phaser/wip/TS Source/sound/Sound.js
2013-09-13 16:24:01 +01:00

374 lines
16 KiB
JavaScript

/// <reference path="../_definitions.ts" />
/**
* Phaser - Sound
*
* A Sound file, used by the Game.SoundManager for playback.
*/
var Phaser;
(function (Phaser) {
var Sound = (function () {
/**
* Sound constructor
* @param [volume] {number} volume of this sound when playing.
* @param [loop] {bool} loop this sound when playing? (Default to false)
*/
function Sound(game, key, volume, loop) {
if (typeof volume === "undefined") { volume = 1; }
if (typeof loop === "undefined") { loop = false; }
/**
* Reference to AudioContext instance.
*/
this.context = null;
/**
* Decoded data buffer / Audio tag.
*/
this._buffer = null;
this._muted = false;
this.usingWebAudio = false;
this.usingAudioTag = false;
this.name = '';
this.autoplay = false;
this.totalDuration = 0;
this.startTime = 0;
this.currentTime = 0;
this.duration = 0;
this.stopTime = 0;
this.paused = false;
this.loop = false;
this.isPlaying = false;
this.currentMarker = '';
this.pendingPlayback = false;
this.override = false;
this.game = game;
this.usingWebAudio = this.game.sound.usingWebAudio;
this.usingAudioTag = this.game.sound.usingAudioTag;
this.key = key;
if(this.usingWebAudio) {
this.context = this.game.sound.context;
this.masterGainNode = this.game.sound.masterGain;
if(typeof this.context.createGain === 'undefined') {
this.gainNode = this.context.createGainNode();
} else {
this.gainNode = this.context.createGain();
}
this.gainNode.gain.value = volume * this.game.sound.volume;
this.gainNode.connect(this.masterGainNode);
} else {
if(this.game.cache.getSound(key) && this.game.cache.getSound(key).locked == false) {
this._sound = this.game.cache.getSoundData(key);
this.totalDuration = this._sound.duration;
} else {
this.game.cache.onSoundUnlock.add(this.soundHasUnlocked, this);
}
}
this._volume = volume;
this.loop = loop;
this.markers = {
};
this.onDecoded = new Phaser.Signal();
this.onPlay = new Phaser.Signal();
this.onPause = new Phaser.Signal();
this.onResume = new Phaser.Signal();
this.onLoop = new Phaser.Signal();
this.onStop = new Phaser.Signal();
this.onMute = new Phaser.Signal();
this.onMarkerComplete = new Phaser.Signal();
}
Sound.prototype.soundHasUnlocked = function (key) {
if(key == this.key) {
this._sound = this.game.cache.getSoundData(this.key);
this.totalDuration = this._sound.duration;
//console.log('sound has unlocked', this._sound);
}
};
Object.defineProperty(Sound.prototype, "isDecoding", {
get: function () {
return this.game.cache.getSound(this.key).isDecoding;
},
enumerable: true,
configurable: true
});
Object.defineProperty(Sound.prototype, "isDecoded", {
get: function () {
return this.game.cache.isSoundDecoded(this.key);
},
enumerable: true,
configurable: true
});
Sound.prototype.addMarker = function (name, start, stop, volume, loop) {
if (typeof volume === "undefined") { volume = 1; }
if (typeof loop === "undefined") { loop = false; }
this.markers[name] = {
name: name,
start: start,
stop: stop,
volume: volume,
duration: stop - start,
loop: loop
};
};
Sound.prototype.removeMarker = function (name) {
delete this.markers[name];
};
Sound.prototype.update = function () {
if(this.pendingPlayback && this.game.cache.isSoundReady(this.key)) {
this.pendingPlayback = false;
this.play(this._tempMarker, this._tempPosition, this._tempVolume, this._tempLoop);
}
if(this.isPlaying) {
this.currentTime = this.game.time.now - this.startTime;
if(this.currentTime >= this.duration) {
//console.log(this.currentMarker, 'has hit duration');
if(this.usingWebAudio) {
if(this.loop) {
//console.log('loop1');
// won't work with markers, needs to reset the position
this.onLoop.dispatch(this);
if(this.currentMarker == '') {
//console.log('loop2');
this.currentTime = 0;
this.startTime = this.game.time.now;
} else {
//console.log('loop3');
this.play(this.currentMarker, 0, this.volume, true, true);
}
} else {
//console.log('stopping, no loop for marker');
this.stop();
}
} else {
if(this.loop) {
this.onLoop.dispatch(this);
this.play(this.currentMarker, 0, this.volume, true, true);
} else {
this.stop();
}
}
}
}
};
Sound.prototype.play = /**
* Play this sound, or a marked section of it.
* @param marker {string} Assets key of the sound you want to play.
* @param [volume] {number} volume of the sound you want to play.
* @param [loop] {bool} loop when it finished playing? (Default to false)
* @return {Sound} The playing sound object.
*/
function (marker, position, volume, loop, forceRestart) {
if (typeof marker === "undefined") { marker = ''; }
if (typeof position === "undefined") { position = 0; }
if (typeof volume === "undefined") { volume = 1; }
if (typeof loop === "undefined") { loop = false; }
if (typeof forceRestart === "undefined") { forceRestart = false; }
//console.log('play', marker, 'current is', this.currentMarker);
if(this.isPlaying == true && forceRestart == false && this.override == false) {
// Use Restart instead
return;
}
if(this.isPlaying && this.override) {
//console.log('asked to play', marker, 'but already playing', this.currentMarker);
if(this.usingWebAudio) {
if(typeof this._sound.stop === 'undefined') {
this._sound.noteOff(0);
} else {
this._sound.stop(0);
}
} else if(this.usingAudioTag) {
this._sound.pause();
this._sound.currentTime = 0;
}
}
this.currentMarker = marker;
if(marker !== '' && this.markers[marker]) {
this.position = this.markers[marker].start;
this.volume = this.markers[marker].volume;
this.loop = this.markers[marker].loop;
this.duration = this.markers[marker].duration * 1000;
//console.log('marker info loaded', this.loop, this.duration);
this._tempMarker = marker;
this._tempPosition = this.position;
this._tempVolume = this.volume;
this._tempLoop = this.loop;
} else {
this.position = position;
this.volume = volume;
this.loop = loop;
this.duration = 0;
this._tempMarker = marker;
this._tempPosition = position;
this._tempVolume = volume;
this._tempLoop = loop;
}
if(this.usingWebAudio) {
// Does the sound need decoding?
if(this.game.cache.isSoundDecoded(this.key)) {
// Do we need to do this every time we play? How about just if the buffer is empty?
if(this._buffer == null) {
this._buffer = this.game.cache.getSoundData(this.key);
}
//if (this._sound == null)
//{
this._sound = this.context.createBufferSource();
this._sound.buffer = this._buffer;
this._sound.connect(this.gainNode);
this.totalDuration = this._sound.buffer.duration;
//}
if(this.duration == 0) {
this.duration = this.totalDuration * 1000;
}
if(this.loop && marker == '') {
this._sound.loop = true;
}
// Useful to cache this somewhere perhaps?
if(typeof this._sound.start === 'undefined') {
this._sound.noteGrainOn(0, this.position, this.duration / 1000);
//this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
} else {
this._sound.start(0, this.position, this.duration / 1000);
}
this.isPlaying = true;
this.startTime = this.game.time.now;
this.currentTime = 0;
this.stopTime = this.startTime + this.duration;
this.onPlay.dispatch(this);
//console.log('playing, start', this.startTime, 'stop');
} else {
this.pendingPlayback = true;
if(this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).isDecoding == false) {
this.game.sound.decode(this.key, this);
}
}
} else {
//console.log('Sound play Audio');
if(this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked) {
//console.log('tried playing locked sound, pending set, reload started');
this.game.cache.reloadSound(this.key);
this.pendingPlayback = true;
} else {
//console.log('sound not locked, state?', this._sound.readyState);
if(this._sound && this._sound.readyState == 4) {
if(this.duration == 0) {
this.duration = this.totalDuration * 1000;
}
//console.log('playing', this._sound);
this._sound.currentTime = this.position;
this._sound.muted = this._muted;
if(this._muted) {
this._sound.volume = 0;
} else {
this._sound.volume = this._volume;
}
this._sound.play();
this.isPlaying = true;
this.startTime = this.game.time.now;
this.currentTime = 0;
this.stopTime = this.startTime + this.duration;
this.onPlay.dispatch(this);
} else {
this.pendingPlayback = true;
}
}
}
};
Sound.prototype.restart = function (marker, position, volume, loop) {
if (typeof marker === "undefined") { marker = ''; }
if (typeof position === "undefined") { position = 0; }
if (typeof volume === "undefined") { volume = 1; }
if (typeof loop === "undefined") { loop = false; }
this.play(marker, position, volume, loop, true);
};
Sound.prototype.pause = function () {
if(this.isPlaying && this._sound) {
this.stop();
this.isPlaying = false;
this.paused = true;
this.onPause.dispatch(this);
}
};
Sound.prototype.resume = function () {
if(this.paused && this._sound) {
if(this.usingWebAudio) {
if(typeof this._sound.start === 'undefined') {
this._sound.noteGrainOn(0, this.position, this.duration);
//this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
} else {
this._sound.start(0, this.position, this.duration);
}
} else {
this._sound.play();
}
this.isPlaying = true;
this.paused = false;
this.onResume.dispatch(this);
}
};
Sound.prototype.stop = /**
* Stop playing this sound.
*/
function () {
if(this.isPlaying && this._sound) {
if(this.usingWebAudio) {
if(typeof this._sound.stop === 'undefined') {
this._sound.noteOff(0);
} else {
this._sound.stop(0);
}
} else if(this.usingAudioTag) {
this._sound.pause();
this._sound.currentTime = 0;
}
}
this.isPlaying = false;
var prevMarker = this.currentMarker;
this.currentMarker = '';
this.onStop.dispatch(this, prevMarker);
};
Object.defineProperty(Sound.prototype, "mute", {
get: /**
* Mute sounds.
*/
function () {
return this._muted;
},
set: function (value) {
if(value) {
this._muted = true;
if(this.usingWebAudio) {
this._muteVolume = this.gainNode.gain.value;
this.gainNode.gain.value = 0;
} else if(this.usingAudioTag && this._sound) {
this._muteVolume = this._sound.volume;
this._sound.volume = 0;
}
} else {
this._muted = false;
if(this.usingWebAudio) {
this.gainNode.gain.value = this._muteVolume;
} else if(this.usingAudioTag && this._sound) {
this._sound.volume = this._muteVolume;
}
}
this.onMute.dispatch(this);
},
enumerable: true,
configurable: true
});
Object.defineProperty(Sound.prototype, "volume", {
get: function () {
return this._volume;
},
set: function (value) {
this._volume = value;
if(this.usingWebAudio) {
this.gainNode.gain.value = value;
} else if(this.usingAudioTag && this._sound) {
this._sound.volume = value;
}
},
enumerable: true,
configurable: true
});
return Sound;
})();
Phaser.Sound = Sound;
})(Phaser || (Phaser = {}));