mirror of
https://github.com/photonstorm/phaser
synced 2024-12-26 04:53:38 +00:00
338 lines
10 KiB
JavaScript
338 lines
10 KiB
JavaScript
var Class = require('../../utils/Class');
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var BaseSound = require('../BaseSound');
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// Phaser.Sound.WebAudioSound
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// TODO support webkitAudioContext implementation differences
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// https://developer.mozilla.org/en-US/docs/Web/API/Web_Audio_API/Porting_webkitAudioContext_code_to_standards_based_AudioContext
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var WebAudioSound = new Class({
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Extends: BaseSound,
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initialize: function WebAudioSound(manager, key, config) {
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if (config === void 0) { config = {}; }
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/**
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* [description]
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*
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* @private
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* @property {AudioBuffer} audioBuffer
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*/
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this.audioBuffer = manager.game.cache.audio.get(key);
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if (!this.audioBuffer) {
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console.error('No audio loaded in cache with key: \'' + key + '\'!');
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return;
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}
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/**
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* [description]
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*
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* @private
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* @property {AudioBufferSourceNode} source
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*/
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this.source = null;
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/**
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* [description]
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*
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* @private
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* @property {GainNode} muteNode
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*/
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this.muteNode = manager.context.createGain();
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/**
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* [description]
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*
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* @private
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* @property {GainNode} volumeNode
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*/
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this.volumeNode = manager.context.createGain();
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/**
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* The time at which the sound should have started from the beginning.
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* Based on BaseAudioContext.currentTime value.
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*
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* @private
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* @property {number} playTime
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*/
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this.playTime = 0;
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/**
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* The time at which the sound source should actually start playback.
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* Based on BaseAudioContext.currentTime value.
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*
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* @private
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* @property {number} startTime
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*/
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this.startTime = 0;
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/**
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* An array where we keep track of all rate updates during playback.
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*
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* @private
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* @property {{ time: number, rate: number }[]} rateUpdates
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*/
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this.rateUpdates = [];
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/**
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* Used for keeping track when sound source playback has ended
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* so it's state can be updated accordingly.
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*
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* @private
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* @property {boolean} hasEnded
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*/
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this.hasEnded = false;
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/**
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* Used for keeping track when sound source has looped
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* so it's state can be updated accordingly.
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*
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* @private
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* @property {boolean} hasLooped
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*/
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this.hasLooped = false;
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this.muteNode.connect(this.volumeNode);
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this.volumeNode.connect(manager.destination);
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this.duration = this.audioBuffer.duration;
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this.totalDuration = this.audioBuffer.duration;
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BaseSound.call(this, manager, key, config);
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},
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play: function (markerName, config) {
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if (!BaseSound.prototype.play.call(this, markerName, config)) {
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return null;
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}
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// \/\/\/ isPlaying = true, isPaused = false \/\/\/
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this.stopAndRemoveBufferSource();
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this.createAndStartBufferSource();
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return this;
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},
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pause: function () {
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if (this.manager.context.currentTime < this.startTime) {
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return false;
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}
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if (!BaseSound.prototype.pause.call(this)) {
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return false;
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}
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// \/\/\/ isPlaying = false, isPaused = true \/\/\/
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this.currentConfig.seek = this.getCurrentTime(); // Equivalent to setting paused time
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this.stopAndRemoveBufferSource();
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return true;
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},
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resume: function () {
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if (this.manager.context.currentTime < this.startTime) {
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return false;
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}
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if (!BaseSound.prototype.resume.call(this)) {
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return false;
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}
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// \/\/\/ isPlaying = true, isPaused = false \/\/\/
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this.createAndStartBufferSource();
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return true;
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},
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stop: function () {
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if (!BaseSound.prototype.stop.call(this)) {
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return false;
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}
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// \/\/\/ isPlaying = false, isPaused = false \/\/\/
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this.stopAndRemoveBufferSource();
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return true;
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},
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/**
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* Used internally to do what the name says.
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*
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* @private
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*/
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createAndStartBufferSource: function () {
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var _this = this;
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var seek = this.currentConfig.seek;
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var delay = this.currentConfig.delay;
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var when = this.manager.context.currentTime + delay;
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var offset = (this.currentMarker ? this.currentMarker.start : 0) + seek;
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var duration = this.duration - seek;
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this.playTime = when - seek;
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this.startTime = when;
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this.source = this.manager.context.createBufferSource();
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this.source.buffer = this.audioBuffer;
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this.source.connect(this.muteNode);
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this.source.onended = function (ev) {
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if (ev.target === _this.source) {
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// sound ended
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if (_this.currentConfig.loop) {
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_this.hasLooped = true;
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}
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else {
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_this.hasEnded = true;
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}
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}
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// else was stopped
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};
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this.applyConfig();
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this.source.start(Math.max(0, when), Math.max(0, offset), Math.max(0, duration));
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this.resetConfig();
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},
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/**
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* Used internally to do what the name says.
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*
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* @private
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*/
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stopAndRemoveBufferSource: function () {
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if (this.source) {
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this.source.stop();
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this.source = null;
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}
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this.playTime = 0;
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this.startTime = 0;
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},
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/**
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* @protected
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*/
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applyConfig: function () {
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this.rateUpdates.length = 0;
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this.rateUpdates.push({
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time: 0,
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rate: 1
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});
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BaseSound.prototype.applyConfig.call(this);
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},
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/**
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* Update method called on every game step.
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*
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* @param {number} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
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* @param {number} delta - The delta time elapsed since the last frame.
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*/
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update: function (time, delta) {
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if (this.hasEnded) {
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this.hasEnded = false;
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this.stop();
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}
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},
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destroy: function () {
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BaseSound.prototype.destroy.call(this);
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this.audioBuffer = null;
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this.stopAndRemoveBufferSource();
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this.muteNode.disconnect();
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this.muteNode = null;
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this.volumeNode.disconnect();
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this.volumeNode = null;
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this.rateUpdates = null;
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},
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/**
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* @private
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*/
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setRate: function () {
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BaseSound.prototype.setRate.call(this);
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if (this.source) {
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this.source.playbackRate.setValueAtTime(this.totalRate, 0);
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}
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if (this.isPlaying) {
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this.rateUpdates.push({
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time: Math.max(this.startTime, this.manager.context.currentTime) - this.playTime,
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rate: this.totalRate
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});
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}
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},
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/**
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* @private
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*/
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getCurrentTime: function () {
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var currentTime = 0;
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for (var i = 0; i < this.rateUpdates.length; i++) {
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var nextTime = void 0;
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if (i < this.rateUpdates.length - 1) {
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nextTime = this.rateUpdates[i + 1].time;
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}
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else {
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nextTime = this.manager.context.currentTime - this.playTime;
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}
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currentTime += (nextTime - this.rateUpdates[i].time) * this.rateUpdates[i].rate;
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}
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return currentTime;
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}
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});
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/**
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* Mute setting.
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* @property {boolean} mute
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*/
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Object.defineProperty(WebAudioSound.prototype, 'mute', {
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get: function () {
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return this.muteNode.gain.value === 0;
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},
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set: function (value) {
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this.currentConfig.mute = value;
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this.muteNode.gain.setValueAtTime(value ? 0 : 1, 0);
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}
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});
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/**
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* Volume setting.
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* @property {number} volume
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*/
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Object.defineProperty(WebAudioSound.prototype, 'volume', {
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get: function () {
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return this.volumeNode.gain.value;
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},
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set: function (value) {
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this.currentConfig.volume = value;
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this.volumeNode.gain.setValueAtTime(value, 0);
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}
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});
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/**
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* Playback rate.
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* @property {number} rate
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*/
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Object.defineProperty(WebAudioSound.prototype, 'rate', {
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get: function () {
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return this.currentConfig.rate;
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},
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set: function (value) {
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this.currentConfig.rate = value;
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this.setRate();
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}
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});
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/**
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* Detuning of sound.
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* @property {number} detune
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*/
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Object.defineProperty(WebAudioSound.prototype, 'detune', {
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get: function () {
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return this.currentConfig.detune;
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},
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set: function (value) {
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this.currentConfig.detune = value;
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this.setRate();
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}
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});
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/**
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* Current position of playing sound.
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* @property {number} seek
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*/
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Object.defineProperty(WebAudioSound.prototype, 'seek', {
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get: function () {
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if (this.isPlaying) {
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if (this.manager.context.currentTime < this.startTime) {
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return this.startTime - this.playTime;
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}
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return this.getCurrentTime();
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}
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else if (this.isPaused) {
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return this.currentConfig.seek;
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}
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else {
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return 0;
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}
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},
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set: function (value) {
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if (this.manager.context.currentTime < this.startTime) {
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return;
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}
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if (this.isPlaying || this.isPaused) {
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value = Math.min(Math.max(0, value), this.duration);
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this.currentConfig.seek = value;
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}
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if (this.isPlaying) {
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this.stopAndRemoveBufferSource();
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this.createAndStartBufferSource();
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}
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}
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});
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/**
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* Property indicating whether or not
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* the sound or current sound marker will loop.
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*
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* @property {boolean} loop
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*/
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Object.defineProperty(WebAudioSound.prototype, 'loop', {
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get: function () {
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return this.currentConfig.loop;
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},
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set: function (value) {
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this.currentConfig.loop = value;
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}
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});
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module.exports = WebAudioSound;
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