mirror of
https://github.com/photonstorm/phaser
synced 2024-12-26 13:03:36 +00:00
398 lines
13 KiB
JavaScript
398 lines
13 KiB
JavaScript
var Class = require('../utils/Class');
|
|
var NOOP = require('../utils/NOOP');
|
|
var EventEmitter = require('eventemitter3');
|
|
/*!
|
|
* @author Pavle Goloskokovic <pgoloskokovic@gmail.com> (http://prunegames.com)
|
|
*/
|
|
var BaseSoundManager = new Class({
|
|
Extends: EventEmitter,
|
|
/**
|
|
* The sound manager is responsible for playing back audio via Web Audio API or HTML Audio tag as fallback.
|
|
* The audio file type and the encoding of those files are extremely important.
|
|
* Not all browsers can play all audio formats.
|
|
* 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).
|
|
*
|
|
* @class Phaser.Sound.BaseSoundManager
|
|
* @constructor
|
|
* @param {Phaser.Game} game - Reference to the current game instance.
|
|
*/
|
|
initialize: function BaseSoundManager(game) {
|
|
EventEmitter.call(this);
|
|
/**
|
|
* Local reference to game.
|
|
*
|
|
* @readonly
|
|
* @property {Phaser.Game} game
|
|
*/
|
|
this.game = game;
|
|
/**
|
|
* An array containing all added sounds.
|
|
*
|
|
* @private
|
|
* @property {ISound[]} sounds
|
|
* @default []
|
|
*/
|
|
this.sounds = [];
|
|
/**
|
|
* Global mute setting.
|
|
*
|
|
* @property {boolean} mute
|
|
* @default false
|
|
*/
|
|
this.mute = false;
|
|
/**
|
|
* Global volume setting.
|
|
*
|
|
* @property {number} volume
|
|
* @default 1
|
|
*/
|
|
this.volume = 1;
|
|
/**
|
|
* Global playback rate at which all the sounds will be played.
|
|
* Value of 1.0 plays the audio at full speed, 0.5 plays the audio at half speed
|
|
* and 2.0 doubles the audio's playback speed.
|
|
*
|
|
* @property {number} rate
|
|
* @default 1
|
|
*/
|
|
this.rate = 1;
|
|
/**
|
|
* Global detuning of all sounds in [cents](https://en.wikipedia.org/wiki/Cent_%28music%29).
|
|
* The range of the value is -1200 to 1200, but we recommend setting it to [50](https://en.wikipedia.org/wiki/50_Cent).
|
|
*
|
|
* @property {number} detune
|
|
* @default 0
|
|
*/
|
|
this.detune = 0;
|
|
/**
|
|
* Flag indicating if sounds should be paused when game looses focus,
|
|
* for instance when user switches to another tab/program/app.
|
|
*
|
|
* @property {boolean} pauseOnBlur
|
|
* @default true
|
|
*/
|
|
this.pauseOnBlur = true;
|
|
game.events.on('blur', function () {
|
|
if (this.pauseOnBlur) {
|
|
this.onBlur();
|
|
}
|
|
}, this);
|
|
game.events.on('focus', function () {
|
|
if (this.pauseOnBlur) {
|
|
this.onFocus();
|
|
}
|
|
}, this);
|
|
/**
|
|
* Property that actually holds the value of global playback rate.
|
|
*
|
|
* @private
|
|
* @property {number} _rate
|
|
* @default 1
|
|
*/
|
|
this._rate = 1;
|
|
/**
|
|
* Property that actually holds the value of global detune.
|
|
*
|
|
* @private
|
|
* @property {number} _detune
|
|
* @default 0
|
|
*/
|
|
this._detune = 0;
|
|
/**
|
|
* Mobile devices require sounds to be triggered from an explicit user action,
|
|
* such as a tap, before any sound can be loaded/played on a web page.
|
|
* Set to true if the audio system is currently locked awaiting user interaction.
|
|
*
|
|
* @readonly
|
|
* @property {boolean} locked
|
|
*/
|
|
this.locked = this.locked || false;
|
|
/**
|
|
* Flag used internally for handling when the audio system
|
|
* has been unlocked, if there ever was a need for it.
|
|
*
|
|
* @private
|
|
* @property {boolean} unlocked
|
|
* @default false
|
|
*/
|
|
this.unlocked = false;
|
|
if (this.locked) {
|
|
this.unlock();
|
|
}
|
|
},
|
|
/**
|
|
* Adds a new sound into the sound manager.
|
|
*
|
|
* @override
|
|
* @method Phaser.Sound.BaseSoundManager#add
|
|
* @param {string} key - Asset key for the sound.
|
|
* @param {ISoundConfig} [config] - An optional config object containing default sound settings.
|
|
* @returns {ISound} The new sound instance.
|
|
*/
|
|
add: NOOP,
|
|
/**
|
|
* Adds a new audio sprite sound into the sound manager.
|
|
*
|
|
* @method Phaser.Sound.BaseSoundManager#addAudioSprite
|
|
* @param {string} key - Asset key for the sound.
|
|
* @param {ISoundConfig} [config] - An optional config object containing default sound settings.
|
|
* @returns {IAudioSpriteSound} The new audio sprite sound instance.
|
|
*/
|
|
addAudioSprite: function (key, config) {
|
|
var sound = this.add(key, config);
|
|
/**
|
|
* Local reference to 'spritemap' object form json file generated by audiosprite tool.
|
|
*
|
|
* @property {object} spritemap
|
|
*/
|
|
sound.spritemap = this.game.cache.json.get(key).spritemap;
|
|
for (var markerName in sound.spritemap) {
|
|
if (!sound.spritemap.hasOwnProperty(markerName)) {
|
|
continue;
|
|
}
|
|
var marker = sound.spritemap[markerName];
|
|
sound.addMarker({
|
|
name: markerName,
|
|
start: marker.start,
|
|
duration: marker.end - marker.start,
|
|
config: config
|
|
});
|
|
}
|
|
return sound;
|
|
},
|
|
/**
|
|
* Enables playing sound on the fly without the need to keep a reference to it.
|
|
* Sound will auto destroy once its playback ends.
|
|
*
|
|
* @method Phaser.Sound.BaseSoundManager#play
|
|
* @param {string} key - Asset key for the sound.
|
|
* @param {ISoundConfig | ISoundMarker} [extra] - An optional additional object containing settings to be applied to the sound. It could be either config or marker object.
|
|
* @returns {boolean} Whether the sound started playing successfully.
|
|
*/
|
|
play: function (key, extra) {
|
|
var sound = this.add(key);
|
|
// TODO document all events
|
|
sound.once('ended', sound.destroy, sound);
|
|
if (extra) {
|
|
if (extra.name) {
|
|
sound.addMarker(extra);
|
|
return sound.play(extra.name);
|
|
}
|
|
else {
|
|
return sound.play(extra);
|
|
}
|
|
}
|
|
else {
|
|
return sound.play();
|
|
}
|
|
},
|
|
/**
|
|
* Enables playing audio sprite sound on the fly without the need to keep a reference to it.
|
|
* Sound will auto destroy once its playback ends.
|
|
*
|
|
* @method Phaser.Sound.BaseSoundManager#playAudioSprite
|
|
* @param {string} key - Asset key for the sound.
|
|
* @param {string} spriteName - The name of the sound sprite to play.
|
|
* @param {ISoundConfig} [config] - An optional config object containing default sound settings.
|
|
* @returns {boolean} Whether the audio sprite sound started playing successfully.
|
|
*/
|
|
playAudioSprite: function (key, spriteName, config) {
|
|
var sound = this.addAudioSprite(key);
|
|
sound.once('ended', sound.destroy, sound);
|
|
return sound.play(spriteName, config);
|
|
},
|
|
/**
|
|
* Removes a sound from the sound manager.
|
|
* The removed sound is destroyed before removal.
|
|
*
|
|
* @method Phaser.Sound.BaseSoundManager#remove
|
|
* @param {ISound} sound - The sound object to remove.
|
|
* @returns {boolean} True if the sound was removed successfully, otherwise false.
|
|
*/
|
|
remove: function (sound) {
|
|
var index = this.sounds.indexOf(sound);
|
|
if (index !== -1) {
|
|
sound.destroy();
|
|
this.sounds.splice(index, 1);
|
|
return true;
|
|
}
|
|
return false;
|
|
},
|
|
/**
|
|
* Removes all sounds from the sound manager that have an asset key matching the given value.
|
|
* The removed sounds are destroyed before removal.
|
|
*
|
|
* @method Phaser.Sound.BaseSoundManager#removeByKey
|
|
* @param {string} key - The key to match when removing sound objects.
|
|
* @returns {number} The number of matching sound objects that were removed.
|
|
*/
|
|
removeByKey: function (key) {
|
|
var removed = 0;
|
|
for (var i = this.sounds.length - 1; i >= 0; i--) {
|
|
var sound = this.sounds[i];
|
|
if (sound.key === key) {
|
|
sound.destroy();
|
|
this.sounds.splice(i, 1);
|
|
removed++;
|
|
}
|
|
}
|
|
return removed;
|
|
},
|
|
/**
|
|
* Pauses all the sounds in the game.
|
|
*
|
|
* @method Phaser.Sound.BaseSoundManager#pauseAll
|
|
*/
|
|
pauseAll: function () {
|
|
this.forEachActiveSound(function (sound) {
|
|
sound.pause();
|
|
});
|
|
/**
|
|
* @event Phaser.Sound.BaseSoundManager#pauseall
|
|
* @param {Phaser.Sound.BaseSoundManager} soundManager - Reference to the sound manager that emitted event.
|
|
*/
|
|
this.emit('pauseall', this);
|
|
},
|
|
/**
|
|
* Resumes all the sounds in the game.
|
|
*
|
|
* @method Phaser.Sound.BaseSoundManager#resumeAll
|
|
*/
|
|
resumeAll: function () {
|
|
this.forEachActiveSound(function (sound) {
|
|
sound.resume();
|
|
});
|
|
this.emit('resumeall', this);
|
|
},
|
|
/**
|
|
* Stops all the sounds in the game.
|
|
*
|
|
* @method Phaser.Sound.BaseSoundManager#stopAll
|
|
*/
|
|
stopAll: function () {
|
|
this.forEachActiveSound(function (sound) {
|
|
sound.stop();
|
|
});
|
|
this.emit('stopall', this);
|
|
},
|
|
/**
|
|
* Method used internally for unlocking audio playback on devices that
|
|
* require user interaction before any sound can be played on a web page.
|
|
*
|
|
* Read more about how this issue is handled here in [this article](https://medium.com/@pgoloskokovic/unlocking-web-audio-the-smarter-way-8858218c0e09).
|
|
*
|
|
* @override
|
|
* @protected
|
|
* @method Phaser.Sound.BaseSoundManager#unlock
|
|
*/
|
|
unlock: NOOP,
|
|
/**
|
|
* Method used internally for pausing sound manager if
|
|
* Phaser.Sound.BaseSoundManager#pauseOnBlur is set to true.
|
|
*
|
|
* @override
|
|
* @protected
|
|
* @method Phaser.Sound.BaseSoundManager#onBlur
|
|
*/
|
|
onBlur: NOOP,
|
|
/**
|
|
* Method used internally for resuming sound manager if
|
|
* Phaser.Sound.BaseSoundManager#pauseOnBlur is set to true.
|
|
*
|
|
* @override
|
|
* @protected
|
|
* @method Phaser.Sound.BaseSoundManager#onFocus
|
|
*/
|
|
onFocus: NOOP,
|
|
/**
|
|
* Update method called on every game step.
|
|
* Removes destroyed sounds and updates every active sound in the game.
|
|
*
|
|
* @protected
|
|
* @method Phaser.Sound.BaseSoundManager#update
|
|
* @param {number} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
|
|
* @param {number} delta - The delta time elapsed since the last frame.
|
|
*/
|
|
update: function (time, delta) {
|
|
if (this.unlocked) {
|
|
this.unlocked = false;
|
|
this.locked = false;
|
|
this.emit('unlocked', this);
|
|
}
|
|
for (var i = this.sounds.length - 1; i >= 0; i--) {
|
|
if (this.sounds[i].pendingRemove) {
|
|
this.sounds.splice(i, 1);
|
|
}
|
|
}
|
|
this.sounds.forEach(function (sound) {
|
|
sound.update(time, delta);
|
|
});
|
|
},
|
|
/**
|
|
* Destroys all the sounds in the game and all associated events.
|
|
*
|
|
* @method Phaser.Sound.BaseSoundManager#destroy
|
|
*/
|
|
destroy: function () {
|
|
this.game = null;
|
|
this.removeAllListeners();
|
|
this.forEachActiveSound(function (sound) {
|
|
sound.destroy();
|
|
});
|
|
this.sounds.length = 0;
|
|
this.sounds = null;
|
|
},
|
|
/**
|
|
* Method used internally for iterating only over active sounds and skipping sounds that are marked for removal.
|
|
*
|
|
* @private
|
|
* @method Phaser.Sound.BaseSoundManager#forEachActiveSound
|
|
* @param {(sound: ISound, index: number, array: ISound[]) => void} callbackfn - Callback function.
|
|
* @param [thisArg=this] - Callback context.
|
|
*/
|
|
forEachActiveSound: function (callbackfn, thisArg) {
|
|
var _this = this;
|
|
this.sounds.forEach(function (sound, index) {
|
|
if (!sound.pendingRemove) {
|
|
callbackfn.call(thisArg || _this, sound, index, _this.sounds);
|
|
}
|
|
});
|
|
}
|
|
});
|
|
/**
|
|
* Global playback rate.
|
|
*
|
|
* @name Phaser.Sound.BaseSoundManager#rate
|
|
* @property {number} rate
|
|
*/
|
|
Object.defineProperty(BaseSoundManager.prototype, 'rate', {
|
|
get: function () {
|
|
return this._rate;
|
|
},
|
|
set: function (value) {
|
|
this._rate = value;
|
|
this.forEachActiveSound(function (sound) {
|
|
sound.setRate();
|
|
});
|
|
this.emit('rate', this, value);
|
|
}
|
|
});
|
|
/**
|
|
* Global detune.
|
|
*
|
|
* @name Phaser.Sound.BaseSoundManager#detune
|
|
* @property {number} detune
|
|
*/
|
|
Object.defineProperty(BaseSoundManager.prototype, 'detune', {
|
|
get: function () {
|
|
return this._detune;
|
|
},
|
|
set: function (value) {
|
|
this._detune = value;
|
|
this.forEachActiveSound(function (sound) {
|
|
sound.setRate();
|
|
});
|
|
this.emit('detune', this, value);
|
|
}
|
|
});
|
|
module.exports = BaseSoundManager;
|