var Class = require('../../utils/Class'); var BaseSound = require('../BaseSound'); // Phaser.Sound.WebAudioSound // TODO support webkitAudioContext implementation differences // https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API/Porting_webkitAudioContext_code_to_standards_based_AudioContext var WebAudioSound = new Class({ Extends: BaseSound, initialize: function WebAudioSound(manager, key, config) { if (config === void 0) { config = {}; } /** * [description] * * @private * @property {AudioBuffer} audioBuffer */ this.audioBuffer = manager.game.cache.audio.get(key); if (!this.audioBuffer) { console.error('No audio loaded in cache with key: \'' + key + '\'!'); return; } /** * [description] * * @private * @property {AudioBufferSourceNode} source */ this.source = null; /** * [description] * * @private * @property {GainNode} muteNode */ this.muteNode = manager.context.createGain(); /** * [description] * * @private * @property {GainNode} volumeNode */ this.volumeNode = manager.context.createGain(); /** * The time at which the sound should have started from the beginning. * Based on BaseAudioContext.currentTime value. * * @private * @property {number} playTime */ this.playTime = 0; /** * The time at which the sound source should actually start playback. * Based on BaseAudioContext.currentTime value. * * @private * @property {number} startTime */ this.startTime = 0; /** * An array where we keep track of all rate updates during playback. * * @private * @property {{ time: number, rate: number }[]} rateUpdates */ this.rateUpdates = []; /** * Used for keeping track when sound source playback has ended * so it's state can be updated accordingly. * * @private * @property {boolean} hasEnded */ this.hasEnded = false; /** * Used for keeping track when sound source has looped * so it's state can be updated accordingly. * * @private * @property {boolean} hasLooped */ this.hasLooped = false; this.muteNode.connect(this.volumeNode); this.volumeNode.connect(manager.destination); this.duration = this.audioBuffer.duration; this.totalDuration = this.audioBuffer.duration; BaseSound.call(this, manager, key, config); }, play: function (markerName, config) { if (!BaseSound.prototype.play.call(this, markerName, config)) { return null; } // \/\/\/ isPlaying = true, isPaused = false \/\/\/ this.stopAndRemoveBufferSource(); this.createAndStartBufferSource(); return this; }, pause: function () { if (this.manager.context.currentTime < this.startTime) { return false; } if (!BaseSound.prototype.pause.call(this)) { return false; } // \/\/\/ isPlaying = false, isPaused = true \/\/\/ this.currentConfig.seek = this.getCurrentTime(); // Equivalent to setting paused time this.stopAndRemoveBufferSource(); return true; }, resume: function () { if (this.manager.context.currentTime < this.startTime) { return false; } if (!BaseSound.prototype.resume.call(this)) { return false; } // \/\/\/ isPlaying = true, isPaused = false \/\/\/ this.createAndStartBufferSource(); return true; }, stop: function () { if (!BaseSound.prototype.stop.call(this)) { return false; } // \/\/\/ isPlaying = false, isPaused = false \/\/\/ this.stopAndRemoveBufferSource(); return true; }, /** * Used internally to do what the name says. * * @private */ createAndStartBufferSource: function () { var _this = this; var seek = this.currentConfig.seek; var delay = this.currentConfig.delay; var when = this.manager.context.currentTime + delay; var offset = (this.currentMarker ? this.currentMarker.start : 0) + seek; var duration = this.duration - seek; this.playTime = when - seek; this.startTime = when; this.source = this.manager.context.createBufferSource(); this.source.buffer = this.audioBuffer; this.source.connect(this.muteNode); this.source.onended = function (ev) { if (ev.target === _this.source) { // sound ended if (_this.currentConfig.loop) { _this.hasLooped = true; } else { _this.hasEnded = true; } } // else was stopped }; this.applyConfig(); this.source.start(Math.max(0, when), Math.max(0, offset), Math.max(0, duration)); this.resetConfig(); }, /** * Used internally to do what the name says. * * @private */ stopAndRemoveBufferSource: function () { if (this.source) { this.source.stop(); this.source = null; } this.playTime = 0; this.startTime = 0; }, /** * @protected */ applyConfig: function () { this.rateUpdates.length = 0; this.rateUpdates.push({ time: 0, rate: 1 }); BaseSound.prototype.applyConfig.call(this); }, /** * Update method called on every game step. * * @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) { if (this.hasEnded) { this.hasEnded = false; this.stop(); } }, destroy: function () { BaseSound.prototype.destroy.call(this); this.audioBuffer = null; this.stopAndRemoveBufferSource(); this.muteNode.disconnect(); this.muteNode = null; this.volumeNode.disconnect(); this.volumeNode = null; this.rateUpdates = null; }, /** * @private */ setRate: function () { BaseSound.prototype.setRate.call(this); if (this.source) { this.source.playbackRate.setValueAtTime(this.totalRate, 0); } if (this.isPlaying) { this.rateUpdates.push({ time: Math.max(this.startTime, this.manager.context.currentTime) - this.playTime, rate: this.totalRate }); } }, /** * @private */ getCurrentTime: function () { var currentTime = 0; for (var i = 0; i < this.rateUpdates.length; i++) { var nextTime = void 0; if (i < this.rateUpdates.length - 1) { nextTime = this.rateUpdates[i + 1].time; } else { nextTime = this.manager.context.currentTime - this.playTime; } currentTime += (nextTime - this.rateUpdates[i].time) * this.rateUpdates[i].rate; } return currentTime; } }); /** * Mute setting. * @property {boolean} mute */ Object.defineProperty(WebAudioSound.prototype, 'mute', { get: function () { return this.muteNode.gain.value === 0; }, set: function (value) { this.currentConfig.mute = value; this.muteNode.gain.setValueAtTime(value ? 0 : 1, 0); } }); /** * Volume setting. * @property {number} volume */ Object.defineProperty(WebAudioSound.prototype, 'volume', { get: function () { return this.volumeNode.gain.value; }, set: function (value) { this.currentConfig.volume = value; this.volumeNode.gain.setValueAtTime(value, 0); } }); /** * Playback rate. * @property {number} rate */ Object.defineProperty(WebAudioSound.prototype, 'rate', { get: function () { return this.currentConfig.rate; }, set: function (value) { this.currentConfig.rate = value; this.setRate(); } }); /** * Detuning of sound. * @property {number} detune */ Object.defineProperty(WebAudioSound.prototype, 'detune', { get: function () { return this.currentConfig.detune; }, set: function (value) { this.currentConfig.detune = value; this.setRate(); } }); /** * Current position of playing sound. * @property {number} seek */ Object.defineProperty(WebAudioSound.prototype, 'seek', { get: function () { if (this.isPlaying) { if (this.manager.context.currentTime < this.startTime) { return this.startTime - this.playTime; } return this.getCurrentTime(); } else if (this.isPaused) { return this.currentConfig.seek; } else { return 0; } }, set: function (value) { if (this.manager.context.currentTime < this.startTime) { return; } if (this.isPlaying || this.isPaused) { value = Math.min(Math.max(0, value), this.duration); this.currentConfig.seek = value; } if (this.isPlaying) { this.stopAndRemoveBufferSource(); this.createAndStartBufferSource(); } } }); /** * Property indicating whether or not * the sound or current sound marker will loop. * * @property {boolean} loop */ Object.defineProperty(WebAudioSound.prototype, 'loop', { get: function () { return this.currentConfig.loop; }, set: function (value) { this.currentConfig.loop = value; } }); module.exports = WebAudioSound;