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After defining tiles that collide on a Tilemap, you need to call Tilemap.generateCollisionData(layer) to populate the physics world with the data required. Debug.renderPhysicsBody updated to take camera location and body rotation into account. Body movement functions put back to velocity :) Updated to latest dev version of pixi and latest p2.js Updated docs
1003 lines
24 KiB
HTML
1003 lines
24 KiB
HTML
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<h1 class="page-title">Source: sound/SoundManager.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* Sound Manager constructor.
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* The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it.
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* Note: On Firefox 25+ on Linux if you have media.gstreamer disabled in about:config then it cannot play back mp3 or m4a files.
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*
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* @class Phaser.SoundManager
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* @classdesc Phaser Sound Manager.
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* @constructor
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* @param {Phaser.Game} game reference to the current game instance.
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*/
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Phaser.SoundManager = function (game) {
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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/**
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* @property {Phaser.Signal} onSoundDecode - The event dispatched when a sound decodes (typically only for mp3 files)
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*/
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this.onSoundDecode = new Phaser.Signal();
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/**
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* @property {boolean} _muted - Internal mute tracking var.
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* @private
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* @default
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*/
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this._muted = false;
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/**
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* @property {Description} _unlockSource - Internal unlock tracking var.
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* @private
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* @default
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*/
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this._unlockSource = null;
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/**
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* @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).
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* @private
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* @default
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*/
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this._volume = 1;
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/**
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* @property {array} _sounds - An array containing all the sounds
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* @private
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* @default The empty array.
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*/
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this._sounds = [];
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/**
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* @property {AudioContext} context - The AudioContext being used for playback.
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* @default
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*/
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this.context = null;
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/**
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* @property {boolean} usingWebAudio - true if this sound is being played with Web Audio.
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* @readonly
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*/
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this.usingWebAudio = true;
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/**
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* @property {boolean} usingAudioTag - true if the sound is being played via the Audio tag.
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* @readonly
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*/
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this.usingAudioTag = false;
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/**
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* @property {boolean} noAudio - Has audio been disabled via the PhaserGlobal object? Useful if you need to use a 3rd party audio library instead.
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* @default
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*/
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this.noAudio = false;
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/**
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* @property {boolean} connectToMaster - Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node.
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* @default
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*/
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this.connectToMaster = true;
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/**
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* @property {boolean} touchLocked - true if the audio system is currently locked awaiting a touch event.
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* @default
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*/
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this.touchLocked = false;
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/**
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* @property {number} channels - The number of audio channels to use in playback.
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* @default
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*/
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this.channels = 32;
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};
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Phaser.SoundManager.prototype = {
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/**
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* Initialises the sound manager.
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* @method Phaser.SoundManager#boot
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* @protected
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*/
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boot: function () {
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if (this.game.device.iOS && this.game.device.webAudio === false)
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{
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this.channels = 1;
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}
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if (this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock))
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{
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this.game.input.touch.callbackContext = this;
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this.game.input.touch.touchStartCallback = this.unlock;
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this.game.input.mouse.callbackContext = this;
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this.game.input.mouse.mouseDownCallback = this.unlock;
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this.touchLocked = true;
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}
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else
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{
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// What about iOS5?
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this.touchLocked = false;
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}
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if (window['PhaserGlobal'])
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{
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// Check to see if all audio playback is disabled (i.e. handled by a 3rd party class)
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if (window['PhaserGlobal'].disableAudio === true)
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{
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this.usingWebAudio = false;
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this.noAudio = true;
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return;
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}
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// Check if the Web Audio API is disabled (for testing Audio Tag playback during development)
|
|
if (window['PhaserGlobal'].disableWebAudio === true)
|
|
{
|
|
this.usingWebAudio = false;
|
|
this.usingAudioTag = true;
|
|
this.noAudio = false;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (!!window['AudioContext'])
|
|
{
|
|
this.context = new window['AudioContext']();
|
|
}
|
|
else if (!!window['webkitAudioContext'])
|
|
{
|
|
this.context = new window['webkitAudioContext']();
|
|
}
|
|
else if (!!window['Audio'])
|
|
{
|
|
this.usingWebAudio = false;
|
|
this.usingAudioTag = true;
|
|
}
|
|
else
|
|
{
|
|
this.usingWebAudio = false;
|
|
this.noAudio = true;
|
|
}
|
|
|
|
if (this.context !== null)
|
|
{
|
|
if (typeof this.context.createGain === 'undefined')
|
|
{
|
|
this.masterGain = this.context.createGainNode();
|
|
}
|
|
else
|
|
{
|
|
this.masterGain = this.context.createGain();
|
|
}
|
|
|
|
this.masterGain.gain.value = 1;
|
|
this.masterGain.connect(this.context.destination);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Enables the audio, usually after the first touch.
|
|
* @method Phaser.SoundManager#unlock
|
|
*/
|
|
unlock: function () {
|
|
|
|
if (this.touchLocked === false)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Global override (mostly for Audio Tag testing)
|
|
if (this.game.device.webAudio === false || (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio === true))
|
|
{
|
|
// Create an Audio tag?
|
|
this.touchLocked = false;
|
|
this._unlockSource = null;
|
|
this.game.input.touch.callbackContext = null;
|
|
this.game.input.touch.touchStartCallback = null;
|
|
this.game.input.mouse.callbackContext = null;
|
|
this.game.input.mouse.mouseDownCallback = null;
|
|
}
|
|
else
|
|
{
|
|
// Create empty buffer and play it
|
|
var buffer = this.context.createBuffer(1, 1, 22050);
|
|
this._unlockSource = this.context.createBufferSource();
|
|
this._unlockSource.buffer = buffer;
|
|
this._unlockSource.connect(this.context.destination);
|
|
this._unlockSource.noteOn(0);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops all the sounds in the game.
|
|
* @method Phaser.SoundManager#stopAll
|
|
*/
|
|
stopAll: function () {
|
|
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i])
|
|
{
|
|
this._sounds[i].stop();
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Pauses all the sounds in the game.
|
|
* @method Phaser.SoundManager#pauseAll
|
|
*/
|
|
pauseAll: function () {
|
|
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i])
|
|
{
|
|
this._sounds[i].pause();
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* resumes every sound in the game.
|
|
* @method Phaser.SoundManager#resumeAll
|
|
*/
|
|
resumeAll: function () {
|
|
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i])
|
|
{
|
|
this._sounds[i].resume();
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Decode a sound by its assets key.
|
|
* @method Phaser.SoundManager#decode
|
|
* @param {string} key - Assets key of the sound to be decoded.
|
|
* @param {Phaser.Sound} [sound] - Its buffer will be set to decoded data.
|
|
*/
|
|
decode: function (key, sound) {
|
|
|
|
sound = sound || null;
|
|
|
|
var soundData = this.game.cache.getSoundData(key);
|
|
|
|
if (soundData)
|
|
{
|
|
if (this.game.cache.isSoundDecoded(key) === false)
|
|
{
|
|
this.game.cache.updateSound(key, 'isDecoding', true);
|
|
|
|
var that = this;
|
|
|
|
this.context.decodeAudioData(soundData, function (buffer) {
|
|
that.game.cache.decodedSound(key, buffer);
|
|
if (sound)
|
|
{
|
|
that.onSoundDecode.dispatch(key, sound);
|
|
}
|
|
});
|
|
}
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Updates every sound in the game.
|
|
* @method Phaser.SoundManager#update
|
|
*/
|
|
update: function () {
|
|
|
|
if (this.touchLocked)
|
|
{
|
|
if (this.game.device.webAudio && this._unlockSource !== null)
|
|
{
|
|
if ((this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE))
|
|
{
|
|
this.touchLocked = false;
|
|
this._unlockSource = null;
|
|
this.game.input.touch.callbackContext = null;
|
|
this.game.input.touch.touchStartCallback = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
this._sounds[i].update();
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds a new Sound into the SoundManager.
|
|
* @method Phaser.SoundManager#add
|
|
* @param {string} key - Asset key for the sound.
|
|
* @param {number} [volume=1] - Default value for the volume.
|
|
* @param {boolean} [loop=false] - Whether or not the sound will loop.
|
|
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
|
|
* @return {Phaser.Sound} The new sound instance.
|
|
*/
|
|
add: function (key, volume, loop, connect) {
|
|
|
|
if (typeof volume === 'undefined') { volume = 1; }
|
|
if (typeof loop === 'undefined') { loop = false; }
|
|
if (typeof connect === 'undefined') { connect = this.connectToMaster; }
|
|
|
|
var sound = new Phaser.Sound(this.game, key, volume, loop, connect);
|
|
|
|
this._sounds.push(sound);
|
|
|
|
return sound;
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds a new Sound into the SoundManager and starts it playing.
|
|
* @method Phaser.SoundManager#play
|
|
* @param {string} key - Asset key for the sound.
|
|
* @param {number} [volume=1] - Default value for the volume.
|
|
* @param {boolean} [loop=false] - Whether or not the sound will loop.
|
|
* @param {boolean} [destroyOnComplete=false] - If true the Sound will destroy itself once it has finished playing, or is stopped.
|
|
* @return {Phaser.Sound} The new sound instance.
|
|
*/
|
|
play: function (key, volume, loop, destroyOnComplete) {
|
|
|
|
if (typeof destroyOnComplete == 'undefined') { destroyOnComplete = false; }
|
|
|
|
var sound = this.add(key, volume, loop);
|
|
|
|
sound.play();
|
|
|
|
return sound;
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.SoundManager.prototype.constructor = Phaser.SoundManager;
|
|
|
|
/**
|
|
* @name Phaser.SoundManager#mute
|
|
* @property {boolean} mute - Gets or sets the muted state of the SoundManager. This effects all sounds in the game.
|
|
*/
|
|
Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
|
|
|
get: function () {
|
|
|
|
return this._muted;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
value = value || null;
|
|
|
|
if (value)
|
|
{
|
|
if (this._muted)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._muted = true;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this._muteVolume = this.masterGain.gain.value;
|
|
this.masterGain.gain.value = 0;
|
|
}
|
|
|
|
// Loop through sounds
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i].usingAudioTag)
|
|
{
|
|
this._sounds[i].mute = true;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this._muted === false)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._muted = false;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this.masterGain.gain.value = this._muteVolume;
|
|
}
|
|
|
|
// Loop through sounds
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i].usingAudioTag)
|
|
{
|
|
this._sounds[i].mute = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.SoundManager#volume
|
|
* @property {number} volume - Gets or sets the global volume of the SoundManager, a value between 0 and 1.
|
|
*/
|
|
Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
|
|
|
|
get: function () {
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
return this.masterGain.gain.value;
|
|
}
|
|
else
|
|
{
|
|
return this._volume;
|
|
}
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
value = this.game.math.clamp(value, 1, 0);
|
|
|
|
this._volume = value;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this.masterGain.gain.value = value;
|
|
}
|
|
|
|
// Loop through the sound cache and change the volume of all html audio tags
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i].usingAudioTag)
|
|
{
|
|
this._sounds[i].volume = this._sounds[i].volume * value;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
|
|
|
|
|
|
|
|
</div>
|
|
|
|
<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
|
on Tue Feb 18 2014 03:01:17 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
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</div>
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<br clear="both">
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<script src="scripts/toc.js"></script>
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