///
/**
* 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 = {}));