler: function () { this.isPlaying = false; this.stop(); }, /** * Called automatically by Phaser.SoundManager. * @method Phaser.Sound#update * @protected */ update: function () { if (this.isDecoded && !this._onDecodedEventDispatched) { this.onDecoded.dispatch(this); this._onDecodedEventDispatched = true; } if (this.pendingPlayback && this.game.cache.isSoundReady(this.key)) { this.pendingPlayback = false; this.play(this._tempMarker, this._tempPosition, this._tempVolume, this._tempLoop); } if (this.isPlaying) { this.currentTime = this.game.time.time - this.startTime; if (this.currentTime >= this.durationMS) { if (this.usingWebAudio) { if (this.loop) { // console.log('Sound update loop: ' + this.currentTime + ' m: ' + this.currentMarker); // won't work with markers, needs to reset the position this.onLoop.dispatch(this); if (this.currentMarker === '') { this.currentTime = 0; this.startTime = this.game.time.time; } else { this.onMarkerComplete.dispatch(this.currentMarker, this); this.play(this.currentMarker, 0, this.volume, true, true); } } else { // Stop if we're using an audio marker, otherwise we let onended handle it if (this.currentMarker !== '') { this.stop(); } } } else { // console.log('Sound update stop: ' + this.currentTime + ' m: ' + this.currentMarker); if (this.loop) { this.onLoop.dispatch(this); this.play(this.currentMarker, 0, this.volume, true, true); } else { this.stop(); } } } } }, /** * Loops this entire sound. If you need to loop a section of it then use Sound.play and the marker and loop parameters. * * @method Phaser.Sound#loopFull * @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. */ loopFull: function (volume) { this.play(null, 0, volume, true); }, /** * Play this sound, or a marked section of it. * * @method Phaser.Sound#play * @param {string} [marker=''] - If you want to play a marker then give the key here, otherwise leave blank to play the full sound. * @param {number} [position=0] - The starting position to play the sound from - this is ignored if you provide a marker. * @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). * @param {boolean} [loop=false] - Loop when finished playing? If not using a marker / audio sprite the looping will be done via the WebAudio loop property, otherwise it's time based. * @param {boolean} [forceRestart=true] - If the sound is already playing you can set forceRestart to restart it from the beginning. * @return {Phaser.Sound} This sound instance. */ play: function (marker, position, volume, loop, forceRestart) { if (typeof marker === 'undefined' || marker === false || marker === null) { marker = ''; } if (typeof forceRestart === 'undefined') { forceRestart = true; } // console.log('Sound play: ' + marker); if (this.isPlaying && !this.allowMultiple && !forceRestart && !this.override) { // Use Restart instead return this; } if (this._sound && this.isPlaying && !this.allowMultiple && (this.override || forceRestart)) { if (this.usingWebAudio) { if (typeof this._sound.stop === 'undefined') { this._sound.noteOff(0); } else { try { this._sound.stop(0); } catch (e) { } } } else if (this.usingAudioTag) { this._sound.pause(); this._sound.currentTime = 0; } } if (marker === '' && Object.keys(this.markers).length > 0) { // If they didn't specify a marker but this is an audio sprite, // we should never play the entire thing return this; } if (marker !== '') { this.currentMarker = marker; if (this.markers[marker]) { // Playing a marker? Then we default to the marker values this.position = this.markers[marker].start; this.volume = this.markers[marker].volume; this.loop = this.markers[marker].loop; this.duration = this.markers[marker].duration; this.durationMS = this.markers[marker].durationMS; if (typeof volume !== 'undefined') { this.volume = volume; } if (typeof loop !== 'undefined') { this.loop = loop; } this._tempMarker = marker; this._tempPosition = this.position; this._tempVolume = this.volume; this._tempLoop = this.loop; // console.log('Marker pos: ' + this.position + ' duration: ' + this.duration + ' ms: ' + this.durationMS); } else { // console.warn("Phaser.Sound.play: audio marker " + marker + " doesn't exist"); return this; } } else { position = position || 0; if (typeof volume === 'undefined') { volume = this._volume; } if (typeof loop === 'undefined') { loop = this.loop; } this.position = position; this.volume = volume; this.loop = loop; this.duration = 0; this.durationMS = 0; this._tempMarker = marker; this._tempPosition = position; this._tempVolume = volume; this._tempLoop = loop; } if (this.usingWebAudio) { // Does the sound need decoding? if (this.game.cache.isSoundDecoded(this.key)) { // Do we need to do this every time we play? How about just if the buffer is empty? if (this._buffer === null) { this._buffer = this.game.cache.getSoundData(this.key); } this._sound = this.context.createBufferSource(); this._sound.buffer = this._buffer; if (this.externalNode) { this._sound.connect(this.externalNode); } else { this._sound.connect(this.gainNode); } if (this.loop && marker === '') { this._sound.loop = true; } if (!this.loop && marker === '') { this._sound.onended = this.onEndedHandler.bind(this); } this.totalDuration = this._sound.buffer.duration; // console.log('dur', this._sound.buffer.duration, Math.ceil(this._sound.buffer.duration * 1000)); if (this.duration === 0) { // console.log('duration reset'); this.duration = this.totalDuration; this.durationMS = Math.ceil(this.totalDuration * 1000); } // Useful to cache this somewhere perhaps? if (typeof this._sound.start === 'undefined') { this._sound.noteGrainOn(0, this.position, this.duration); //this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it } else { if (this.loop && marker === '') { this._sound.start(0); } else { this._sound.start(0, this.position, this.duration); } } this.isPlaying = true; this.startTime = this.game.time.time; this.currentTime = 0; this.stopTime = this.startTime + this.durationMS; this.onPlay.dispatch(this); } else { this.pendingPlayback = true; if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).isDecoding === false) { this.game.sound.decode(this.key, this); } } } else { if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked) { this.game.cache.reloadSound(this.key); this.pendingPlayback = true; } else { if (this._sound && (this.game.device.cocoonJS || this._sound.readyState === 4)) { this._sound.play(); // This doesn't become available until you call play(), wonderful ... this.totalDuration = this._sound.duration; if (this.duration === 0) { this.duration = this.totalDuration; this.durationMS = this.totalDuration * 1000; } this._sound.currentTime = this.position; this._sound.muted = this._muted; if (this._muted) { this._sound.volume = 0; } else { this._sound.volume = this._volume; } this.isPlaying = true; this.startTime = this.game.time.time; this.currentTime = 0; this.stopTime = this.startTime + this.durationMS; this.onPlay.dispatch(this); // console.log('stopTime: ' + this.stopTime + ' rs: ' + this._sound.readyState); } else { this.pendingPlayback = true; } } } return this; }, /** * Restart the sound, or a marked section of it. * * @method Phaser.Sound#restart * @param {string} [marker=''] - If you want to play a marker then give the key here, otherwise leave blank to play the full sound. * @param {number} [position=0] - The starting position to play the sound from - this is ignored if you provide a marker. * @param {number} [volume=1] - Volume of the sound you want to play. * @param {boolean} [loop=false] - Loop when it finished playing? */ restart: function (marker, position, volume, loop) { marker = marker || ''; position = position || 0; volume = volume || 1; if (typeof loop === 'undefined') { loop = false; } this.play(marker, position, volume, loop, true); }, /** * Pauses the sound. * * @method Phaser.Sound#pause */ pause: function () { if (this.isPlaying && this._sound) { this.paused = true; this.pausedPosition = this.currentTime; this.pausedTime = this.game.time.time; this.onPause.dispatch(this); this.stop(); } }, /** * Resumes the sound. * * @method Phaser.Sound#resume */ resume: function () { if (this.paused && this._sound) { if (this.usingWebAudio) { var p = this.position + (this.pausedPosition / 1000); this._sound = this.context.createBufferSource(); this._sound.buffer = this._buffer; if (this.externalNode) { this._sound.connect(this.externalNode); } else { this._sound.connect(this.gainNode); } if (this.loop) { this._sound.loop = true; } if (!this.loop && this.currentMarker === '') { this._sound.onended = this.onEndedHandler.bind(this); } var duration = this.duration - (this.pausedPosition / 1000); if (typeof this._sound.start === 'undefined') { this._sound.noteGrainOn(0, p, duration); //this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it } else { this._sound.start(0, p, duration); } } else { this._sound.play(); } this.isPlaying = true; this.paused = false; this.startTime += (this.game.time.time - this.pausedTime); this.onResume.dispatch(this); } }, /** * Stop playing this sound. * * @method Phaser.Sound#stop */ stop: function () { if (this.isPlaying && this._sound) { if (this.usingWebAudio) { if (typeof this._sound.stop === 'undefined') { this._sound.noteOff(0); } else { try { this._sound.stop(0); } catch (e) { // Thanks Android 4.4 } } } else if (this.usingAudioTag) { this._sound.pause(); this._sound.currentTime = 0; } } this.pendingPlayback = false; this.isPlaying = false; var prevMarker = this.currentMarker; if (this.currentMarker !== '') { this.onMarkerComplete.dispatch(this.currentMarker, this); } this.currentMarker = ''; if (this.fadeTween !== null) { this.fadeTween.stop(); } if (!this.paused) { this.onStop.dispatch(this, prevMarker); } }, /** * Starts this sound playing (or restarts it if already doing so) and sets the volume to zero. * Then increases the volume from 0 to 1 over the duration specified. * * At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter, * and the final volume (1) as the second parameter. * * @method Phaser.Sound#fadeIn * @param {number} [duration=1000] - The time in milliseconds over which the Sound should fade in. * @param {boolean} [loop=false] - Should the Sound be set to loop? Note that this doesn't cause the fade to repeat. * @param {string} [marker=(current marker)] - The marker to start at; defaults to the current (last played) marker. To start playing from the beginning specify specify a marker of `''`. */ fadeIn: function (duration, loop, marker) { if (typeof loop === 'undefined') { loop = false; } if (typeof marker === 'undefined') { marker = this.currentMarker; } if (this.paused) { return; } this.play(marker, 0, 0, loop); this.fadeTo(duration, 1); }, /** * Decreases the volume of this Sound from its current value to 0 over the duration specified. * At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter, * and the final volume (0) as the second parameter. * * @method Phaser.Sound#fadeOut * @param {number} [duration=1000] - The time in milliseconds over which the Sound should fade out. */ fadeOut: function (duration) { this.fadeTo(duration, 0); }, /** * Fades the volume of this Sound from its current value to the given volume over the duration specified. * At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter, * and the final volume (volume) as the second parameter. * * @method Phaser.Sound#fadeTo * @param {number} [duration=1000] - The time in milliseconds during which the Sound should fade out. * @param {number} [volume] - The volume which the Sound should fade to. This is a value between 0 and 1. */ fadeTo: function (duration, volume) { if (!this.isPlaying || this.paused || volume === this.volume) { return; } if (typeof duration === 'undefined') { duration = 1000; } if (typeof volume === 'undefined') { console.warn("Phaser.Sound.fadeTo: No Volume Specified."); return; } this.fadeTween = this.game.add.tween(this).to( { volume: volume }, duration, Phaser.Easing.Linear.None, true); this.fadeTween.onComplete.add(this.fadeComplete, this); }, /** * Internal handler for Sound.fadeIn, Sound.fadeOut and Sound.fadeTo. * * @method Phaser.Sound#fadeComplete * @private */ fadeComplete: function () { this.onFadeComplete.dispatch(this, this.volume); if (this.volume === 0) { this.stop(); } }, /** * Destroys this sound and all associated events and removes it from the SoundManager. * * @method Phaser.Sound#destroy * @param {boolean} [remove=true] - If true this Sound is automatically removed from the SoundManager. */ destroy: function (remove) { if (typeof remove === 'undefined') { remove = true; } this.stop(); if (remove) { this.game.sound.remove(this); } else { this.markers = {}; this.context = null; this._buffer = null; this.externalNode = null; this.onDecoded.dispose(); this.onPlay.dispose(); this.onPause.dispose(); this.onResume.dispose(); this.onLoop.dispose(); this.onStop.dispose(); this.onMute.dispose(); this.onMarkerComplete.dispose(); } } }; Phaser.Sound.prototype.constructor = Phaser.Sound; /** * @name Phaser.Sound#isDecoding * @property {boolean} isDecoding - Returns true if the sound file is still decoding. * @readonly */ Object.defineProperty(Phaser.Sound.prototype, "isDecoding", { get: function () { return this.game.cache.getSound(this.key).isDecoding; } }); /** * @name Phaser.Sound#isDecoded * @property {boolean} isDecoded - Returns true if the sound file has decoded. * @readonly */ Object.defineProperty(Phaser.Sound.prototype, "isDecoded", { get: function () { return this.game.cache.isSoundDecoded(this.key); } }); /** * @name Phaser.Sound#mute * @property {boolean} mute - Gets or sets the muted state of this sound. */ Object.defineProperty(Phaser.Sound.prototype, "mute", { get: function () { return (this._muted || this.game.sound.mute); }, set: function (value) { value = value || null; if (value) { this._muted = true; if (this.usingWebAudio) { this._muteVolume = this.gainNode.gain.value; this.gainNode.gain.value = 0; } else if (this.usingAudioTag && this._sound) { this._muteVolume = this._sound.volume; this._sound.volume = 0; } } else { this._muted = false; if (this.usingWebAudio) { this.gainNode.gain.value = this._muteVolume; } else if (this.usingAudioTag && this._sound) { this._sound.volume = this._muteVolume; } } this.onMute.dispatch(this); } }); /** * @name Phaser.Sound#volume * @property {number} volume - Gets or sets the volume of this sound, a value between 0 and 1. * @readonly */ Object.defineProperty(Phaser.Sound.prototype, "volume", { get: function () { return this._volume; }, set: function (value) { if (this.usingWebAudio) { this._volume = value; this.gainNode.gain.value = value; } else if (this.usingAudioTag && this._sound) { // Causes an Index size error in Firefox if you don't clamp the value if (value >= 0 && value <= 1) { this._volume = value; this._sound.volume = value; } } } });