phaser/src/sound/SoundManagerCreator.js
2020-01-15 10:29:09 +00:00

46 lines
1.5 KiB
JavaScript

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