mirror of
https://github.com/photonstorm/phaser
synced 2024-11-24 13:43:26 +00:00
961 lines
23 KiB
HTML
961 lines
23 KiB
HTML
<!DOCTYPE html>
|
|
|
|
<html lang="en">
|
|
<head>
|
|
<meta charset="utf-8">
|
|
<title>Phaser Source: sound/SoundManager.js</title>
|
|
|
|
<!--[if lt IE 9]>
|
|
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
|
|
<![endif]-->
|
|
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
|
|
|
|
|
|
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
|
|
|
|
</head>
|
|
|
|
<body>
|
|
<div class="container-fluid">
|
|
<div class="navbar navbar-fixed-top navbar-inverse">
|
|
<div class="navbar-inner">
|
|
<a class="brand" href="index.html">Phaser</a>
|
|
<ul class="nav">
|
|
|
|
<li class="dropdown">
|
|
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li>
|
|
<a href="Phaser.html">Phaser</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
<li class="dropdown">
|
|
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
|
|
class="caret"></b></a>
|
|
|
|
<ul class="dropdown-menu ">
|
|
|
|
<li>
|
|
<a href="Phaser.Animation.html">Animation</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.AnimationManager.html">AnimationManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.AnimationParser.html">AnimationParser</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.BitmapData.html">BitmapData</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.BitmapText.html">BitmapText</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Button.html">Button</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Cache.html">Cache</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Camera.html">Camera</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Canvas.html">Canvas</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Circle.html">Circle</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Color.html">Color</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Device.html">Device</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.DOMSprite.html">DOMSprite</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.html">Easing</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Back.html">Back</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Bounce.html">Bounce</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Circular.html">Circular</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Cubic.html">Cubic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Elastic.html">Elastic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Exponential.html">Exponential</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Linear.html">Linear</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Quartic.html">Quartic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Quintic.html">Quintic</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Events.html">Events</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Filter.html">Filter</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Frame.html">Frame</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.FrameData.html">FrameData</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Game.html">Game</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Gamepad.html">Gamepad</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.GamepadButton.html">GamepadButton</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Graphics.html">Graphics</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Group.html">Group</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Input.html">Input</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.InputHandler.html">InputHandler</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Key.html">Key</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Keyboard.html">Keyboard</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Line.html">Line</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.LinkedList.html">LinkedList</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Loader.html">Loader</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.LoaderParser.html">LoaderParser</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Math.html">Math</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Mouse.html">Mouse</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.MSPointer.html">MSPointer</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Net.html">Net</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Particles.html">Particles</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Physics.html">Physics</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Physics.Arcade.html">Arcade</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Plugin.html">Plugin</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.PluginManager.html">PluginManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Point.html">Point</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Pointer.html">Pointer</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Polygon.html">Polygon</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.QuadTree.html">QuadTree</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Rectangle.html">Rectangle</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.RenderTexture.html">RenderTexture</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Signal.html">Signal</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.SinglePad.html">SinglePad</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Sound.html">Sound</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.SoundManager.html">SoundManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Sprite.html">Sprite</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Stage.html">Stage</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.StageScaleMode.html">StageScaleMode</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.State.html">State</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.StateManager.html">StateManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Text.html">Text</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Tile.html">Tile</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Tilemap.html">Tilemap</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.TilemapParser.html">TilemapParser</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Tileset.html">Tileset</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.TileSprite.html">TileSprite</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Time.html">Time</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Timer.html">Timer</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.TimerEvent.html">TimerEvent</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Touch.html">Touch</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Tween.html">Tween</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.TweenManager.html">TweenManager</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Utils.html">Utils</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.Utils.Debug.html">Debug</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="Phaser.World.html">World</a>
|
|
</li>
|
|
|
|
<li>
|
|
<a href="SignalBinding.html">SignalBinding</a>
|
|
</li>
|
|
|
|
|
|
</ul>
|
|
</li>
|
|
|
|
</ul>
|
|
</div>
|
|
</div>
|
|
|
|
<div class="row-fluid">
|
|
|
|
|
|
<div class="span12">
|
|
|
|
<div id="main">
|
|
|
|
|
|
|
|
<h1 class="page-title">Source: sound/SoundManager.js</h1>
|
|
|
|
<section>
|
|
<article>
|
|
<pre class="sunlight-highlight-javascript linenums">/**
|
|
* @author Richard Davey <rich@photonstorm.com>
|
|
* @copyright 2014 Photon Storm Ltd.
|
|
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
|
*/
|
|
|
|
/**
|
|
* Sound Manager constructor.
|
|
* 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.
|
|
* Note: On Firefox 25+ on Linux if you have media.gstreamer disabled in about:config then it cannot play back mp3 or m4a files.
|
|
*
|
|
* @class Phaser.SoundManager
|
|
* @classdesc Phaser Sound Manager.
|
|
* @constructor
|
|
* @param {Phaser.Game} game reference to the current game instance.
|
|
*/
|
|
Phaser.SoundManager = function (game) {
|
|
|
|
/**
|
|
* @property {Phaser.Game} game - Local reference to game.
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onSoundDecode - The event dispatched when a sound decodes (typically only for mp3 files)
|
|
*/
|
|
this.onSoundDecode = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {boolean} _muted - Internal mute tracking var.
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._muted = false;
|
|
|
|
/**
|
|
* @property {Description} _unlockSource - Internal unlock tracking var.
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._unlockSource = null;
|
|
|
|
/**
|
|
* @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._volume = 1;
|
|
|
|
/**
|
|
* @property {array} _sounds - An array containing all the sounds
|
|
* @private
|
|
* @default The empty array.
|
|
*/
|
|
this._sounds = [];
|
|
|
|
/**
|
|
* @property {AudioContext} context - The AudioContext being used for playback.
|
|
* @default
|
|
*/
|
|
this.context = null;
|
|
|
|
/**
|
|
* @property {boolean} usingWebAudio - true if this sound is being played with Web Audio.
|
|
* @readonly
|
|
*/
|
|
this.usingWebAudio = true;
|
|
|
|
/**
|
|
* @property {boolean} usingAudioTag - true if the sound is being played via the Audio tag.
|
|
* @readonly
|
|
*/
|
|
this.usingAudioTag = false;
|
|
|
|
/**
|
|
* @property {boolean} noAudio - Has audio been disabled via the PhaserGlobal object? Useful if you need to use a 3rd party audio library instead.
|
|
* @default
|
|
*/
|
|
this.noAudio = false;
|
|
|
|
/**
|
|
* @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.
|
|
* @default
|
|
*/
|
|
this.connectToMaster = true;
|
|
|
|
/**
|
|
* @property {boolean} touchLocked - true if the audio system is currently locked awaiting a touch event.
|
|
* @default
|
|
*/
|
|
this.touchLocked = false;
|
|
|
|
/**
|
|
* @property {number} channels - The number of audio channels to use in playback.
|
|
* @default
|
|
*/
|
|
this.channels = 32;
|
|
|
|
};
|
|
|
|
Phaser.SoundManager.prototype = {
|
|
|
|
/**
|
|
* Initialises the sound manager.
|
|
* @method Phaser.SoundManager#boot
|
|
* @protected
|
|
*/
|
|
boot: function () {
|
|
|
|
if (this.game.device.iOS && this.game.device.webAudio === false)
|
|
{
|
|
this.channels = 1;
|
|
}
|
|
|
|
if (this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock))
|
|
{
|
|
this.game.input.touch.callbackContext = this;
|
|
this.game.input.touch.touchStartCallback = this.unlock;
|
|
this.game.input.mouse.callbackContext = this;
|
|
this.game.input.mouse.mouseDownCallback = this.unlock;
|
|
this.touchLocked = true;
|
|
}
|
|
else
|
|
{
|
|
// What about iOS5?
|
|
this.touchLocked = false;
|
|
}
|
|
|
|
if (window['PhaserGlobal'])
|
|
{
|
|
// Check to see if all audio playback is disabled (i.e. handled by a 3rd party class)
|
|
if (window['PhaserGlobal'].disableAudio === true)
|
|
{
|
|
this.usingWebAudio = false;
|
|
this.noAudio = true;
|
|
return;
|
|
}
|
|
|
|
// 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 Wed Feb 05 2014 06:28:24 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
|
|
</span>
|
|
</footer>
|
|
</div>
|
|
|
|
|
|
<br clear="both">
|
|
</div>
|
|
|
|
</div>
|
|
<script src="scripts/sunlight.js"></script>
|
|
<script src="scripts/sunlight.javascript.js"></script>
|
|
<script src="scripts/sunlight-plugin.doclinks.js"></script>
|
|
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
|
|
<script src="scripts/sunlight-plugin.menu.js"></script>
|
|
<script src="scripts/jquery.min.js"></script>
|
|
<script src="scripts/jquery.scrollTo.js"></script>
|
|
<script src="scripts/jquery.localScroll.js"></script>
|
|
<script src="scripts/bootstrap-dropdown.js"></script>
|
|
<script src="scripts/toc.js"></script>
|
|
|
|
|
|
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
|
|
|
|
<script>
|
|
$( function () {
|
|
$( "#toc" ).toc( {
|
|
selectors : "h1,h2,h3,h4",
|
|
showAndHide : false,
|
|
scrollTo : 60
|
|
} );
|
|
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
|
|
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
|
|
|
|
} );
|
|
</script>
|
|
|
|
|
|
|
|
</body>
|
|
</html>
|