phaser/v3/src/sound/webaudio/WebAudioSound.js
2018-01-07 22:36:57 +01:00

520 lines
17 KiB
JavaScript

var Class = require('../../utils/Class');
var BaseSound = require('../BaseSound');
var SoundEvent = require('../SoundEvent');
var SoundValueEvent = require('../SoundValueEvent');
/*!
* @author Pavle Goloskokovic <pgoloskokovic@gmail.com> (http://prunegames.com)
*/
var WebAudioSound = new Class({
Extends: BaseSound,
/**
* @class Phaser.Sound.WebAudioSound
* @constructor
* @param {Phaser.Sound.WebAudioSoundManager} manager - Reference to the current sound manager instance.
* @param {string} key - Asset key for the sound.
* @param {ISoundConfig} [config={}] - An optional config object containing default sound settings.
*/
initialize: function WebAudioSound(manager, key, config) {
if (config === void 0) { config = {}; }
/**
* Audio buffer containing decoded data of the audio asset to be played.
*
* @private
* @property {AudioBuffer} audioBuffer
*/
this.audioBuffer = manager.game.cache.audio.get(key);
if (!this.audioBuffer) {
console.error('No audio loaded in cache with key: \'' + key + '\'!');
return;
}
/**
* A reference to an audio source node used for playing back audio from
* audio data stored in an Phaser.Sound.WebAudioSound#audioBuffer.
*
* @private
* @property {AudioBufferSourceNode} source
* @default null
*/
this.source = null;
/**
* A reference to a second audio source used for gapless looped playback.
*
* @private
* @property {AudioBufferSourceNode} loopSource
* @default null
*/
this.loopSource = null;
/**
* Gain node responsible for controlling this sound's muting.
*
* @private
* @property {GainNode} muteNode
*/
this.muteNode = manager.context.createGain();
/**
* Gain node responsible for controlling this sound's volume.
*
* @private
* @property {GainNode} volumeNode
*/
this.volumeNode = manager.context.createGain();
/**
* The time at which the sound should have started playback from the beginning.
* Based on BaseAudioContext.currentTime value.
*
* @private
* @property {number} playTime
* @default 0
*/
this.playTime = 0;
/**
* The time at which the sound source should have actually started playback.
* Based on BaseAudioContext.currentTime value.
*
* @private
* @property {number} startTime
* @default 0
*/
this.startTime = 0;
/**
* The time at which the sound loop source should actually start playback.
* Based on BaseAudioContext.currentTime value.
*
* @private
* @property {number} loopTime
* @default 0
*/
this.loopTime = 0;
/**
* An array where we keep track of all rate updates during playback.
*
* @private
* @property {{ time: number, rate: number }[]} rateUpdates
* @default []
*/
this.rateUpdates = [];
/**
* Used for keeping track when sound source playback has ended
* so its state can be updated accordingly.
*
* @private
* @property {boolean} hasEnded
* @default false
*/
this.hasEnded = false;
/**
* Used for keeping track when sound source has looped
* so its state can be updated accordingly.
*
* @private
* @property {boolean} hasLooped
* @default false
*/
this.hasLooped = false;
this.muteNode.connect(this.volumeNode);
this.volumeNode.connect(manager.destination);
this.duration = this.audioBuffer.duration;
this.totalDuration = this.audioBuffer.duration;
BaseSound.call(this, manager, key, config);
},
/**
* Play this sound, or a marked section of it.
* It always plays the sound from the start. If you want to start playback from a specific time
* you can set 'seek' setting of the config object, provided to this call, to that value.
*
* @method Phaser.Sound.WebAudioSound#play
* @param {string} [markerName=''] - If you want to play a marker then provide the marker name here, otherwise omit it to play the full sound.
* @param {ISoundConfig} [config] - Optional sound config object to be applied to this marker or entire sound if no marker name is provided. It gets memorized for future plays of current section of the sound.
* @returns {Phaser.Sound.WebAudioSound | null} This sound instance or 'null' if an error occurred.
*/
play: function (markerName, config) {
if (!BaseSound.prototype.play.call(this, markerName, config)) {
return null;
}
// \/\/\/ isPlaying = true, isPaused = false \/\/\/
this.stopAndRemoveBufferSource();
this.createAndStartBufferSource();
this.events.dispatch(new SoundEvent(this, 'SOUND_PLAY'));
return this;
},
/**
* Pauses the sound.
*
* @method Phaser.Sound.WebAudioSound#pause
* @returns {boolean} Whether the sound was paused successfully.
*/
pause: function () {
if (this.manager.context.currentTime < this.startTime) {
return false;
}
if (!BaseSound.prototype.pause.call(this)) {
return false;
}
// \/\/\/ isPlaying = false, isPaused = true \/\/\/
this.currentConfig.seek = this.getCurrentTime(); // Equivalent to setting paused time
this.stopAndRemoveBufferSource();
this.events.dispatch(new SoundEvent(this, 'SOUND_PAUSE'));
return true;
},
/**
* Resumes the sound.
*
* @method Phaser.Sound.WebAudioSound#resume
* @returns {boolean} Whether the sound was resumed successfully.
*/
resume: function () {
if (this.manager.context.currentTime < this.startTime) {
return false;
}
if (!BaseSound.prototype.resume.call(this)) {
return false;
}
// \/\/\/ isPlaying = true, isPaused = false \/\/\/
this.createAndStartBufferSource();
this.events.dispatch(new SoundEvent(this, 'SOUND_RESUME'));
return true;
},
/**
* Stop playing this sound.
*
* @method Phaser.Sound.WebAudioSound#stop
* @returns {boolean} Whether the sound was stopped successfully.
*/
stop: function () {
if (!BaseSound.prototype.stop.call(this)) {
return false;
}
// \/\/\/ isPlaying = false, isPaused = false \/\/\/
this.stopAndRemoveBufferSource();
this.events.dispatch(new SoundEvent(this, 'SOUND_STOP'));
return true;
},
/**
* Used internally to do what the name says.
*
* @private
* @method Phaser.Sound.WebAudioSound#createAndStartBufferSource
*/
createAndStartBufferSource: function () {
var seek = this.currentConfig.seek;
var delay = this.currentConfig.delay;
var when = this.manager.context.currentTime + delay;
var offset = (this.currentMarker ? this.currentMarker.start : 0) + seek;
var duration = this.duration - seek;
this.playTime = when - seek;
this.startTime = when;
this.source = this.createBufferSource();
this.applyConfig();
this.source.start(Math.max(0, when), Math.max(0, offset), Math.max(0, duration));
this.resetConfig();
},
/**
* Used internally to do what the name says.
*
* @private
* @method Phaser.Sound.WebAudioSound#createAndStartLoopBufferSource
*/
createAndStartLoopBufferSource: function () {
var when = this.getLoopTime();
var offset = this.currentMarker ? this.currentMarker.start : 0;
var duration = this.duration;
this.loopTime = when;
this.loopSource = this.createBufferSource();
this.loopSource.playbackRate.setValueAtTime(this.totalRate, 0);
this.loopSource.start(Math.max(0, when), Math.max(0, offset), Math.max(0, duration));
},
/**
* Used internally to do what the name says.
*
* @private
* @method Phaser.Sound.WebAudioSound#createBufferSource
*/
createBufferSource: function () {
var _this = this;
var source = this.manager.context.createBufferSource();
source.buffer = this.audioBuffer;
source.connect(this.muteNode);
source.onended = function (ev) {
if (ev.target === _this.source) {
// sound ended
if (_this.currentConfig.loop) {
_this.hasLooped = true;
}
else {
_this.hasEnded = true;
}
}
// else was stopped
};
return source;
},
/**
* Used internally to do what the name says.
*
* @private
* @method Phaser.Sound.WebAudioSound#stopAndRemoveBufferSource
*/
stopAndRemoveBufferSource: function () {
if (this.source) {
this.source.stop();
this.source.disconnect();
this.source = null;
}
this.playTime = 0;
this.startTime = 0;
this.stopAndRemoveLoopBufferSource();
},
/**
* Used internally to do what the name says.
*
* @private
* @method Phaser.Sound.WebAudioSound#stopAndRemoveLoopBufferSource
*/
stopAndRemoveLoopBufferSource: function () {
if (this.loopSource) {
this.loopSource.stop();
this.loopSource.disconnect();
this.loopSource = null;
}
this.loopTime = 0;
},
/**
* @protected
* @method Phaser.Sound.WebAudioSound#applyConfig
*/
applyConfig: function () {
this.rateUpdates.length = 0;
this.rateUpdates.push({
time: 0,
rate: 1
});
BaseSound.prototype.applyConfig.call(this);
},
/**
* Update method called automatically by sound manager on every game step.
*
* @protected
* @method Phaser.Sound.WebAudioSound#update
* @param {number} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
* @param {number} delta - The delta time elapsed since the last frame.
*/
update: function (time, delta) {
if (this.hasEnded) {
this.hasEnded = false;
BaseSound.prototype.stop.call(this);
this.stopAndRemoveBufferSource();
this.events.dispatch(new SoundEvent(this, 'SOUND_ENDED'));
}
else if (this.hasLooped) {
this.hasLooped = false;
this.source = this.loopSource;
this.loopSource = null;
this.playTime = this.startTime = this.loopTime;
this.rateUpdates.length = 0;
this.rateUpdates.push({
time: 0,
rate: this.totalRate
});
this.createAndStartLoopBufferSource();
this.events.dispatch(new SoundEvent(this, 'SOUND_LOOP'));
}
},
/**
* Calls Phaser.Sound.BaseSound#destroy method
* and cleans up all Web Audio API related stuff.
*
* @method Phaser.Sound.WebAudioSound#destroy
*/
destroy: function () {
BaseSound.prototype.destroy.call(this);
this.audioBuffer = null;
this.stopAndRemoveBufferSource();
this.muteNode.disconnect();
this.muteNode = null;
this.volumeNode.disconnect();
this.volumeNode = null;
this.rateUpdates = null;
},
/**
* Method used internally to calculate total playback rate of the sound.
*
* @protected
* @method Phaser.Sound.WebAudioSound#setRate
*/
setRate: function () {
BaseSound.prototype.setRate.call(this);
var now = this.manager.context.currentTime;
if (this.source) {
this.source.playbackRate.setValueAtTime(this.totalRate, now);
}
if (this.isPlaying) {
this.rateUpdates.push({
time: Math.max(this.startTime, now) - this.playTime,
rate: this.totalRate
});
if (this.loopSource) {
this.stopAndRemoveLoopBufferSource();
this.createAndStartLoopBufferSource();
}
}
},
/**
* Method used internally for calculating current playback time of a playing sound.
*
* @private
* @method Phaser.Sound.WebAudioSound#getCurrentTime
*/
getCurrentTime: function () {
var currentTime = 0;
for (var i = 0; i < this.rateUpdates.length; i++) {
var nextTime = void 0;
if (i < this.rateUpdates.length - 1) {
nextTime = this.rateUpdates[i + 1].time;
}
else {
nextTime = this.manager.context.currentTime - this.playTime;
}
currentTime += (nextTime - this.rateUpdates[i].time) * this.rateUpdates[i].rate;
}
return currentTime;
},
/**
* Method used internally for calculating the time
* at witch the loop source should start playing.
*
* @private
* @method Phaser.Sound.WebAudioSound#getLoopTime
*/
getLoopTime: function () {
var lastRateUpdateCurrentTime = 0;
for (var i = 0; i < this.rateUpdates.length - 1; i++) {
lastRateUpdateCurrentTime +=
(this.rateUpdates[i + 1].time - this.rateUpdates[i].time) * this.rateUpdates[i].rate;
}
var lastRateUpdate = this.rateUpdates[this.rateUpdates.length - 1];
return this.playTime + lastRateUpdate.time
+ (this.duration - lastRateUpdateCurrentTime) / lastRateUpdate.rate;
}
});
/**
* Mute setting.
*
* @name Phaser.Sound.WebAudioSound#mute
* @property {boolean} mute
*/
Object.defineProperty(WebAudioSound.prototype, 'mute', {
get: function () {
return this.muteNode.gain.value === 0;
},
set: function (value) {
this.currentConfig.mute = value;
this.muteNode.gain.setValueAtTime(value ? 0 : 1, 0);
this.events.dispatch(new SoundValueEvent(this, 'SOUND_MUTE', value));
}
});
/**
* Volume setting.
*
* @name Phaser.Sound.WebAudioSound#volume
* @property {number} volume
*/
Object.defineProperty(WebAudioSound.prototype, 'volume', {
get: function () {
return this.volumeNode.gain.value;
},
set: function (value) {
this.currentConfig.volume = value;
this.volumeNode.gain.setValueAtTime(value, 0);
this.events.dispatch(new SoundValueEvent(this, 'SOUND_VOLUME', value));
}
});
/**
* Playback rate.
*
* @name Phaser.Sound.WebAudioSound#rate
* @property {number} rate
*/
Object.defineProperty(WebAudioSound.prototype, 'rate', {
get: function () {
return this.currentConfig.rate;
},
set: function (value) {
this.currentConfig.rate = value;
this.setRate();
this.events.dispatch(new SoundValueEvent(this, 'SOUND_RATE', value));
}
});
/**
* Detuning of sound.
*
* @name Phaser.Sound.WebAudioSound#detune
* @property {number} detune
*/
Object.defineProperty(WebAudioSound.prototype, 'detune', {
get: function () {
return this.currentConfig.detune;
},
set: function (value) {
this.currentConfig.detune = value;
this.setRate();
this.events.dispatch(new SoundValueEvent(this, 'SOUND_DETUNE', value));
}
});
/**
* Current position of playing sound.
*
* @name Phaser.Sound.WebAudioSound#seek
* @property {number} seek
*/
Object.defineProperty(WebAudioSound.prototype, 'seek', {
get: function () {
if (this.isPlaying) {
if (this.manager.context.currentTime < this.startTime) {
return this.startTime - this.playTime;
}
return this.getCurrentTime();
}
else if (this.isPaused) {
return this.currentConfig.seek;
}
else {
return 0;
}
},
set: function (value) {
if (this.manager.context.currentTime < this.startTime) {
return;
}
if (this.isPlaying || this.isPaused) {
value = Math.min(Math.max(0, value), this.duration);
this.currentConfig.seek = value;
this.events.dispatch(new SoundValueEvent(this, 'SOUND_SEEK', value));
}
if (this.isPlaying) {
this.stopAndRemoveBufferSource();
this.createAndStartBufferSource();
}
}
});
/**
* Property indicating whether or not
* the sound or current sound marker will loop.
*
* @name Phaser.Sound.WebAudioSound#loop
* @property {boolean} loop
*/
Object.defineProperty(WebAudioSound.prototype, 'loop', {
get: function () {
return this.currentConfig.loop;
},
set: function (value) {
this.currentConfig.loop = value;
if (this.isPlaying) {
this.stopAndRemoveLoopBufferSource();
if (value) {
this.createAndStartLoopBufferSource();
}
}
}
});
module.exports = WebAudioSound;