var Class = require('../utils/Class'); var NOOP = require('../utils/NOOP'); var EventDispatcher = require('../events/EventDispatcher'); // Phaser.Sound.BaseSoundManager var BaseSoundManager = new Class({ initialize: function BaseSoundManager(game) { /** * Local reference to game. * * @property {Phaser.Game} game */ this.game = game; /** * An array containing all added sounds. * * @private * @property {Array} sounds */ this.sounds = []; /** * Global mute setting. * * @property {boolean} mute */ this.mute = false; /** * Global volume setting. * * @property {number} volume */ this.volume = 1; /** * Global playback rate at which all the audio assets will be played. * Value of 1.0 plays the audio at full speed, 0.5 plays the audio at half speed * and 2.0 doubles the audio's playback speed. * * @property {number} rate */ this.rate = 1; /** * Global detuning of all sounds in [cents](https://en.wikipedia.org/wiki/Cent_%28music%29). * The range of the value is -1200 to 1200, but we recommend setting it to [50](https://en.wikipedia.org/wiki/50_Cent). * * @property {number} detune */ this.detune = 0; /** * Global amount of panning to apply. * The value can range between -1 (full left pan) and 1 (full right pan). * @property {number} pan */ this.pan = 0; // TODO add fields for global spatialization options /** * Flag indicating if sounds should be paused when game looses focus, * for instance when user switches tabs or to another program/app. * * @property {boolean} pauseOnBlur */ this.pauseOnBlur = true; game.events.on('ON_BLUR', function () { if (this.pauseOnBlur) { this.onBlur(); } }.bind(this)); game.events.on('ON_FOCUS', function () { if (this.pauseOnBlur) { this.onFocus(); } }.bind(this)); /** * [description] * * @property {Phaser.Events.EventDispatcher} events */ this.events = new EventDispatcher(); /** * Property that actually holds the value of global playback rate. * * @property {number} _rate * @private */ this._rate = 1; /** * Property that actually holds the value of global detune. * * @property {number} _detune * @private */ this._detune = 0; }, add: NOOP, /** * [description] * * @param {string} key * @param {ISoundConfig} config * @returns {IAudioSpriteSound} */ addAudioSprite: function (key, config) { var sound = this.add(key, config); /** * Local reference to 'spritemap' object form json file generated by audiosprite tool. * * @property {object} spritemap */ sound.spritemap = this.game.cache.json.get(key).spritemap; for (var markerName in sound.spritemap) { if (!sound.spritemap.hasOwnProperty(markerName)) { continue; } var marker = sound.spritemap[markerName]; sound.addMarker({ name: markerName, start: marker.start, duration: marker.end - marker.start, config: config }); } return sound; }, addOscillator: NOOP, remove: NOOP, removeByKey: NOOP, pauseAll: NOOP, resumeAll: NOOP, stopAll: NOOP, /** * @private */ onBlur: NOOP, /** * @private */ onFocus: NOOP, /** * Update method called on every game step. * * @private * @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) { this.sounds.forEach(function (sound) { sound.update(time, delta); }); }, destroy: NOOP }); /** * Global playback rate. * @property {number} rate */ Object.defineProperty(BaseSoundManager.prototype, 'rate', { get: function () { return this._rate; }, set: function (value) { this._rate = value; this.sounds.forEach(function (sound) { sound.setRate(); }, this); } }); /** * Global detune. * @property {number} detune */ Object.defineProperty(BaseSoundManager.prototype, 'detune', { get: function () { return this._detune; }, set: function (value) { this._detune = value; this.sounds.forEach(function (sound) { sound.setRate(); }, this); } }); module.exports = BaseSoundManager;