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<div id="main">
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<h1 class="page-title">Source: sound/Sound.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Sound class constructor.
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*
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* @class Phaser.Sound
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* @classdesc The Sound class
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* @constructor
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* @param {Phaser.Game} game - Reference to the current game instance.
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* @param {string} key - Asset key for the sound.
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* @param {number} [volume=1] - Default value for the volume, between 0 and 1.
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* @param {boolean} [loop=false] - Whether or not the sound will loop.
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*/
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Phaser.Sound = function (game, key, volume, loop, connect) {
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if (typeof volume == 'undefined') { volume = 1; }
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if (typeof loop == 'undefined') { loop = false; }
|
|
if (typeof connect === 'undefined') { connect = game.sound.connectToMaster; }
|
|
|
|
/**
|
|
* A reference to the currently running Game.
|
|
* @property {Phaser.Game} game
|
|
*/
|
|
this.game = game;
|
|
|
|
/**
|
|
* @property {string} name - Name of the sound.
|
|
*/
|
|
this.name = key;
|
|
|
|
/**
|
|
* @property {string} key - Asset key for the sound.
|
|
*/
|
|
this.key = key;
|
|
|
|
/**
|
|
* @property {boolean} loop - Whether or not the sound will loop.
|
|
*/
|
|
this.loop = loop;
|
|
|
|
/**
|
|
* @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).
|
|
* @private
|
|
*/
|
|
this._volume = volume;
|
|
|
|
/**
|
|
* @property {object} markers - The sound markers.
|
|
*/
|
|
this.markers = {};
|
|
|
|
/**
|
|
* @property {AudioContext} context - Reference to the AudioContext instance.
|
|
*/
|
|
this.context = null;
|
|
|
|
/**
|
|
* @property {Description} _buffer - Decoded data buffer / Audio tag.
|
|
* @private
|
|
*/
|
|
this._buffer = null;
|
|
|
|
/**
|
|
* @property {boolean} _muted - Boolean indicating whether the sound is muted or not.
|
|
* @private
|
|
* @default
|
|
*/
|
|
this._muted = false;
|
|
|
|
/**
|
|
* @property {boolean} autoplay - Boolean indicating whether the sound should start automatically.
|
|
*/
|
|
this.autoplay = false;
|
|
|
|
/**
|
|
* @property {number} totalDuration - The total duration of the sound, in milliseconds
|
|
*/
|
|
this.totalDuration = 0;
|
|
|
|
/**
|
|
* @property {number} startTime - The time the Sound starts at (typically 0 unless starting from a marker)
|
|
* @default
|
|
*/
|
|
this.startTime = 0;
|
|
|
|
/**
|
|
* @property {number} currentTime - The current time the sound is at.
|
|
*/
|
|
this.currentTime = 0;
|
|
|
|
/**
|
|
* @property {number} duration - The duration of the sound.
|
|
*/
|
|
this.duration = 0;
|
|
|
|
/**
|
|
* @property {number} stopTime - The time the sound stopped.
|
|
*/
|
|
this.stopTime = 0;
|
|
|
|
/**
|
|
* @property {boolean} paused - true if the sound is paused, otherwise false.
|
|
* @default
|
|
*/
|
|
this.paused = false;
|
|
|
|
/**
|
|
* @property {number} pausedPosition - The position the sound had reached when it was paused.
|
|
*/
|
|
this.pausedPosition = 0;
|
|
|
|
/**
|
|
* @property {number} pausedTime - The game time at which the sound was paused.
|
|
*/
|
|
this.pausedTime = 0;
|
|
|
|
/**
|
|
* @property {boolean} isPlaying - true if the sound is currently playing, otherwise false.
|
|
* @default
|
|
*/
|
|
this.isPlaying = false;
|
|
|
|
/**
|
|
* @property {string} currentMarker - The string ID of the currently playing marker, if any.
|
|
* @default
|
|
*/
|
|
this.currentMarker = '';
|
|
|
|
/**
|
|
* @property {boolean} pendingPlayback - true if the sound file is pending playback
|
|
* @readonly
|
|
*/
|
|
this.pendingPlayback = false;
|
|
|
|
/**
|
|
* @property {boolean} override - if true when you play this sound it will always start from the beginning.
|
|
* @default
|
|
*/
|
|
this.override = false;
|
|
|
|
/**
|
|
* @property {boolean} usingWebAudio - true if this sound is being played with Web Audio.
|
|
* @readonly
|
|
*/
|
|
this.usingWebAudio = this.game.sound.usingWebAudio;
|
|
|
|
/**
|
|
* @property {boolean} usingAudioTag - true if the sound is being played via the Audio tag.
|
|
*/
|
|
this.usingAudioTag = this.game.sound.usingAudioTag;
|
|
|
|
/**
|
|
* @property {object} externalNode - If defined this Sound won't connect to the SoundManager master gain node, but will instead connect to externalNode.input.
|
|
*/
|
|
this.externalNode = null;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this.context = this.game.sound.context;
|
|
this.masterGainNode = this.game.sound.masterGain;
|
|
|
|
if (typeof this.context.createGain === 'undefined')
|
|
{
|
|
this.gainNode = this.context.createGainNode();
|
|
}
|
|
else
|
|
{
|
|
this.gainNode = this.context.createGain();
|
|
}
|
|
|
|
this.gainNode.gain.value = volume * this.game.sound.volume;
|
|
|
|
if (connect)
|
|
{
|
|
this.gainNode.connect(this.masterGainNode);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this.game.cache.getSound(key) && this.game.cache.isSoundReady(key))
|
|
{
|
|
this._sound = this.game.cache.getSoundData(key);
|
|
this.totalDuration = 0;
|
|
|
|
if (this._sound.duration)
|
|
{
|
|
this.totalDuration = this._sound.duration;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this.game.cache.onSoundUnlock.add(this.soundHasUnlocked, this);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onDecoded - The onDecoded event is dispatched when the sound has finished decoding (typically for mp3 files)
|
|
*/
|
|
this.onDecoded = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onPlay - The onPlay event is dispatched each time this sound is played.
|
|
*/
|
|
this.onPlay = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onPause - The onPause event is dispatched when this sound is paused.
|
|
*/
|
|
this.onPause = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onResume - The onResume event is dispatched when this sound is resumed from a paused state.
|
|
*/
|
|
this.onResume = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onLoop - The onLoop event is dispatched when this sound loops during playback.
|
|
*/
|
|
this.onLoop = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onStop - The onStop event is dispatched when this sound stops playback.
|
|
*/
|
|
this.onStop = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onMute - The onMouse event is dispatched when this sound is muted.
|
|
*/
|
|
this.onMute = new Phaser.Signal();
|
|
|
|
/**
|
|
* @property {Phaser.Signal} onMarkerComplete - The onMarkerComplete event is dispatched when a marker within this sound completes playback.
|
|
*/
|
|
this.onMarkerComplete = new Phaser.Signal();
|
|
|
|
};
|
|
|
|
Phaser.Sound.prototype = {
|
|
|
|
/**
|
|
* Called automatically when this sound is unlocked.
|
|
* @method Phaser.Sound#soundHasUnlocked
|
|
* @param {string} key - The Phaser.Cache key of the sound file to check for decoding.
|
|
* @protected
|
|
*/
|
|
soundHasUnlocked: function (key) {
|
|
|
|
if (key == this.key)
|
|
{
|
|
this._sound = this.game.cache.getSoundData(this.key);
|
|
this.totalDuration = this._sound.duration;
|
|
// console.log('sound has unlocked' + this._sound);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds a marker into the current Sound. A marker is represented by a unique key and a start time and duration.
|
|
* This allows you to bundle multiple sounds together into a single audio file and use markers to jump between them for playback.
|
|
*
|
|
* @method Phaser.Sound#addMarker
|
|
* @param {string} name - A unique name for this marker, i.e. 'explosion', 'gunshot', etc.
|
|
* @param {number} start - The start point of this marker in the audio file, given in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.
|
|
* @param {number} duration - The duration of the marker in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.
|
|
* @param {number} [volume=1] - The volume the sound will play back at, between 0 (silent) and 1 (full volume).
|
|
* @param {boolean} [loop=false] - Sets if the sound will loop or not.
|
|
*/
|
|
addMarker: function (name, start, duration, volume, loop) {
|
|
|
|
if (typeof volume == 'undefined') { volume = 1; }
|
|
if (typeof loop == 'undefined') { loop = false; }
|
|
|
|
this.markers[name] = {
|
|
name: name,
|
|
start: start,
|
|
stop: start + duration,
|
|
volume: volume,
|
|
duration: duration,
|
|
durationMS: duration * 1000,
|
|
loop: loop
|
|
};
|
|
|
|
},
|
|
|
|
/**
|
|
* Removes a marker from the sound.
|
|
* @method Phaser.Sound#removeMarker
|
|
* @param {string} name - The key of the marker to remove.
|
|
*/
|
|
removeMarker: function (name) {
|
|
|
|
delete this.markers[name];
|
|
|
|
},
|
|
|
|
/**
|
|
* Called automatically by Phaser.SoundManager.
|
|
* @method Phaser.Sound#update
|
|
* @protected
|
|
*/
|
|
update: function () {
|
|
|
|
if (this.pendingPlayback && this.game.cache.isSoundReady(this.key))
|
|
{
|
|
this.pendingPlayback = false;
|
|
this.play(this._tempMarker, this._tempPosition, this._tempVolume, this._tempLoop);
|
|
}
|
|
|
|
if (this.isPlaying)
|
|
{
|
|
this.currentTime = this.game.time.now - this.startTime;
|
|
|
|
if (this.currentTime >= this.durationMS)
|
|
{
|
|
// console.log(this.currentMarker, 'has hit duration');
|
|
if (this.usingWebAudio)
|
|
{
|
|
if (this.loop)
|
|
{
|
|
// console.log('loop1');
|
|
// won't work with markers, needs to reset the position
|
|
this.onLoop.dispatch(this);
|
|
|
|
if (this.currentMarker === '')
|
|
{
|
|
// console.log('loop2');
|
|
this.currentTime = 0;
|
|
this.startTime = this.game.time.now;
|
|
}
|
|
else
|
|
{
|
|
// console.log('loop3');
|
|
this.onMarkerComplete.dispatch(this.currentMarker, this);
|
|
this.play(this.currentMarker, 0, this.volume, true, true);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// console.log('stopping, no loop for marker');
|
|
this.stop();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this.loop)
|
|
{
|
|
this.onLoop.dispatch(this);
|
|
this.play(this.currentMarker, 0, this.volume, true, true);
|
|
}
|
|
else
|
|
{
|
|
this.stop();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Play this sound, or a marked section of it.
|
|
* @method Phaser.Sound#play
|
|
* @param {string} [marker=''] - If you want to play a marker then give the key here, otherwise leave blank to play the full sound.
|
|
* @param {number} [position=0] - The starting position to play the sound from - this is ignored if you provide a marker.
|
|
* @param {number} [volume=1] - Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified).
|
|
* @param {boolean} [loop=false] - Loop when it finished playing?
|
|
* @param {boolean} [forceRestart=true] - If the sound is already playing you can set forceRestart to restart it from the beginning.
|
|
* @return {Phaser.Sound} This sound instance.
|
|
*/
|
|
play: function (marker, position, volume, loop, forceRestart) {
|
|
|
|
if (typeof marker === 'undefined') { marker = ''; }
|
|
if (typeof forceRestart === 'undefined') { forceRestart = true; }
|
|
|
|
if (this.isPlaying === true && forceRestart === false && this.override === false)
|
|
{
|
|
// Use Restart instead
|
|
return;
|
|
}
|
|
|
|
if (this.isPlaying && this.override)
|
|
{
|
|
if (this.usingWebAudio)
|
|
{
|
|
if (typeof this._sound.stop === 'undefined')
|
|
{
|
|
this._sound.noteOff(0);
|
|
}
|
|
else
|
|
{
|
|
this._sound.stop(0);
|
|
}
|
|
}
|
|
else if (this.usingAudioTag)
|
|
{
|
|
this._sound.pause();
|
|
this._sound.currentTime = 0;
|
|
}
|
|
}
|
|
|
|
this.currentMarker = marker;
|
|
|
|
if (marker !== '')
|
|
{
|
|
if (this.markers[marker])
|
|
{
|
|
// Playing a marker? Then we default to the marker values
|
|
this.position = this.markers[marker].start;
|
|
this.volume = this.markers[marker].volume;
|
|
this.loop = this.markers[marker].loop;
|
|
this.duration = this.markers[marker].duration;
|
|
this.durationMS = this.markers[marker].durationMS;
|
|
|
|
if (typeof volume !== 'undefined')
|
|
{
|
|
this.volume = volume;
|
|
}
|
|
|
|
if (typeof loop !== 'undefined')
|
|
{
|
|
this.loop = loop;
|
|
}
|
|
|
|
this._tempMarker = marker;
|
|
this._tempPosition = this.position;
|
|
this._tempVolume = this.volume;
|
|
this._tempLoop = this.loop;
|
|
}
|
|
else
|
|
{
|
|
console.warn("Phaser.Sound.play: audio marker " + marker + " doesn't exist");
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
position = position || 0;
|
|
|
|
if (typeof volume === 'undefined') { volume = this._volume; }
|
|
if (typeof loop === 'undefined') { loop = this.loop; }
|
|
|
|
this.position = position;
|
|
this.volume = volume;
|
|
this.loop = loop;
|
|
this.duration = 0;
|
|
this.durationMS = 0;
|
|
|
|
this._tempMarker = marker;
|
|
this._tempPosition = position;
|
|
this._tempVolume = volume;
|
|
this._tempLoop = loop;
|
|
}
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
// Does the sound need decoding?
|
|
if (this.game.cache.isSoundDecoded(this.key))
|
|
{
|
|
// Do we need to do this every time we play? How about just if the buffer is empty?
|
|
if (this._buffer == null)
|
|
{
|
|
this._buffer = this.game.cache.getSoundData(this.key);
|
|
}
|
|
|
|
this._sound = this.context.createBufferSource();
|
|
this._sound.buffer = this._buffer;
|
|
|
|
if (this.externalNode)
|
|
{
|
|
this._sound.connect(this.externalNode.input);
|
|
}
|
|
else
|
|
{
|
|
this._sound.connect(this.gainNode);
|
|
}
|
|
|
|
this.totalDuration = this._sound.buffer.duration;
|
|
|
|
if (this.duration === 0)
|
|
{
|
|
// console.log('duration reset');
|
|
this.duration = this.totalDuration;
|
|
this.durationMS = this.totalDuration * 1000;
|
|
}
|
|
|
|
if (this.loop && marker === '')
|
|
{
|
|
this._sound.loop = true;
|
|
}
|
|
|
|
// Useful to cache this somewhere perhaps?
|
|
if (typeof this._sound.start === 'undefined')
|
|
{
|
|
this._sound.noteGrainOn(0, this.position, this.duration);
|
|
// this._sound.noteGrainOn(0, this.position, this.duration / 1000);
|
|
//this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
|
|
}
|
|
else
|
|
{
|
|
// this._sound.start(0, this.position, this.duration / 1000);
|
|
this._sound.start(0, this.position, this.duration);
|
|
}
|
|
|
|
this.isPlaying = true;
|
|
this.startTime = this.game.time.now;
|
|
this.currentTime = 0;
|
|
this.stopTime = this.startTime + this.durationMS;
|
|
this.onPlay.dispatch(this);
|
|
}
|
|
else
|
|
{
|
|
this.pendingPlayback = true;
|
|
|
|
if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).isDecoding === false)
|
|
{
|
|
this.game.sound.decode(this.key, this);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// console.log('Sound play Audio');
|
|
if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked)
|
|
{
|
|
// console.log('tried playing locked sound, pending set, reload started');
|
|
this.game.cache.reloadSound(this.key);
|
|
this.pendingPlayback = true;
|
|
}
|
|
else
|
|
{
|
|
// console.log('sound not locked, state?', this._sound.readyState);
|
|
if (this._sound && (this.game.device.cocoonJS || this._sound.readyState === 4))
|
|
{
|
|
this._sound.play();
|
|
// This doesn't become available until you call play(), wonderful ...
|
|
this.totalDuration = this._sound.duration;
|
|
|
|
if (this.duration === 0)
|
|
{
|
|
this.duration = this.totalDuration;
|
|
this.durationMS = this.totalDuration * 1000;
|
|
}
|
|
|
|
// console.log('playing', this._sound);
|
|
this._sound.currentTime = this.position;
|
|
this._sound.muted = this._muted;
|
|
|
|
if (this._muted)
|
|
{
|
|
this._sound.volume = 0;
|
|
}
|
|
else
|
|
{
|
|
this._sound.volume = this._volume;
|
|
}
|
|
|
|
this.isPlaying = true;
|
|
this.startTime = this.game.time.now;
|
|
this.currentTime = 0;
|
|
this.stopTime = this.startTime + this.durationMS;
|
|
this.onPlay.dispatch(this);
|
|
}
|
|
else
|
|
{
|
|
this.pendingPlayback = true;
|
|
}
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Restart the sound, or a marked section of it.
|
|
* @method Phaser.Sound#restart
|
|
* @param {string} [marker=''] - If you want to play a marker then give the key here, otherwise leave blank to play the full sound.
|
|
* @param {number} [position=0] - The starting position to play the sound from - this is ignored if you provide a marker.
|
|
* @param {number} [volume=1] - Volume of the sound you want to play.
|
|
* @param {boolean} [loop=false] - Loop when it finished playing?
|
|
*/
|
|
restart: function (marker, position, volume, loop) {
|
|
|
|
marker = marker || '';
|
|
position = position || 0;
|
|
volume = volume || 1;
|
|
if (typeof loop == 'undefined') { loop = false; }
|
|
|
|
this.play(marker, position, volume, loop, true);
|
|
|
|
},
|
|
|
|
/**
|
|
* Pauses the sound
|
|
* @method Phaser.Sound#pause
|
|
*/
|
|
pause: function () {
|
|
|
|
if (this.isPlaying && this._sound)
|
|
{
|
|
this.stop();
|
|
this.isPlaying = false;
|
|
this.paused = true;
|
|
this.pausedPosition = this.currentTime;
|
|
this.pausedTime = this.game.time.now;
|
|
this.onPause.dispatch(this);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Resumes the sound
|
|
* @method Phaser.Sound#resume
|
|
*/
|
|
resume: function () {
|
|
|
|
if (this.paused && this._sound)
|
|
{
|
|
if (this.usingWebAudio)
|
|
{
|
|
var p = this.position + (this.pausedPosition / 1000);
|
|
|
|
this._sound = this.context.createBufferSource();
|
|
this._sound.buffer = this._buffer;
|
|
|
|
if (this.externalNode)
|
|
{
|
|
this._sound.connect(this.externalNode.input);
|
|
}
|
|
else
|
|
{
|
|
this._sound.connect(this.gainNode);
|
|
}
|
|
|
|
if (this.loop)
|
|
{
|
|
this._sound.loop = true;
|
|
}
|
|
|
|
if (typeof this._sound.start === 'undefined')
|
|
{
|
|
this._sound.noteGrainOn(0, p, this.duration);
|
|
//this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
|
|
}
|
|
else
|
|
{
|
|
this._sound.start(0, p, this.duration);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this._sound.play();
|
|
}
|
|
|
|
this.isPlaying = true;
|
|
this.paused = false;
|
|
this.startTime += (this.game.time.now - this.pausedTime);
|
|
this.onResume.dispatch(this);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Stop playing this sound.
|
|
*
|
|
* @method Phaser.Sound#stop
|
|
*/
|
|
stop: function () {
|
|
|
|
if (this.isPlaying && this._sound)
|
|
{
|
|
if (this.usingWebAudio)
|
|
{
|
|
if (typeof this._sound.stop === 'undefined')
|
|
{
|
|
this._sound.noteOff(0);
|
|
}
|
|
else
|
|
{
|
|
this._sound.stop(0);
|
|
}
|
|
}
|
|
else if (this.usingAudioTag)
|
|
{
|
|
this._sound.pause();
|
|
this._sound.currentTime = 0;
|
|
}
|
|
}
|
|
|
|
this.isPlaying = false;
|
|
var prevMarker = this.currentMarker;
|
|
|
|
if (this.currentMarker !== '')
|
|
{
|
|
this.onMarkerComplete.dispatch(this.currentMarker, this);
|
|
}
|
|
|
|
this.currentMarker = '';
|
|
this.onStop.dispatch(this, prevMarker);
|
|
|
|
},
|
|
|
|
/**
|
|
* Destroys this sound and all associated events and removes it from the SoundManager.
|
|
*
|
|
* @method Phaser.Sound#destroy
|
|
* @param {boolean} [remove=true] - If true this Sound is automatically removed from the SoundManager.
|
|
*/
|
|
destroy: function (remove) {
|
|
|
|
if (typeof remove === 'undefined') { remove = true; }
|
|
|
|
this.stop();
|
|
|
|
if (remove)
|
|
{
|
|
this.game.sound.remove(this);
|
|
}
|
|
|
|
this.markers = {};
|
|
this.context = null;
|
|
this._buffer = null;
|
|
this.externalNode = null;
|
|
this.onDecoded.dispose();
|
|
this.onPlay.dispose();
|
|
this.onPause.dispose();
|
|
this.onResume.dispose();
|
|
this.onLoop.dispose();
|
|
this.onStop.dispose();
|
|
this.onMute.dispose();
|
|
this.onMarkerComplete.dispose();
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.Sound.prototype.constructor = Phaser.Sound;
|
|
|
|
/**
|
|
* @name Phaser.Sound#isDecoding
|
|
* @property {boolean} isDecoding - Returns true if the sound file is still decoding.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Sound.prototype, "isDecoding", {
|
|
|
|
get: function () {
|
|
return this.game.cache.getSound(this.key).isDecoding;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Sound#isDecoded
|
|
* @property {boolean} isDecoded - Returns true if the sound file has decoded.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Sound.prototype, "isDecoded", {
|
|
|
|
get: function () {
|
|
return this.game.cache.isSoundDecoded(this.key);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Sound#mute
|
|
* @property {boolean} mute - Gets or sets the muted state of this sound.
|
|
*/
|
|
Object.defineProperty(Phaser.Sound.prototype, "mute", {
|
|
|
|
get: function () {
|
|
return this._muted;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
value = value || null;
|
|
|
|
if (value)
|
|
{
|
|
this._muted = true;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this._muteVolume = this.gainNode.gain.value;
|
|
this.gainNode.gain.value = 0;
|
|
}
|
|
else if (this.usingAudioTag && this._sound)
|
|
{
|
|
this._muteVolume = this._sound.volume;
|
|
this._sound.volume = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this._muted = false;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this.gainNode.gain.value = this._muteVolume;
|
|
}
|
|
else if (this.usingAudioTag && this._sound)
|
|
{
|
|
this._sound.volume = this._muteVolume;
|
|
}
|
|
}
|
|
|
|
this.onMute.dispatch(this);
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Sound#volume
|
|
* @property {number} volume - Gets or sets the volume of this sound, a value between 0 and 1.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Sound.prototype, "volume", {
|
|
|
|
get: function () {
|
|
return this._volume;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this._volume = value;
|
|
this.gainNode.gain.value = value;
|
|
}
|
|
else if (this.usingAudioTag && this._sound)
|
|
{
|
|
// Causes an Index size error in Firefox if you don't clamp the value
|
|
if (value >= 0 && value <= 1)
|
|
{
|
|
this._volume = value;
|
|
this._sound.volume = value;
|
|
}
|
|
}
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
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</div>
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<div class="clearfix"></div>
|
|
<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2014 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.3.0-dev</a>
|
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on Tue Apr 15 2014 02:52:21 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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