mirror of
https://github.com/photonstorm/phaser
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41 lines
1.4 KiB
JavaScript
41 lines
1.4 KiB
JavaScript
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var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });
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function preload() {
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// To load an audio file use the following structure.
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// As with all load operations the first parameter is a unique key, which must be unique between all audio files.
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// The second parameter is an array containing the same audio file but in different formats.
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// In this example the music is provided as an mp3 and a ogg (Firefox will want the ogg for example)
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// The loader works by checking if the browser can support the first file type in the list (mp3 in this case). If it can, it loads it, otherwise
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// it moves to the next file in the list (the ogg). If it can't load any of them the file will error.
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game.load.audio('boden', ['assets/audio/bodenstaendig_2000_in_rock_4bit.mp3', 'assets/audio/bodenstaendig_2000_in_rock_4bit.ogg']);
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// If you know you only need to load 1 type of audio file, you can pass a string instead of an array, like this:
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// game.load.audio('boden', 'assets/audio/bodenstaendig_2000_in_rock_4bit.mp3');
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}
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var music;
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function create() {
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game.stage.backgroundColor = '#182d3b';
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music = game.sound.play('boden');
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}
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function render() {
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game.debug.renderSoundInfo(music, 32, 32);
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if (music.isDecoding)
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{
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game.debug.renderText("Decoding MP3 ...", 32, 200);
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}
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}
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