/// /** * Phaser - Sound * * A Sound file, used by the Game.SoundManager for playback. */ module Phaser { export class Sound { /** * Sound constructor * @param [volume] {number} volume of this sound when playing. * @param [loop] {bool} loop this sound when playing? (Default to false) */ constructor(game: Phaser.Game, key: string, volume: number = 1, loop: bool = false) { this.game = game; this.usingWebAudio = this.game.sound.usingWebAudio; this.usingAudioTag = this.game.sound.usingAudioTag; this.key = key; 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; this.gainNode.connect(this.masterGainNode); } else { if (this.game.cache.getSound(key) && this.game.cache.getSound(key).locked == false) { this._sound = this.game.cache.getSoundData(key); this.totalDuration = this._sound.duration; } else { this.game.cache.onSoundUnlock.add(this.soundHasUnlocked, this); } } this._volume = volume; this.loop = loop; this.markers = {}; this.onDecoded = new Phaser.Signal; this.onPlay = new Phaser.Signal; this.onPause = new Phaser.Signal; this.onResume = new Phaser.Signal; this.onLoop = new Phaser.Signal; this.onStop = new Phaser.Signal; this.onMute = new Phaser.Signal; this.onMarkerComplete = new Phaser.Signal; } private soundHasUnlocked(key: string) { if (key == this.key) { this._sound = this.game.cache.getSoundData(this.key); this.totalDuration = this._sound.duration; //console.log('sound has unlocked', this._sound); } } /** * Local reference to the current Phaser.Game. */ public game: Phaser.Game; /** * Reference to AudioContext instance. */ public context = null; /** * Reference to gain node of SoundManager. */ public masterGainNode; /** * GainNode of this sound. */ public gainNode; /** * Decoded data buffer / Audio tag. */ private _buffer = null; /** * Volume of this sound. */ private _volume: number; /** * The real sound object (buffer source). */ private _sound; private _muteVolume: number; private _muted: bool = false; private _tempPosition: number; private _tempVolume: number; private _tempLoop: bool; private _tempMarker: string; public usingWebAudio: bool = false; public usingAudioTag: bool = false; public name: string = ''; autoplay: bool = false; totalDuration: number = 0; startTime: number = 0; currentTime: number = 0; duration: number = 0; stopTime: number = 0; position: number; paused: bool = false; loop: bool = false; isPlaying: bool = false; key: string; markers; currentMarker: string = ''; // events public onDecoded: Phaser.Signal; public onPlay: Phaser.Signal; public onPause: Phaser.Signal; public onResume: Phaser.Signal; public onLoop: Phaser.Signal; public onStop: Phaser.Signal; public onMute: Phaser.Signal; public onMarkerComplete: Phaser.Signal; public pendingPlayback: bool = false; public get isDecoding(): bool { return this.game.cache.getSound(this.key).isDecoding; } public get isDecoded(): bool { return this.game.cache.isSoundDecoded(this.key); } public addMarker(name: string, start: number, stop: number, volume: number = 1, loop: bool = false) { this.markers[name] = { name: name, start: start, stop: stop, volume: volume, duration: stop - start, loop: loop }; } public removeMarker(name: string) { delete this.markers[name]; } public update() { 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.now - this.startTime; if (this.currentTime >= this.duration) { //console.log(this.currentMarker, 'has hit duration'); if (this.usingWebAudio) { if (this.loop) { //console.log('loop1'); // won't work with markers, needs to reset the position this.onLoop.dispatch(this); if (this.currentMarker == '') { //console.log('loop2'); this.currentTime = 0; this.startTime = this.game.time.now; } else { //console.log('loop3'); this.play(this.currentMarker, 0, this.volume, true, true); } } else { //console.log('stopping, no loop for marker'); this.stop(); } } else { if (this.loop) { this.onLoop.dispatch(this); this.play(this.currentMarker, 0, this.volume, true, true); } else { this.stop(); } } } } } public override: bool = false; /** * Play this sound, or a marked section of it. * @param marker {string} Assets key of the sound you want to play. * @param [volume] {number} volume of the sound you want to play. * @param [loop] {bool} loop when it finished playing? (Default to false) * @return {Sound} The playing sound object. */ public play(marker: string = '', position: number = 0, volume: number = 1, loop: bool = false, forceRestart: bool = false) { //console.log('play', marker, 'current is', this.currentMarker); if (this.isPlaying == true && forceRestart == false && this.override == false) { // Use Restart instead return; } if (this.isPlaying && this.override) { //console.log('asked to play', marker, 'but already playing', this.currentMarker); if (this.usingWebAudio) { if (typeof this._sound.stop === 'undefined') { this._sound.noteOff(0); } else { this._sound.stop(0); } } else if (this.usingAudioTag) { this._sound.pause(); this._sound.currentTime = 0; } } this.currentMarker = marker; if (marker !== '' && this.markers[marker]) { this.position = this.markers[marker].start; this.volume = this.markers[marker].volume; this.loop = this.markers[marker].loop; this.duration = this.markers[marker].duration * 1000; //console.log('marker info loaded', this.loop, this.duration); this._tempMarker = marker; this._tempPosition = this.position; this._tempVolume = this.volume; this._tempLoop = this.loop; } else { this.position = position; this.volume = volume; this.loop = loop; this.duration = 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); } //if (this._sound == null) //{ this._sound = this.context.createBufferSource(); this._sound.buffer = this._buffer; this._sound.connect(this.gainNode); this.totalDuration = this._sound.buffer.duration; //} if (this.duration == 0) { this.duration = this.totalDuration * 1000; } if (this.loop && marker == '') { this._sound.loop = true; } // Useful to cache this somewhere perhaps? if (typeof this._sound.start === 'undefined') { this._sound.noteGrainOn(0, this.position, this.duration / 1000); //this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it } else { this._sound.start(0, this.position, this.duration / 1000); } this.isPlaying = true; this.startTime = this.game.time.now; this.currentTime = 0; this.stopTime = this.startTime + this.duration; this.onPlay.dispatch(this); //console.log('playing, start', this.startTime, 'stop'); } 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 { //console.log('Sound play Audio'); if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked) { //console.log('tried playing locked sound, pending set, reload started'); this.game.cache.reloadSound(this.key); this.pendingPlayback = true; } else { //console.log('sound not locked, state?', this._sound.readyState); if (this._sound && this._sound.readyState == 4) { if (this.duration == 0) { this.duration = this.totalDuration * 1000; } //console.log('playing', this._sound); this._sound.currentTime = this.position; this._sound.muted = this._muted; if (this._muted) { this._sound.volume = 0; } else { this._sound.volume = this._volume; } this._sound.play(); this.isPlaying = true; this.startTime = this.game.time.now; this.currentTime = 0; this.stopTime = this.startTime + this.duration; this.onPlay.dispatch(this); } else { this.pendingPlayback = true; } } } } public restart(marker: string = '', position: number = 0, volume: number = 1, loop: bool = false) { this.play(marker, position, volume, loop, true); } public pause() { if (this.isPlaying && this._sound) { this.stop(); this.isPlaying = false; this.paused = true; this.onPause.dispatch(this); } } public resume() { if (this.paused && this._sound) { if (this.usingWebAudio) { 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 { this._sound.start(0, this.position, this.duration); } } else { this._sound.play(); } this.isPlaying = true; this.paused = false; this.onResume.dispatch(this); } } /** * Stop playing this sound. */ public stop() { if (this.isPlaying && this._sound) { if (this.usingWebAudio) { if (typeof this._sound.stop === 'undefined') { this._sound.noteOff(0); } else { this._sound.stop(0); } } else if (this.usingAudioTag) { this._sound.pause(); this._sound.currentTime = 0; } } this.isPlaying = false; var prevMarker: string = this.currentMarker; this.currentMarker = ''; this.onStop.dispatch(this, prevMarker); } /** * Mute sounds. */ public get mute(): bool { return this._muted; } public set mute(value: bool) { 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); } public set volume(value: number) { this._volume = value; if (this.usingWebAudio) { this.gainNode.gain.value = value; } else if (this.usingAudioTag && this._sound) { this._sound.volume = value; } } public get volume(): number { return this._volume; } } }