mirror of
https://github.com/photonstorm/phaser
synced 2024-12-18 09:03:29 +00:00
130 lines
3.3 KiB
JavaScript
130 lines
3.3 KiB
JavaScript
/**
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* @author Jeremy Dowell <jeremy@codevinsky.com>
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Audio Sprites are a combination of audio files and a JSON configuration.
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* The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite
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*
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* @class Phaser.AudioSprite
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* @constructor
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* @param {Phaser.Game} game - Reference to the current game instance.
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* @param {string} key - Asset key for the sound.
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*/
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Phaser.AudioSprite = function (game, key) {
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/**
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* A reference to the currently running Game.
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* @property {Phaser.Game} game
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*/
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this.game = game;
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/**
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* Asset key for the Audio Sprite.
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* @property {string} key
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*/
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this.key = key;
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/**
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* JSON audio atlas object.
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* @property {object} config
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*/
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this.config = this.game.cache.getJSON(key + '-audioatlas');
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/**
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* If a sound is set to auto play, this holds the marker key of it.
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* @property {string} autoplayKey
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*/
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this.autoplayKey = null;
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/**
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* Is a sound set to autoplay or not?
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* @property {boolean} autoplay
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* @default
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*/
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this.autoplay = false;
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/**
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* An object containing the Phaser.Sound objects for the Audio Sprite.
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* @property {object} sounds
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*/
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this.sounds = {};
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for (var k in this.config.spritemap)
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{
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var marker = this.config.spritemap[k];
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var sound = this.game.add.sound(this.key);
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sound.addMarker(k, marker.start, (marker.end - marker.start), null, marker.loop);
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this.sounds[k] = sound;
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}
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if (this.config.autoplay)
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{
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this.autoplayKey = this.config.autoplay;
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this.play(this.autoplayKey);
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this.autoplay = this.sounds[this.autoplayKey];
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}
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};
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Phaser.AudioSprite.prototype = {
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/**
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* Play a sound with the given name.
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*
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* @method Phaser.AudioSprite#play
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* @param {string} [marker] - The name of sound to play
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* @param {number} [volume=1] - Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified).
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* @return {Phaser.Sound} This sound instance.
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*/
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play: function (marker, volume) {
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if (volume === undefined) { volume = 1; }
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return this.sounds[marker].play(marker, null, volume);
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},
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/**
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* Stop a sound with the given name.
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*
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* @method Phaser.AudioSprite#stop
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* @param {string} [marker=''] - The name of sound to stop. If none is given it will stop all sounds in the audio sprite.
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*/
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stop: function (marker) {
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if (!marker)
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{
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for (var key in this.sounds)
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{
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this.sounds[key].stop();
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}
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}
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else
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{
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this.sounds[marker].stop();
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}
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},
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/**
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* Get a sound with the given name.
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*
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* @method Phaser.AudioSprite#get
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* @param {string} marker - The name of sound to get.
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* @return {Phaser.Sound} The sound instance.
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*/
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get: function(marker) {
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return this.sounds[marker];
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}
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};
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Phaser.AudioSprite.prototype.constructor = Phaser.AudioSprite;
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