mirror of
https://github.com/photonstorm/phaser
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46 lines
1.5 KiB
JavaScript
46 lines
1.5 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @author Pavle Goloskokovic <pgoloskokovic@gmail.com> (http://prunegames.com)
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var HTML5AudioSoundManager = require('./html5/HTML5AudioSoundManager');
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var NoAudioSoundManager = require('./noaudio/NoAudioSoundManager');
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var WebAudioSoundManager = require('./webaudio/WebAudioSoundManager');
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/**
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* Creates a Web Audio, HTML5 Audio or No Audio Sound Manager based on config and device settings.
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*
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* Be aware of https://developers.google.com/web/updates/2017/09/autoplay-policy-changes
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*
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* @function Phaser.Sound.SoundManagerCreator
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* @since 3.0.0
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*
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* @param {Phaser.Game} game - Reference to the current game instance.
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*
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* @return {(Phaser.Sound.HTML5AudioSoundManager|Phaser.Sound.WebAudioSoundManager|Phaser.Sound.NoAudioSoundManager)} The Sound Manager instance that was created.
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*/
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var SoundManagerCreator = {
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create: function (game)
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{
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var audioConfig = game.config.audio;
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var deviceAudio = game.device.audio;
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if ((audioConfig && audioConfig.noAudio) || (!deviceAudio.webAudio && !deviceAudio.audioData))
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{
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return new NoAudioSoundManager(game);
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}
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if (deviceAudio.webAudio && !(audioConfig && audioConfig.disableWebAudio))
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{
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return new WebAudioSoundManager(game);
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}
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return new HTML5AudioSoundManager(game);
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}
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};
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module.exports = SoundManagerCreator;
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