phaser/v3/src/sound/BaseSoundManager.js
2018-01-07 22:10:02 +01:00

361 lines
12 KiB
JavaScript

var Class = require('../utils/Class');
var NOOP = require('../utils/NOOP');
var EventDispatcher = require('../events/EventDispatcher');
var SoundEvent = require('./SoundEvent');
var SoundValueEvent = require('./SoundValueEvent');
/*!
* @author Pavle Goloskokovic <pgoloskokovic@gmail.com> (http://prunegames.com)
*/
var BaseSoundManager = new Class({
/**
* The sound manager is responsible for playing back audio via Web Audio API or HTML Audio tag as fallback.
* The audio file type and the encoding of those files are extremely important.
* Not all browsers can play all audio formats.
* There is a good guide to what's supported [here](https://developer.mozilla.org/en-US/Apps/Fundamentals/Audio_and_video_delivery/Cross-browser_audio_basics#Audio_Codec_Support).
*
* @class Phaser.Sound.BaseSoundManager
* @constructor
* @param {Phaser.Game} game - Reference to the current game instance.
*/
initialize: function BaseSoundManager(game) {
/**
* Local reference to game.
*
* @readonly
* @property {Phaser.Game} game
*/
this.game = game;
/**
* Event dispatcher used to handle all sound manager related events.
*
* @readonly
* @property {Phaser.Events.EventDispatcher} events
*/
this.events = new EventDispatcher();
/**
* An array containing all added sounds.
*
* @private
* @property {ISound[]} sounds
* @default []
*/
this.sounds = [];
/**
* Global mute setting.
*
* @property {boolean} mute
* @default false
*/
this.mute = false;
/**
* Global volume setting.
*
* @property {number} volume
* @default 1
*/
this.volume = 1;
/**
* Global playback rate at which all the sounds 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.
*
* @property {number} rate
* @default 1
*/
this.rate = 1;
/**
* Global detuning of all sounds 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).
*
* @property {number} detune
* @default 0
*/
this.detune = 0;
/**
* Flag indicating if sounds should be paused when game looses focus,
* for instance when user switches to another tab/program/app.
*
* @property {boolean} pauseOnBlur
* @default true
*/
this.pauseOnBlur = true;
game.events.on('ON_BLUR', function () {
if (this.pauseOnBlur) {
this.onBlur();
}
}.bind(this));
game.events.on('ON_FOCUS', function () {
if (this.pauseOnBlur) {
this.onFocus();
}
}.bind(this));
/**
* Property that actually holds the value of global playback rate.
*
* @private
* @property {number} _rate
* @default 1
*/
this._rate = 1;
/**
* Property that actually holds the value of global detune.
*
* @private
* @property {number} _detune
* @default 0
*/
this._detune = 0;
},
/**
* Adds a new sound into the sound manager.
*
* @override
* @method Phaser.Sound.BaseSoundManager#add
* @param {string} key - Asset key for the sound.
* @param {ISoundConfig} [config] - An optional config object containing default sound settings.
* @returns {ISound} The new sound instance.
*/
add: NOOP,
/**
* Adds a new audio sprite sound into the sound manager.
*
* @method Phaser.Sound.BaseSoundManager#addAudioSprite
* @param {string} key - Asset key for the sound.
* @param {ISoundConfig} [config] - An optional config object containing default sound settings.
* @returns {IAudioSpriteSound} The new audio sprite sound instance.
*/
addAudioSprite: function (key, config) {
var sound = this.add(key, config);
/**
* Local reference to 'spritemap' object form json file generated by audiosprite tool.
*
* @property {object} spritemap
*/
sound.spritemap = this.game.cache.json.get(key).spritemap;
for (var markerName in sound.spritemap) {
if (!sound.spritemap.hasOwnProperty(markerName)) {
continue;
}
var marker = sound.spritemap[markerName];
sound.addMarker({
name: markerName,
start: marker.start,
duration: marker.end - marker.start,
config: config
});
}
return sound;
},
/**
* Enables playing sound on the fly without the need to keep a reference to it.
* Sound will auto destroy once its playback ends.
*
* @method Phaser.Sound.BaseSoundManager#play
* @param {string} key - Asset key for the sound.
* @param {ISoundConfig | ISoundMarker} [extra] - An optional additional object containing settings to be applied to the sound. It could be either config or marker object.
*/
play: function (key, extra) {
var sound = this.add(key);
sound.events.once('SOUND_ENDED', sound.destroy.bind(sound));
if (extra) {
if (extra.name) {
sound.addMarker(extra);
sound.play(extra.name);
}
else {
sound.play(extra);
}
}
else {
sound.play();
}
},
/**
* Enables playing audio sprite sound on the fly without the need to keep a reference to it.
* Sound will auto destroy once its playback ends.
*
* @method Phaser.Sound.BaseSoundManager#playAudioSprite
* @param {string} key - Asset key for the sound.
* @param {string} spriteName - The name of the sound sprite to play.
* @param {ISoundConfig} [config] - An optional config object containing default sound settings.
*/
playAudioSprite: function (key, spriteName, config) {
var sound = this.addAudioSprite(key);
sound.events.once('SOUND_ENDED', sound.destroy.bind(sound));
sound.play(spriteName, config);
},
/**
* Removes a sound from the sound manager.
* The removed sound is destroyed before removal.
*
* @method Phaser.Sound.BaseSoundManager#remove
* @param {ISound} sound - The sound object to remove.
* @returns {boolean} True if the sound was removed successfully, otherwise false.
*/
remove: function (sound) {
var index = this.sounds.indexOf(sound);
if (index !== -1) {
sound.destroy();
this.sounds.splice(index, 1);
return true;
}
return false;
},
/**
* Removes all sounds from the sound manager that have an asset key matching the given value.
* The removed sounds are destroyed before removal.
*
* @method Phaser.Sound.BaseSoundManager#removeByKey
* @param {string} key - The key to match when removing sound objects.
* @returns {number} The number of matching sound objects that were removed.
*/
removeByKey: function (key) {
var removed = 0;
for (var i = this.sounds.length - 1; i >= 0; i--) {
var sound = this.sounds[i];
if (sound.key === key) {
sound.destroy();
this.sounds.splice(i, 1);
removed++;
}
}
return removed;
},
/**
* Pauses all the sounds in the game.
*
* @method Phaser.Sound.BaseSoundManager#pauseAll
*/
pauseAll: function () {
this.forEachActiveSound(function (sound) {
sound.pause();
});
this.events.dispatch(new SoundEvent(this, 'SOUND_PAUSE'));
},
/**
* Resumes all the sounds in the game.
*
* @method Phaser.Sound.BaseSoundManager#resumeAll
*/
resumeAll: function () {
this.forEachActiveSound(function (sound) {
sound.resume();
});
this.events.dispatch(new SoundEvent(this, 'SOUND_RESUME'));
},
/**
* Stops all the sounds in the game.
*
* @method Phaser.Sound.BaseSoundManager#stopAll
*/
stopAll: function () {
this.forEachActiveSound(function (sound) {
sound.stop();
});
this.events.dispatch(new SoundEvent(this, 'SOUND_STOP'));
},
/**
* Method used internally for pausing sound manager if
* Phaser.Sound.BaseSoundManager#pauseOnBlur is set to true.
*
* @override
* @protected
* @method Phaser.Sound.BaseSoundManager#onBlur
*/
onBlur: NOOP,
/**
* Method used internally for resuming sound manager if
* Phaser.Sound.BaseSoundManager#pauseOnBlur is set to true.
*
* @override
* @protected
* @method Phaser.Sound.BaseSoundManager#onFocus
*/
onFocus: NOOP,
/**
* Update method called on every game step.
* Removes destroyed sounds and updates every active sound in the game.
*
* @protected
* @method Phaser.Sound.BaseSoundManager#update
* @param {number} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
* @param {number} delta - The delta time elapsed since the last frame.
*/
update: function (time, delta) {
for (var i = this.sounds.length - 1; i >= 0; i--) {
if (this.sounds[i].pendingRemove) {
this.sounds.splice(i, 1);
}
}
this.sounds.forEach(function (sound) {
sound.update(time, delta);
});
},
/**
* Destroys all the sounds in the game and all associated events.
*
* @method Phaser.Sound.BaseSoundManager#destroy
*/
destroy: function () {
this.game = null;
this.events.destroy();
this.events = null;
this.forEachActiveSound(function (sound) {
sound.destroy();
});
this.sounds = null;
},
/**
* Method used internally for iterating only over active sounds and skipping sounds that are marked for removal.
*
* @private
* @method Phaser.Sound.BaseSoundManager#forEachActiveSound
* @param {(sound: ISound, index: number, array: ISound[]) => void} callbackfn - Callback function.
* @param [thisArg=this] - Callback context.
*/
forEachActiveSound: function (callbackfn, thisArg) {
var _this = this;
this.sounds.forEach(function (sound, index) {
if (!sound.pendingRemove) {
callbackfn.call(thisArg || _this, sound, index, _this.sounds);
}
});
}
});
/**
* Global playback rate.
*
* @name Phaser.Sound.BaseSoundManager#rate
* @property {number} rate
*/
Object.defineProperty(BaseSoundManager.prototype, 'rate', {
get: function () {
return this._rate;
},
set: function (value) {
this._rate = value;
this.forEachActiveSound(function (sound) {
sound.setRate();
}, this);
this.events.dispatch(new SoundValueEvent(this, 'SOUND_RATE', value));
}
});
/**
* Global detune.
*
* @name Phaser.Sound.BaseSoundManager#detune
* @property {number} detune
*/
Object.defineProperty(BaseSoundManager.prototype, 'detune', {
get: function () {
return this._detune;
},
set: function (value) {
this._detune = value;
this.forEachActiveSound(function (sound) {
sound.setRate();
}, this);
this.events.dispatch(new SoundValueEvent(this, 'SOUND_DETUNE', value));
}
});
module.exports = BaseSoundManager;