phaser/Phaser/sound/Sound.ts
2013-08-08 19:16:47 +01:00

553 lines
No EOL
17 KiB
TypeScript

/// <reference path="../_definitions.ts" />
/**
* Phaser - Sound
*
* A Sound file, used by the Game.SoundManager for playback.
*/
module Phaser {
export class Sound {
/**
* Sound constructor
* @param [volume] {number} volume of this sound when playing.
* @param [loop] {boolean} loop this sound when playing? (Default to false)
*/
constructor(game: Phaser.Game, key: string, volume: number = 1, loop: boolean = 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;
}
private soundHasUnlocked(key: string) {
if (key == this.key)
{
this._sound = this.game.cache.getSoundData(this.key);
this.totalDuration = this._sound.duration;
//console.log('sound has unlocked', this._sound);
}
}
/**
* Local reference to the current Phaser.Game.
*/
public game: Phaser.Game;
/**
* Reference to AudioContext instance.
*/
public context = null;
/**
* Reference to gain node of SoundManager.
*/
public masterGainNode;
/**
* GainNode of this sound.
*/
public gainNode;
/**
* Decoded data buffer / Audio tag.
*/
private _buffer = null;
/**
* Volume of this sound.
*/
private _volume: number;
/**
* The real sound object (buffer source).
*/
private _sound;
private _muteVolume: number;
private _muted: boolean = false;
private _tempPosition: number;
private _tempVolume: number;
private _tempLoop: boolean;
private _tempMarker: string;
public usingWebAudio: boolean = false;
public usingAudioTag: boolean = false;
public name: string = '';
autoplay: boolean = false;
totalDuration: number = 0;
startTime: number = 0;
currentTime: number = 0;
duration: number = 0;
stopTime: number = 0;
position: number;
paused: boolean = false;
loop: boolean = false;
isPlaying: boolean = false;
key: string;
markers;
currentMarker: string = '';
// events
public onDecoded: Phaser.Signal;
public onPlay: Phaser.Signal;
public onPause: Phaser.Signal;
public onResume: Phaser.Signal;
public onLoop: Phaser.Signal;
public onStop: Phaser.Signal;
public onMute: Phaser.Signal;
public onMarkerComplete: Phaser.Signal;
public pendingPlayback: boolean = false;
public get isDecoding(): boolean {
return this.game.cache.getSound(this.key).isDecoding;
}
public get isDecoded(): boolean {
return this.game.cache.isSoundDecoded(this.key);
}
public addMarker(name: string, start: number, stop: number, volume: number = 1, loop: boolean = false) {
this.markers[name] = { name: name, start: start, stop: stop, volume: volume, duration: stop - start, loop: loop };
}
public removeMarker(name: string) {
delete this.markers[name];
}
public update() {
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();
}
}
}
}
}
public override: boolean = false;
/**
* 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] {boolean} loop when it finished playing? (Default to false)
* @return {Sound} The playing sound object.
*/
public play(marker: string = '', position: number = 0, volume: number = 1, loop: boolean = false, forceRestart: boolean = 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;
}
}
}
}
public restart(marker: string = '', position: number = 0, volume: number = 1, loop: boolean = false) {
this.play(marker, position, volume, loop, true);
}
public pause() {
if (this.isPlaying && this._sound)
{
this.stop();
this.isPlaying = false;
this.paused = true;
this.onPause.dispatch(this);
}
}
public resume() {
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);
}
}
/**
* Stop playing this sound.
*/
public stop() {
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: string = this.currentMarker;
this.currentMarker = '';
this.onStop.dispatch(this, prevMarker);
}
/**
* Mute sounds.
*/
public get mute(): boolean {
return this._muted;
}
public set mute(value: boolean) {
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);
}
public set volume(value: number) {
this._volume = value;
if (this.usingWebAudio)
{
this.gainNode.gain.value = value;
}
else if (this.usingAudioTag && this._sound)
{
this._sound.volume = value;
}
}
public get volume(): number {
return this._volume;
}
}
}