/// /** * Phaser - SoundManager * */ var Phaser; (function (Phaser) { var SoundManager = (function () { /** * SoundManager constructor * Create a new SoundManager. */ function SoundManager(game) { this.usingWebAudio = false; this.usingAudioTag = false; this.noAudio = false; /** * Reference to AudioContext instance. */ this.context = null; this._muted = false; this.touchLocked = false; this._unlockSource = null; this.onSoundDecode = new Phaser.Signal(); 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)) { 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); } } SoundManager.prototype.unlock = function () { if(this.touchLocked == false) { return; } //console.log('SoundManager touch unlocked'); if(this.game.device.webAudio && (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio == false)) { // 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? 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; } }; Object.defineProperty(SoundManager.prototype, "mute", { get: /** * A global audio mute toggle. */ function () { return this._muted; }, set: function (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; } } } }, enumerable: true, configurable: true }); Object.defineProperty(SoundManager.prototype, "volume", { get: function () { if(this.usingWebAudio) { return this.masterGain.gain.value; } else { return this._volume; } }, set: /** * The global audio volume. A value between 0 (silence) and 1 (full volume) */ function (value) { 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; } } }, enumerable: true, configurable: true }); SoundManager.prototype.stopAll = function () { for(var i = 0; i < this._sounds.length; i++) { if(this._sounds[i]) { this._sounds[i].stop(); } } }; SoundManager.prototype.pauseAll = function () { for(var i = 0; i < this._sounds.length; i++) { if(this._sounds[i]) { this._sounds[i].pause(); } } }; SoundManager.prototype.resumeAll = function () { for(var i = 0; i < this._sounds.length; i++) { if(this._sounds[i]) { this._sounds[i].resume(); } } }; SoundManager.prototype.decode = /** * 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. */ function (key, sound) { if (typeof sound === "undefined") { 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); } }); } } }; SoundManager.prototype.update = function () { 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(); } }; SoundManager.prototype.add = function (key, volume, loop) { if (typeof volume === "undefined") { volume = 1; } if (typeof loop === "undefined") { loop = false; } var sound = new Phaser.Sound(this.game, key, volume, loop); this._sounds.push(sound); return sound; }; return SoundManager; })(); Phaser.SoundManager = SoundManager; })(Phaser || (Phaser = {}));