/// /// /** * Phaser - Sound * * A Sound file, used by the Game.SoundManager for playback. */ module Phaser { export class Sound { /** * Sound constructor * @param context {object} The AudioContext instance. * @param gainNode {object} Gain node instance. * @param data {object} Sound data. * @param [volume] {number} volume of this sound when playing. * @param [loop] {boolean} loop this sound when playing? (Default to false) */ constructor(context, gainNode, data, volume?: number = 1, loop?: bool = false) { this._context = context; this._gainNode = gainNode; this._buffer = data; this._volume = volume; this.loop = loop; // Local volume control if (this._context !== null) { this._localGainNode = this._context.createGainNode(); this._localGainNode.connect(this._gainNode); this._localGainNode.gain.value = this._volume; } if (this._buffer === null) { this.isDecoding = true; } else { this.play(); } } /** * Local private reference to AudioContext. */ private _context; /** * Reference to gain node of SoundManager. */ private _gainNode; /** * GainNode of this sound. */ private _localGainNode; /** * Decoded data buffer. */ private _buffer; /** * Volume of this sound. */ private _volume: number; /** * The real sound object (buffer source). */ private _sound; loop: bool = false; duration: number; isPlaying: bool = false; isDecoding: bool = false; public setDecodedBuffer(data) { this._buffer = data; this.isDecoding = false; //this.play(); } /** * Play this sound. */ public play() { if (this._buffer === null || this.isDecoding === true) { return; } this._sound = this._context.createBufferSource(); this._sound.buffer = this._buffer; this._sound.connect(this._localGainNode); if (this.loop) { this._sound.loop = true; } this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it this.duration = this._sound.buffer.duration; this.isPlaying = true; } /** * Stop playing this sound. */ public stop() { if (this.isPlaying === true) { this.isPlaying = false; this._sound.noteOff(0); } } /** * Mute the sound. */ public mute() { this._localGainNode.gain.value = 0; } /** * Enable the sound. */ public unmute() { this._localGainNode.gain.value = this._volume; } public set volume(value: number) { this._volume = value; this._localGainNode.gain.value = this._volume; } public get volume(): number { return this._volume; } } }