phaser/v3/src/sound/BaseSound.js
2017-11-22 17:48:10 +01:00

212 lines
6.1 KiB
JavaScript

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