mirror of
https://github.com/photonstorm/phaser
synced 2024-12-21 02:23:29 +00:00
180 lines
5 KiB
JavaScript
180 lines
5 KiB
JavaScript
var Class = require('../utils/Class');
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var NOOP = require('../utils/NOOP');
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var EventDispatcher = require('../events/EventDispatcher');
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// Phaser.Sound.BaseSoundManager
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var BaseSoundManager = new Class({
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initialize: function BaseSoundManager(game) {
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/**
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* Local reference to game.
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*
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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 {Array} sounds
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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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*/
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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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*/
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this.volume = 1;
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/**
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* Global playback rate at which all the audio assets 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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*/
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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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*/
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this.detune = 0;
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/**
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* Global amount of panning to apply.
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* The value can range between -1 (full left pan) and 1 (full right pan).
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* @property {number} pan
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*/
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this.pan = 0;
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// TODO add fields for global spatialization options
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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 tabs or to another program/app.
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*
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* @property {boolean} pauseOnBlur
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*/
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this.pauseOnBlur = true;
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game.events.on('ON_BLUR', function () {
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if (this.pauseOnBlur) {
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this.onBlur();
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}
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}.bind(this));
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game.events.on('ON_FOCUS', function () {
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if (this.pauseOnBlur) {
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this.onFocus();
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}
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}.bind(this));
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/**
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* [description]
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*
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* @property {Phaser.Events.EventDispatcher} events
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*/
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this.events = new EventDispatcher();
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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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* @property {number} _rate
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* @private
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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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* @property {number} _detune
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* @private
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*/
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this._detune = 0;
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},
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add: NOOP,
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/**
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* [description]
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*
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* @param {string} key
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* @param {ISoundConfig} config
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* @returns {IAudioSpriteSound}
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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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addOscillator: NOOP,
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remove: NOOP,
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removeByKey: NOOP,
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pauseAll: NOOP,
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resumeAll: NOOP,
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stopAll: NOOP,
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/**
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* @private
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*/
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onBlur: NOOP,
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/**
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* @private
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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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*
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* @private
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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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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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destroy: NOOP
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});
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/**
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* Global playback 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.sounds.forEach(function (sound) {
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sound.setRate();
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}, this);
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}
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});
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/**
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* Global 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.sounds.forEach(function (sound) {
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sound.setRate();
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}, this);
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}
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});
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module.exports = BaseSoundManager;
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