mirror of
https://github.com/photonstorm/phaser
synced 2024-12-26 13:03:36 +00:00
396 lines
13 KiB
JavaScript
396 lines
13 KiB
JavaScript
var Class = require('../utils/Class');
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var NOOP = require('../utils/NOOP');
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var EventEmitter = require('eventemitter3');
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/*!
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* @author Pavle Goloskokovic <pgoloskokovic@gmail.com> (http://prunegames.com)
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*/
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var BaseSoundManager = new Class({
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Extends: EventEmitter,
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/**
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* The sound manager is responsible for playing back audio via Web Audio API or HTML Audio tag as fallback.
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* The audio file type and the encoding of those files are extremely important.
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* Not all browsers can play all audio formats.
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* 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).
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*
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* @class Phaser.Sound.BaseSoundManager
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* @constructor
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* @param {Phaser.Game} game - Reference to the current game instance.
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*/
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initialize: function BaseSoundManager(game) {
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EventEmitter.call(this);
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/**
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* Local reference to game.
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*
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* @readonly
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* @property {Phaser.Game} game
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*/
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this.game = game;
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/**
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* An array containing all added sounds.
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*
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* @private
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* @property {ISound[]} sounds
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* @default []
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*/
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this.sounds = [];
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/**
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* Global mute setting.
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*
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* @property {boolean} mute
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* @default false
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*/
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this.mute = false;
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/**
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* Global volume setting.
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*
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* @property {number} volume
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* @default 1
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*/
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this.volume = 1;
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/**
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* Global playback rate at which all the sounds will be played.
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* Value of 1.0 plays the audio at full speed, 0.5 plays the audio at half speed
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* and 2.0 doubles the audio's playback speed.
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*
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* @property {number} rate
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* @default 1
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*/
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this.rate = 1;
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/**
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* Global detuning of all sounds 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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* @property {number} detune
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* @default 0
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*/
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this.detune = 0;
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/**
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* Flag indicating if sounds should be paused when game looses focus,
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* for instance when user switches to another tab/program/app.
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*
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* @property {boolean} pauseOnBlur
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* @default true
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*/
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this.pauseOnBlur = true;
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game.events.on('blur', function () {
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if (this.pauseOnBlur) {
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this.onBlur();
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}
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}, this);
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game.events.on('focus', function () {
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if (this.pauseOnBlur) {
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this.onFocus();
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}
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}, this);
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/**
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* Property that actually holds the value of global playback rate.
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*
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* @private
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* @property {number} _rate
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* @default 1
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*/
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this._rate = 1;
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/**
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* Property that actually holds the value of global detune.
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*
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* @private
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* @property {number} _detune
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* @default 0
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*/
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this._detune = 0;
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/**
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* Mobile devices require sounds to be triggered from an explicit user action,
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* such as a tap, before any sound can be loaded/played on a web page.
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* Set to true if the audio system is currently locked awaiting user interaction.
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*
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* @readonly
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* @property {boolean} locked
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*/
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this.locked = this.locked || false;
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/**
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* Flag used internally for handling when the audio system
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* has been unlocked, if there ever was a need for it.
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*
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* @private
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* @property {boolean} unlocked
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* @default false
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*/
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this.unlocked = false;
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if (this.locked) {
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this.unlock();
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}
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else {
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this.emit('ready', this);
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}
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},
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/**
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* Adds a new sound into the sound manager.
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*
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* @override
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* @method Phaser.Sound.BaseSoundManager#add
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* @param {string} key - Asset key for the sound.
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* @param {ISoundConfig} [config] - An optional config object containing default sound settings.
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* @returns {ISound} The new sound instance.
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*/
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add: NOOP,
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/**
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* Adds a new audio sprite sound into the sound manager.
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*
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* @method Phaser.Sound.BaseSoundManager#addAudioSprite
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* @param {string} key - Asset key for the sound.
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* @param {ISoundConfig} [config] - An optional config object containing default sound settings.
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* @returns {IAudioSpriteSound} The new audio sprite sound instance.
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*/
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addAudioSprite: function (key, config) {
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var sound = this.add(key, config);
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/**
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* Local reference to 'spritemap' object form json file generated by audiosprite tool.
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*
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* @property {object} spritemap
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*/
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sound.spritemap = this.game.cache.json.get(key).spritemap;
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for (var markerName in sound.spritemap) {
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if (!sound.spritemap.hasOwnProperty(markerName)) {
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continue;
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}
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var marker = sound.spritemap[markerName];
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sound.addMarker({
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name: markerName,
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start: marker.start,
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duration: marker.end - marker.start,
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config: config
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});
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}
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return sound;
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},
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/**
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* Enables playing sound on the fly without the need to keep a reference to it.
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* Sound will auto destroy once its playback ends.
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*
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* @method Phaser.Sound.BaseSoundManager#play
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* @param {string} key - Asset key for the sound.
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* @param {ISoundConfig | ISoundMarker} [extra] - An optional additional object containing settings to be applied to the sound. It could be either config or marker object.
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*/
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play: function (key, extra) {
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var sound = this.add(key);
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// TODO document all events
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sound.once('ended', sound.destroy, sound);
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if (extra) {
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if (extra.name) {
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sound.addMarker(extra);
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sound.play(extra.name);
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}
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else {
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sound.play(extra);
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}
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}
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else {
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sound.play();
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}
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},
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/**
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* Enables playing audio sprite sound on the fly without the need to keep a reference to it.
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* Sound will auto destroy once its playback ends.
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*
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* @method Phaser.Sound.BaseSoundManager#playAudioSprite
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* @param {string} key - Asset key for the sound.
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* @param {string} spriteName - The name of the sound sprite to play.
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* @param {ISoundConfig} [config] - An optional config object containing default sound settings.
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*/
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playAudioSprite: function (key, spriteName, config) {
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var sound = this.addAudioSprite(key);
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sound.once('ended', sound.destroy, sound);
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sound.play(spriteName, config);
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},
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/**
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* Removes a sound from the sound manager.
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* The removed sound is destroyed before removal.
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*
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* @method Phaser.Sound.BaseSoundManager#remove
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* @param {ISound} sound - The sound object to remove.
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* @returns {boolean} True if the sound was removed successfully, otherwise false.
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*/
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remove: function (sound) {
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var index = this.sounds.indexOf(sound);
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if (index !== -1) {
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sound.destroy();
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this.sounds.splice(index, 1);
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return true;
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}
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return false;
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},
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/**
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* Removes all sounds from the sound manager that have an asset key matching the given value.
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* The removed sounds are destroyed before removal.
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*
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* @method Phaser.Sound.BaseSoundManager#removeByKey
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* @param {string} key - The key to match when removing sound objects.
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* @returns {number} The number of matching sound objects that were removed.
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*/
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removeByKey: function (key) {
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var removed = 0;
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for (var i = this.sounds.length - 1; i >= 0; i--) {
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var sound = this.sounds[i];
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if (sound.key === key) {
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sound.destroy();
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this.sounds.splice(i, 1);
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removed++;
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}
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}
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return removed;
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},
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/**
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* Pauses all the sounds in the game.
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*
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* @method Phaser.Sound.BaseSoundManager#pauseAll
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*/
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pauseAll: function () {
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this.forEachActiveSound(function (sound) {
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sound.pause();
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});
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this.emit('pauseall', this);
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},
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/**
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* Resumes all the sounds in the game.
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*
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* @method Phaser.Sound.BaseSoundManager#resumeAll
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*/
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resumeAll: function () {
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this.forEachActiveSound(function (sound) {
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sound.resume();
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});
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this.emit('resumeall', this);
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},
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/**
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* Stops all the sounds in the game.
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*
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* @method Phaser.Sound.BaseSoundManager#stopAll
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*/
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stopAll: function () {
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this.forEachActiveSound(function (sound) {
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sound.stop();
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});
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this.emit('stopall', this);
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},
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/**
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* Method used internally for unlocking audio playback on devices that
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* require user interaction before any sound can be played on a web page.
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*
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* Read more about how this issue is handled here in [this article](TODO add link).
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*
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* @override
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* @protected
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* @method Phaser.Sound.BaseSoundManager#unlock
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*/
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unlock: NOOP,
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/**
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* Method used internally for pausing sound manager if
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* Phaser.Sound.BaseSoundManager#pauseOnBlur is set to true.
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*
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* @override
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* @protected
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* @method Phaser.Sound.BaseSoundManager#onBlur
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*/
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onBlur: NOOP,
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/**
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* Method used internally for resuming sound manager if
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* Phaser.Sound.BaseSoundManager#pauseOnBlur is set to true.
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*
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* @override
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* @protected
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* @method Phaser.Sound.BaseSoundManager#onFocus
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*/
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onFocus: NOOP,
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/**
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* Update method called on every game step.
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* Removes destroyed sounds and updates every active sound in the game.
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*
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* @protected
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* @method Phaser.Sound.BaseSoundManager#update
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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.unlocked) {
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this.unlocked = false;
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this.locked = false;
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this.emit('unlocked', this);
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this.emit('ready', this);
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}
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for (var i = this.sounds.length - 1; i >= 0; i--) {
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if (this.sounds[i].pendingRemove) {
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this.sounds.splice(i, 1);
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}
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}
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this.sounds.forEach(function (sound) {
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sound.update(time, delta);
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});
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},
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/**
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* Destroys all the sounds in the game and all associated events.
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*
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* @method Phaser.Sound.BaseSoundManager#destroy
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*/
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destroy: function () {
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this.game = null;
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this.removeAllListeners();
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this.forEachActiveSound(function (sound) {
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sound.destroy();
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});
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this.sounds.length = 0;
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this.sounds = null;
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},
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/**
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* Method used internally for iterating only over active sounds and skipping sounds that are marked for removal.
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*
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* @private
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* @method Phaser.Sound.BaseSoundManager#forEachActiveSound
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* @param {(sound: ISound, index: number, array: ISound[]) => void} callbackfn - Callback function.
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* @param [thisArg=this] - Callback context.
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*/
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forEachActiveSound: function (callbackfn, thisArg) {
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var _this = this;
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this.sounds.forEach(function (sound, index) {
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if (!sound.pendingRemove) {
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callbackfn.call(thisArg || _this, sound, index, _this.sounds);
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}
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});
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}
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});
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/**
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* Global playback rate.
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*
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* @name Phaser.Sound.BaseSoundManager#rate
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* @property {number} rate
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*/
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Object.defineProperty(BaseSoundManager.prototype, 'rate', {
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get: function () {
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return this._rate;
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},
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set: function (value) {
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this._rate = value;
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this.forEachActiveSound(function (sound) {
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sound.setRate();
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});
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this.emit('rate', this, value);
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}
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});
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/**
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* Global detune.
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*
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* @name Phaser.Sound.BaseSoundManager#detune
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* @property {number} detune
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*/
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Object.defineProperty(BaseSoundManager.prototype, 'detune', {
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get: function () {
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return this._detune;
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},
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set: function (value) {
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this._detune = value;
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this.forEachActiveSound(function (sound) {
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sound.setRate();
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});
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this.emit('detune', this, value);
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}
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});
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module.exports = BaseSoundManager;
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