var Class = require('../../utils/Class'); var BaseSoundManager = require('../BaseSoundManager'); var HTML5AudioSound = require('./HTML5AudioSound'); var HTML5AudioSoundManager = new Class({ Extends: BaseSoundManager, initialize: function HTML5AudioSoundManager(game) { /** * An array for keeping track of all the sounds * that were paused when game lost focus. * * @private * @property {Phaser.Sound.HTML5AudioSound[]} onBlurPausedSounds * @default [] */ this.onBlurPausedSounds = []; this._mute = false; this._volume = 1; BaseSoundManager.call(this, game); }, add: function (key, config) { var sound = new HTML5AudioSound(this, key, config); this.sounds.push(sound); return sound; }, onBlur: function () { this.forEachActiveSound(function (sound) { if (sound.isPlaying) { this.onBlurPausedSounds.push(sound); sound.pause(); } }); }, onFocus: function () { this.onBlurPausedSounds.forEach(function (sound) { sound.resume(); }); this.onBlurPausedSounds.length = 0; }, destroy: function () { BaseSoundManager.prototype.destroy.call(this); this.onBlurPausedSounds.length = 0; this.onBlurPausedSounds = null; } }); Object.defineProperty(HTML5AudioSoundManager.prototype, 'mute', { get: function () { return this._mute; }, set: function (value) { this._mute = value; this.forEachActiveSound(function (sound) { sound.setMute(); }); } }); Object.defineProperty(HTML5AudioSoundManager.prototype, 'volume', { get: function () { return this._volume; }, set: function (value) { this._volume = value; this.forEachActiveSound(function (sound) { sound.setVolume(); }); } }); module.exports = HTML5AudioSoundManager;