mirror of
https://github.com/photonstorm/phaser
synced 2024-12-30 06:53:07 +00:00
212 lines
6.1 KiB
JavaScript
212 lines
6.1 KiB
JavaScript
var Class = require('../utils/Class');
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var Extend = require('../utils/object/Extend');
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var EventDispatcher = require('../events/EventDispatcher');
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// Phaser.Sound.BaseSound
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var BaseSound = new Class({
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initialize: function BaseSound(manager, key, config) {
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/**
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* Local reference to the sound manager.
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*
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* @property {Phaser.Sound.BaseSoundManager} manager
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*/
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this.manager = manager;
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/**
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* [description]
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*
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* @property {string} key
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*/
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this.key = key;
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/**
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* [description]
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*
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* Duration set explicitly, rest of default values
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* will be set by other properties setters.
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*
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* @property {ISoundConfig} config
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*/
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this.config = {};
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/**
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* Reference to the currently used config.
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* It could be default config or marker config.
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*
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* @property {ISoundConfig} currentConfig
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*/
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this.currentConfig = this.config;
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/**
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* [description]
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*
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* @property {boolean} mute
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*/
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this.mute = false;
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/**
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* [description]
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*
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* @property {number} volume
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*/
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this.volume = 1;
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/**
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* Defines the speed at which the audio asset will be played.
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* Value of 1.0 plays the audio at full speed, 0.5 plays the audio
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* at half speed and 2.0 doubles the audio's playback speed.
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* This value gets multiplied by global rate to have the final playback speed.
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*
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* @property {number} rate
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*/
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this.rate = 1;
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/**
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* Represents detuning of sound in [cents](https://en.wikipedia.org/wiki/Cent_%28music%29).
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* The range of the value is -1200 to 1200, but we recommend setting it to [50](https://en.wikipedia.org/wiki/50_Cent).
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*
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* Standards based Web Audio implementation only.
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* Webkit Web Audio implementation and HTML5 Audio don't support this.
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*
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* @property {number} detune
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*/
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this.detune = 0;
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/**
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* [description]
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*
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* @property {number} seek
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*/
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this.seek = 0;
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/**
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* [description]
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*
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* @property {boolean} loop
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*/
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this.loop = false;
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/**
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* [description]
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*
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* @property {number} pan
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*/
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this.pan = 0;
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this.config = Extend(this.config, config);
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/**
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* A value representing the duration, in seconds.
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* It could be total sound duration or a marker duration.
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*
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* @readonly
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* @property {number} duration
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*/
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this.duration = 0;
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/**
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* Duration of the entire sound.
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*
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* @readonly
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* @property {number}
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*/
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this.totalDuration = 0;
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/**
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* Flag indicating if sound is currently playing.
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*
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* @property {boolean} isPlaying
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*/
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this.isPlaying = false;
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/**
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* Flag indicating if sound is currently paused.
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*
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* @property {boolean} isPaused
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*/
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this.isPaused = false;
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/**
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* Object containing markers definitions.
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*
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* @property {{}} markers
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*/
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this.markers = {};
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/**
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* Name of the currently played marker.
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* If no marker is played, but instead the whole sound
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* the value is an empty string - ''.
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*
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* @property {string} currentMarker
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*/
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this.currentMarker = '';
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/**
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* [description]
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*
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* @property {Phaser.Tween}
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*/
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this.fadeTween = null; // TODO see how to use global tween
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/**
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* Event dispatches used to handle all sound instance
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* relevant events.
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*
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* @property {Phaser.Events.EventDispatcher}
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*/
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this.events = new EventDispatcher();
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},
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// TODO set default methods to NOOP if not used
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addMarker: function (marker) {
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return false;
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},
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removeMarker: function (markerName) {
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return false;
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},
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play: function (marker, config) {
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if (marker === void 0) { marker = ''; }
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if (typeof marker === 'object') {
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config = marker;
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marker = '';
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}
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if (typeof marker !== 'string') {
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console.error('Sound marker name has to be a string!');
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return null;
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}
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if (!marker) {
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this.currentConfig = this.config;
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}
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else {
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if (!this.markers[marker]) {
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console.error('No marker with name \'' + marker + '\' found for sound \'' + this.key + '\'!');
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return null;
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}
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this.currentMarker = marker;
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this.currentConfig = this.markers[marker].config;
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}
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this.currentConfig = Extend(this.currentConfig, config);
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this.isPlaying = true;
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this.isPaused = false;
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return this;
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},
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pause: function () {
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if (this.isPaused || !this.isPlaying) {
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return false;
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}
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this.isPlaying = false;
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this.isPaused = true;
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return true;
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},
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resume: function () {
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if (!this.isPaused || this.isPlaying) {
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return false;
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}
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this.isPlaying = true;
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this.isPaused = false;
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return true;
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},
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stop: function () {
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if (!this.isPaused && !this.isPlaying) {
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return false;
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}
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this.isPlaying = false;
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this.isPaused = false;
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return true;
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},
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applyConfig: function () {
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this.mute = this.currentConfig.mute;
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this.volume = this.currentConfig.volume;
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this.rate = this.currentConfig.rate;
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this.detune = this.currentConfig.detune;
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// TODO assign other config values to buffer source
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},
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fadeTo: function (volume, duration) {
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return null;
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},
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update: function () {
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},
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destroy: function () {
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}
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});
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module.exports = BaseSound;
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