/// /// /** * Phaser - SoundManager * */ module Phaser { export class SoundManager { /** * SoundManager constructor * Create a new SoundManager. */ constructor(game: Game) { this.game = game; this._volume = 1; this._muted = false; this._sounds = []; if (this.game.device.iOS && this.game.device.webAudio == false) { this.channels = 1; } if (this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock)) { //console.log('iOS Touch Locked'); this.game.input.touch.callbackContext = this; this.game.input.touch.touchStartCallback = this.unlock; this.game.input.mouse.callbackContext = this; this.game.input.mouse.mouseDownCallback = this.unlock; this.touchLocked = true; } else { // What about iOS5? this.touchLocked = false; } if (window['PhaserGlobal']) { // Check to see if all audio playback is disabled (i.e. handled by a 3rd party class) if (window['PhaserGlobal'].disableAudio == true) { this.usingWebAudio = false; this.noAudio = true; return; } // Check if the Web Audio API is disabled (for testing Audio Tag playback during development) if (window['PhaserGlobal'].disableWebAudio == true) { this.usingWebAudio = false; this.usingAudioTag = true; this.noAudio = false; return; } } this.usingWebAudio = true; this.noAudio = false; if (!!window['AudioContext']) { this.context = new window['AudioContext'](); } else if (!!window['webkitAudioContext']) { this.context = new window['webkitAudioContext'](); } else if (!!window['Audio']) { this.usingWebAudio = false; this.usingAudioTag = true; } else { this.usingWebAudio = false; this.noAudio = true; } if (this.context !== null) { if (typeof this.context.createGain === 'undefined') { this.masterGain = this.context.createGainNode(); } else { this.masterGain = this.context.createGain(); } this.masterGain.gain.value = 1; this.masterGain.connect(this.context.destination); } } public usingWebAudio: boolean = false; public usingAudioTag: boolean = false; public noAudio: boolean = false; /** * Local reference to the current Phaser.Game. */ public game: Game; /** * Reference to AudioContext instance. */ public context = null; /** * The Master Gain node through which all sounds */ public masterGain; /** * Volume of sounds. * @type {number} */ private _volume: number; private _sounds: Phaser.Sound[]; private _muteVolume: number; private _muted: boolean = false; public channels: number; public touchLocked: boolean = false; private _unlockSource = null; public unlock() { if (this.touchLocked == false) { return; } //console.log('SoundManager touch unlocked'); if (this.game.device.webAudio && (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio == false)) { //console.log('create empty buffer'); // Create empty buffer and play it var buffer = this.context.createBuffer(1, 1, 22050); this._unlockSource = this.context.createBufferSource(); this._unlockSource.buffer = buffer; this._unlockSource.connect(this.context.destination); this._unlockSource.noteOn(0); } else { // Create an Audio tag? //console.log('create audio tag'); this.touchLocked = false; this._unlockSource = null; this.game.input.touch.callbackContext = null; this.game.input.touch.touchStartCallback = null; this.game.input.mouse.callbackContext = null; this.game.input.mouse.mouseDownCallback = null; } } /** * A global audio mute toggle. */ public get mute():boolean { return this._muted; } public set mute(value: boolean) { console.log('SoundManager mute', value); if (value) { if (this._muted) { return; } this._muted = true; if (this.usingWebAudio) { this._muteVolume = this.masterGain.gain.value; this.masterGain.gain.value = 0; } // Loop through sounds for (var i = 0; i < this._sounds.length; i++) { if (this._sounds[i].usingAudioTag) { this._sounds[i].mute = true; } } } else { if (this._muted == false) { return; } this._muted = false; if (this.usingWebAudio) { this.masterGain.gain.value = this._muteVolume; } // Loop through sounds for (var i = 0; i < this._sounds.length; i++) { if (this._sounds[i].usingAudioTag) { this._sounds[i].mute = false; } } } } /** * The global audio volume. A value between 0 (silence) and 1 (full volume) */ public set volume(value: number) { value = this.game.math.clamp(value, 1, 0); this._volume = value; if (this.usingWebAudio) { this.masterGain.gain.value = value; } // Loop through the sound cache and change the volume of all html audio tags for (var i = 0; i < this._sounds.length; i++) { if (this._sounds[i].usingAudioTag) { this._sounds[i].volume = this._sounds[i].volume * value; } } } public get volume(): number { if (this.usingWebAudio) { return this.masterGain.gain.value; } else { return this._volume; } } public stopAll() { for (var i = 0; i < this._sounds.length; i++) { if (this._sounds[i]) { this._sounds[i].stop(); } } } public pauseAll() { for (var i = 0; i < this._sounds.length; i++) { if (this._sounds[i]) { this._sounds[i].pause(); } } } public resumeAll() { for (var i = 0; i < this._sounds.length; i++) { if (this._sounds[i]) { this._sounds[i].resume(); } } } /** * Decode a sound with its assets key. * @param key {string} Assets key of the sound to be decoded. * @param [sound] {Sound} its bufer will be set to decoded data. */ public decode(key: string, sound: Sound = null) { var soundData = this.game.cache.getSoundData(key); if (soundData) { if (this.game.cache.isSoundDecoded(key) === false) { this.game.cache.updateSound(key, 'isDecoding', true); var that = this; this.context.decodeAudioData(soundData, function (buffer) { that.game.cache.decodedSound(key, buffer); if (sound) { that.onSoundDecode.dispatch(sound); } }); } } } public onSoundDecode: Phaser.Signal = new Phaser.Signal; public update() { if (this.touchLocked) { if (this.game.device.webAudio && this._unlockSource !== null) { if ((this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE)) { this.touchLocked = false; this._unlockSource = null; this.game.input.touch.callbackContext = null; this.game.input.touch.touchStartCallback = null; } } } for (var i = 0; i < this._sounds.length; i++) { this._sounds[i].update(); } } public add(key: string, volume: number = 1, loop: boolean = false): Sound { var sound: Phaser.Sound = new Sound(this.game, key, volume, loop); this._sounds.push(sound); return sound; } } }