/// /// /** * Phaser - SoundManager * * This is an embroyonic web audio sound management class. There is a lot of work still to do here. */ module Phaser { export class SoundManager { constructor(game: Game) { this._game = game; if (game.device.webaudio == true) { if (!!window['AudioContext']) { this._context = new window['AudioContext'](); } else if (!!window['webkitAudioContext']) { this._context = new window['webkitAudioContext'](); } if (this._context !== null) { this._gainNode = this._context.createGainNode(); this._gainNode.connect(this._context.destination); this._volume = 1; } } } private _game: Game; private _context = null; private _gainNode; private _volume: number; public mute() { this._gainNode.gain.value = 0; } public unmute() { this._gainNode.gain.value = this._volume; } public set volume(value: number) { this._volume = value; this._gainNode.gain.value = this._volume; } public get volume(): number { return this._volume; } public decode(key: string, callback = null, sound?: Sound = null) { var soundData = this._game.cache.getSound(key); if (soundData) { if (this._game.cache.isSoundDecoded(key) === false) { var that = this; this._context.decodeAudioData(soundData, function (buffer) { that._game.cache.decodedSound(key, buffer); if (sound) { sound.setDecodedBuffer(buffer); } callback(); }); } } } public play(key: string, volume?: number = 1, loop?: bool = false): Sound { if (this._context === null) { return; } var soundData = this._game.cache.getSound(key); if (soundData) { // Does the sound need decoding? if (this._game.cache.isSoundDecoded(key) === true) { return new Sound(this._context, this._gainNode, soundData, volume, loop); } else { var tempSound: Sound = new Sound(this._context, this._gainNode, null, volume, loop); // this is an async process, so we can return the Sound object anyway, it just won't be playing yet this.decode(key, () => this.play(key), tempSound); return tempSound; } } } } }