mirror of
https://github.com/photonstorm/phaser
synced 2024-12-12 22:33:09 +00:00
377 lines
10 KiB
TypeScript
377 lines
10 KiB
TypeScript
/// <reference path="../Game.ts" />
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/// <reference path="Sound.ts" />
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/**
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* Phaser - SoundManager
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*
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*/
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module Phaser {
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export class SoundManager {
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/**
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* SoundManager constructor
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* Create a new <code>SoundManager</code>.
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*/
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constructor(game: Game) {
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this.game = game;
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this._volume = 1;
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this._muted = false;
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this._sounds = [];
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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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//console.log('iOS Touch Locked');
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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)
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if (window['PhaserGlobal'].disableWebAudio == true)
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{
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this.usingWebAudio = false;
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this.usingAudioTag = true;
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this.noAudio = false;
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return;
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}
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}
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this.usingWebAudio = true;
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this.noAudio = false;
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if (!!window['AudioContext'])
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{
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this.context = new window['AudioContext']();
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}
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else if (!!window['webkitAudioContext'])
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{
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this.context = new window['webkitAudioContext']();
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}
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else if (!!window['Audio'])
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{
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this.usingWebAudio = false;
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this.usingAudioTag = true;
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}
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else
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{
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this.usingWebAudio = false;
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this.noAudio = true;
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}
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if (this.context !== null)
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{
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if (typeof this.context.createGain === 'undefined')
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{
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this.masterGain = this.context.createGainNode();
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}
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else
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{
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this.masterGain = this.context.createGain();
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}
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this.masterGain.gain.value = 1;
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this.masterGain.connect(this.context.destination);
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}
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}
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public usingWebAudio: bool = false;
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public usingAudioTag: bool = false;
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public noAudio: bool = false;
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/**
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* Local reference to the current Phaser.Game.
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*/
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public game: Game;
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/**
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* Reference to AudioContext instance.
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*/
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public context = null;
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/**
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* The Master Gain node through which all sounds
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*/
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public masterGain;
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/**
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* Volume of sounds.
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* @type {number}
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*/
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private _volume: number;
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private _sounds: Phaser.Sound[];
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private _muteVolume: number;
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private _muted: bool = false;
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public channels: number;
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public touchLocked: bool = false;
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private _unlockSource = null;
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public unlock() {
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if (this.touchLocked == false)
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{
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return;
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}
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//console.log('SoundManager touch unlocked');
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if (this.game.device.webAudio && (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio == false))
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{
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//console.log('create empty buffer');
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// Create empty buffer and play it
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var buffer = this.context.createBuffer(1, 1, 22050);
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this._unlockSource = this.context.createBufferSource();
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this._unlockSource.buffer = buffer;
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this._unlockSource.connect(this.context.destination);
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this._unlockSource.noteOn(0);
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}
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else
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{
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// Create an Audio tag?
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//console.log('create audio tag');
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this.touchLocked = false;
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this._unlockSource = null;
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this.game.input.touch.callbackContext = null;
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this.game.input.touch.touchStartCallback = null;
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this.game.input.mouse.callbackContext = null;
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this.game.input.mouse.mouseDownCallback = null;
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}
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}
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/**
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* A global audio mute toggle.
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*/
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public get mute():bool {
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return this._muted;
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}
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public set mute(value: bool) {
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console.log('SoundManager mute', value);
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if (value)
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{
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if (this._muted)
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{
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return;
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}
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this._muted = true;
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if (this.usingWebAudio)
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{
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this._muteVolume = this.masterGain.gain.value;
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this.masterGain.gain.value = 0;
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}
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// Loop through sounds
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for (var i = 0; i < this._sounds.length; i++)
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{
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if (this._sounds[i].usingAudioTag)
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{
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this._sounds[i].mute = true;
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}
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}
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}
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else
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{
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if (this._muted == false)
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{
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return;
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}
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this._muted = false;
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if (this.usingWebAudio)
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{
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this.masterGain.gain.value = this._muteVolume;
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}
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// Loop through sounds
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for (var i = 0; i < this._sounds.length; i++)
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{
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if (this._sounds[i].usingAudioTag)
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{
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this._sounds[i].mute = false;
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}
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}
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}
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}
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/**
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* The global audio volume. A value between 0 (silence) and 1 (full volume)
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*/
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public set volume(value: number) {
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value = this.game.math.clamp(value, 1, 0);
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this._volume = value;
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if (this.usingWebAudio)
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{
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this.masterGain.gain.value = value;
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}
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// Loop through the sound cache and change the volume of all html audio tags
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for (var i = 0; i < this._sounds.length; i++)
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{
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if (this._sounds[i].usingAudioTag)
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{
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this._sounds[i].volume = this._sounds[i].volume * value;
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}
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}
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}
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public get volume(): number {
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if (this.usingWebAudio)
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{
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return this.masterGain.gain.value;
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}
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else
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{
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return this._volume;
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}
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}
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public stopAll() {
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for (var i = 0; i < this._sounds.length; i++)
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{
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if (this._sounds[i])
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{
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this._sounds[i].stop();
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}
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}
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}
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public pauseAll() {
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for (var i = 0; i < this._sounds.length; i++)
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{
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if (this._sounds[i])
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{
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this._sounds[i].pause();
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}
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}
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}
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public resumeAll() {
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for (var i = 0; i < this._sounds.length; i++)
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{
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if (this._sounds[i])
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{
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this._sounds[i].resume();
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}
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}
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}
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/**
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* Decode a sound with its assets key.
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* @param key {string} Assets key of the sound to be decoded.
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* @param [sound] {Sound} its bufer will be set to decoded data.
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*/
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public decode(key: string, sound?: Sound = null) {
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var soundData = this.game.cache.getSoundData(key);
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if (soundData)
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{
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if (this.game.cache.isSoundDecoded(key) === false)
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{
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this.game.cache.updateSound(key, 'isDecoding', true);
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var that = this;
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this.context.decodeAudioData(soundData, function (buffer) {
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that.game.cache.decodedSound(key, buffer);
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if (sound)
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{
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that.onSoundDecode.dispatch(sound);
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}
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});
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}
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}
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}
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public onSoundDecode: Phaser.Signal = new Phaser.Signal;
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public update() {
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if (this.touchLocked)
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{
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if (this.game.device.webAudio && this._unlockSource !== null)
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{
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if ((this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE))
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{
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this.touchLocked = false;
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this._unlockSource = null;
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this.game.input.touch.callbackContext = null;
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this.game.input.touch.touchStartCallback = null;
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}
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}
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}
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for (var i = 0; i < this._sounds.length; i++)
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{
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this._sounds[i].update();
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}
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}
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public add(key: string, volume?: number = 1, loop?: bool = false): Sound {
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var sound: Phaser.Sound = new Sound(this.game, key, volume, loop);
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this._sounds.push(sound);
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return sound;
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}
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}
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}
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