phaser/docs/Sound.js.html
2014-11-15 20:01:46 +00:00

2019 lines
55 KiB
HTML

<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="utf-8">
<title>Phaser Source: D:/wamp/www/phaser/src/sound/Sound.js</title>
<!--[if lt IE 9]>
<script src="//html5shiv.googlecode.com/svn/trunk/html5.js"></script>
<![endif]-->
<link type="text/css" rel="stylesheet" href="styles/default.css">
<link type="text/css" rel="stylesheet" href="styles/sunlight.default.css">
<link type="text/css" rel="stylesheet" href="styles/site.cerulean.css">
</head>
<body>
<div class="container-fluid">
<div class="navbar navbar-fixed-top navbar-inverse">
<div class="navbar-inner">
<a class="brand" href="index.html">Phaser</a>
<ul class="nav">
<li class="dropdown">
<a href="namespaces.list.html" class="dropdown-toggle" data-toggle="dropdown">Namespaces<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="Phaser.html">Phaser</a>
</li>
<li class="class-depth-0">
<a href="PIXI.html">PIXI</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="classes.list.html" class="dropdown-toggle" data-toggle="dropdown">Classes<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-1">
<a href="Phaser.Animation.html">Animation</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AnimationManager.html">AnimationManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AnimationParser.html">AnimationParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayList.html">ArrayList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ArrayUtils.html">ArrayUtils</a>
</li>
<li class="class-depth-1">
<a href="Phaser.AudioSprite.html">AudioSprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.BitmapData.html">BitmapData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.BitmapText.html">BitmapText</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Button.html">Button</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Cache.html">Cache</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Camera.html">Camera</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Canvas.html">Canvas</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Circle.html">Circle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Color.html">Color</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Device.html">Device</a>
</li>
<li class="class-depth-1">
<a href="Phaser.DOM.html">DOM</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Easing.html">Easing</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Back.html">Back</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Bounce.html">Bounce</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Circular.html">Circular</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Cubic.html">Cubic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Elastic.html">Elastic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Exponential.html">Exponential</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Linear.html">Linear</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quadratic.html">Quadratic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quartic.html">Quartic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Quintic.html">Quintic</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Easing.Sinusoidal.html">Sinusoidal</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Ellipse.html">Ellipse</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Events.html">Events</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Filter.html">Filter</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FlexGrid.html">FlexGrid</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FlexLayer.html">FlexLayer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Frame.html">Frame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.FrameData.html">FrameData</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Game.html">Game</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GameObjectCreator.html">GameObjectCreator</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GameObjectFactory.html">GameObjectFactory</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Gamepad.html">Gamepad</a>
</li>
<li class="class-depth-1">
<a href="Phaser.GamepadButton.html">GamepadButton</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Group.html">Group</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Image.html">Image</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Input.html">Input</a>
</li>
<li class="class-depth-1">
<a href="Phaser.InputHandler.html">InputHandler</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Key.html">Key</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Keyboard.html">Keyboard</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Line.html">Line</a>
</li>
<li class="class-depth-1">
<a href="Phaser.LinkedList.html">LinkedList</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Loader.html">Loader</a>
</li>
<li class="class-depth-1">
<a href="Phaser.LoaderParser.html">LoaderParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Math.html">Math</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Mouse.html">Mouse</a>
</li>
<li class="class-depth-1">
<a href="Phaser.MSPointer.html">MSPointer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Net.html">Net</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particle.html">Particle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Particles.html">Particles</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Particles.Arcade.html">Arcade</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Particles.Arcade.Emitter.html">Emitter</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Physics.html">Physics</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.Arcade.html">Arcade</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Arcade.Body.html">Body</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.Ninja.html">Ninja</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.AABB.html">AABB</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Circle.html">Circle</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.Ninja.Tile.html">Tile</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Physics.P2.html">P2</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Body.html">Body</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.BodyDebug.html">BodyDebug</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.CollisionGroup.html">CollisionGroup</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.ContactMaterial.html">ContactMaterial</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.DistanceConstraint.html">DistanceConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.FixtureList.html">FixtureList</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.GearConstraint.html">GearConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.InversePointProxy.html">InversePointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.LockConstraint.html">LockConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Material.html">Material</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PointProxy.html">PointProxy</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.PrismaticConstraint.html">PrismaticConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.RevoluteConstraint.html">RevoluteConstraint</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.RotationalSpring.html">RotationalSpring</a>
</li>
<li class="class-depth-3">
<a href="Phaser.Physics.P2.Spring.html">Spring</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Plugin.html">Plugin</a>
</li>
<li class="class-depth-1">
<a href="Phaser.PluginManager.html">PluginManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Point.html">Point</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Pointer.html">Pointer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="Phaser.QuadTree.html">QuadTree</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RandomDataGenerator.html">RandomDataGenerator</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RequestAnimationFrame.html">RequestAnimationFrame</a>
</li>
<li class="class-depth-1">
<a href="Phaser.RetroFont.html">RetroFont</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="Phaser.ScaleManager.html">ScaleManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Signal.html">Signal</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SignalBinding.html">SignalBinding</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SinglePad.html">SinglePad</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sound.html">Sound</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SoundManager.html">SoundManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="Phaser.State.html">State</a>
</li>
<li class="class-depth-1">
<a href="Phaser.StateManager.html">StateManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Text.html">Text</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tile.html">Tile</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tilemap.html">Tilemap</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapLayer.html">TilemapLayer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TilemapParser.html">TilemapParser</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tileset.html">Tileset</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TileSprite.html">TileSprite</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Time.html">Time</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Timer.html">Timer</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TimerEvent.html">TimerEvent</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Touch.html">Touch</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Tween.html">Tween</a>
</li>
<li class="class-depth-1">
<a href="Phaser.TweenManager.html">TweenManager</a>
</li>
<li class="class-depth-1">
<a href="Phaser.Utils.html">Utils</a>
</li>
<li class="class-depth-2">
<a href="Phaser.Utils.Debug.html">Debug</a>
</li>
<li class="class-depth-1">
<a href="Phaser.World.html">World</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AbstractFilter.html">AbstractFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AjaxRequest.html">AjaxRequest</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AlphaMaskFilter.html">AlphaMaskFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AsciiFilter.html">AsciiFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AssetLoader.html">AssetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.AtlasLoader.html">AtlasLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BaseTexture.html">BaseTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BitmapFontLoader.html">BitmapFontLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BitmapText.html">BitmapText</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurFilter.html">BlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurXFilter.html">BlurXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.BlurYFilter.html">BlurYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasBuffer.html">CanvasBuffer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasGraphics.html">CanvasGraphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasMaskManager.html">CanvasMaskManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasRenderer.html">CanvasRenderer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CanvasTinter.html">CanvasTinter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Circle.html">Circle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorMatrixFilter.html">ColorMatrixFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ColorStepFilter.html">ColorStepFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ComplexPrimitiveShader.html">ComplexPrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ConvolutionFilter.html">ConvolutionFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.CrossHatchFilter.html">CrossHatchFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplacementFilter.html">DisplacementFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObject.html">DisplayObject</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DisplayObjectContainer.html">DisplayObjectContainer</a>
</li>
<li class="class-depth-1">
<a href="PIXI.DotScreenFilter.html">DotScreenFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Ellipse.html">Ellipse</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Event.html">Event</a>
</li>
<li class="class-depth-1">
<a href="PIXI.EventTarget.html">EventTarget</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterBlock.html">FilterBlock</a>
</li>
<li class="class-depth-1">
<a href="PIXI.FilterTexture.html">FilterTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Graphics.html">Graphics</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GraphicsData.html">GraphicsData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.GrayFilter.html">GrayFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.ImageLoader.html">ImageLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InteractionData.html">InteractionData</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InteractionManager.html">InteractionManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.InvertFilter.html">InvertFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.JsonLoader.html">JsonLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Matrix.html">Matrix</a>
</li>
<li class="class-depth-1">
<a href="PIXI.MovieClip.html">MovieClip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.NoiseFilter.html">NoiseFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.NormalMapFilter.html">NormalMapFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixelateFilter.html">PixelateFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PIXI.html">PIXI</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiFastShader.html">PixiFastShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PixiShader.html">PixiShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Point.html">Point</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Polygon.html">Polygon</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PolyK.html">PolyK</a>
</li>
<li class="class-depth-1">
<a href="PIXI.PrimitiveShader.html">PrimitiveShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rectangle.html">Rectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RenderTexture.html">RenderTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RGBSplitFilter.html">RGBSplitFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Rope.html">Rope</a>
</li>
<li class="class-depth-1">
<a href="PIXI.RoundedRectangle.html">RoundedRectangle</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SepiaFilter.html">SepiaFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SmartBlurFilter.html">SmartBlurFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Spine.html">Spine</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpineLoader.html">SpineLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Sprite.html">Sprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteBatch.html">SpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.SpriteSheetLoader.html">SpriteSheetLoader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Stage.html">Stage</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Strip.html">Strip</a>
</li>
<li class="class-depth-1">
<a href="PIXI.StripShader.html">StripShader</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Text.html">Text</a>
</li>
<li class="class-depth-1">
<a href="PIXI.Texture.html">Texture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TilingSprite.html">TilingSprite</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftFilter.html">TiltShiftFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftXFilter.html">TiltShiftXFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TiltShiftYFilter.html">TiltShiftYFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.TwistFilter.html">TwistFilter</a>
</li>
<li class="class-depth-1">
<a href="PIXI.VideoTexture.html">VideoTexture</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLBlendModeManager.html">WebGLBlendModeManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFastSpriteBatch.html">WebGLFastSpriteBatch</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLFilterManager.html">WebGLFilterManager</a>
</li>
<li class="class-depth-1">
<a href="PIXI.WebGLRenderer.html">WebGLRenderer</a>
</li>
</ul>
</li>
<li class="dropdown">
<a href="global.html" class="dropdown-toggle" data-toggle="dropdown">Global<b
class="caret"></b></a>
<ul class="dropdown-menu ">
<li class="class-depth-0">
<a href="global.html#clone">clone</a>
</li>
<li class="class-depth-0">
<a href="global.html#createCustomLayer">createCustomLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFixedLayer">createFixedLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFluidLayer">createFluidLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#createFullLayer">createFullLayer</a>
</li>
<li class="class-depth-0">
<a href="global.html#debug">debug</a>
</li>
<li class="class-depth-0">
<a href="global.html#destroy">destroy</a>
</li>
<li class="class-depth-0">
<a href="global.html#onResize">onResize</a>
</li>
<li class="class-depth-0">
<a href="global.html#originalEvent">originalEvent</a>
</li>
<li class="class-depth-0">
<a href="global.html#refresh">refresh</a>
</li>
<li class="class-depth-0">
<a href="global.html#reset">reset</a>
</li>
<li class="class-depth-0">
<a href="global.html#setSize">setSize</a>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="row-fluid">
<div class="span12">
<div id="main">
<h1 class="page-title">Source: D:/wamp/www/phaser/src/sound/Sound.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* The Sound class constructor.
*
* @class Phaser.Sound
* @constructor
* @param {Phaser.Game} game - Reference to the current game instance.
* @param {string} key - Asset key for the sound.
* @param {number} [volume=1] - Default value for the volume, between 0 and 1.
* @param {boolean} [loop=false] - Whether or not the sound will loop.
*/
Phaser.Sound = function (game, key, volume, loop, connect) {
if (typeof volume === 'undefined') { volume = 1; }
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 or current sound marker will loop.
*/
this.loop = loop;
/**
* @property {number} volume - The sound or sound marker volume. A value between 0 (silence) and 1 (full volume).
*/
this.volume = volume;
/**
* @property {object} markers - The sound markers.
*/
this.markers = {};
/**
* @property {AudioContext} context - Reference to the AudioContext instance.
*/
this.context = null;
/**
* @property {boolean} autoplay - Boolean indicating whether the sound should start automatically.
*/
this.autoplay = false;
/**
* @property {number} totalDuration - The total duration of the sound in seconds.
*/
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 current sound marker in seconds.
*/
this.duration = 0;
/**
* @property {number} durationMS - The duration of the current sound marker in ms.
*/
this.durationMS = 0;
/**
* @property {number} position - The position of the current sound marker.
*/
this.position = 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} allowMultiple - This will allow you to have multiple instances of this Sound playing at once. This is only useful when running under Web Audio, and we recommend you implement a local pooling system to not flood the sound channels.
* @default
*/
this.allowMultiple = 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.
*/
this.externalNode = null;
/**
* @property {object} masterGainNode - The master gain node in a Web Audio system.
*/
this.masterGainNode = null;
/**
* @property {object} gainNode - The gain node in a Web Audio system.
*/
this.gainNode = 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();
/**
* @property {Phaser.Signal} onFadeComplete - The onFadeComplete event is dispatched when this sound finishes fading either in or out.
*/
this.onFadeComplete = new Phaser.Signal();
/**
* @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).
* @private
*/
this._volume = volume;
/**
* @property {any} _buffer - Decoded data buffer / Audio tag.
* @private
*/
this._buffer = null;
/**
* @property {boolean} _muted - Boolean indicating whether the sound is muted or not.
* @private
*/
this._muted = false;
/**
* @property {number} _tempMarker - Internal marker var.
* @private
*/
this._tempMarker = 0;
/**
* @property {number} _tempPosition - Internal marker var.
* @private
*/
this._tempPosition = 0;
/**
* @property {number} _tempVolume - Internal marker var.
* @private
*/
this._tempVolume = 0;
/**
* @property {number} _muteVolume - Internal cache var.
* @private
*/
this._muteVolume = 0;
/**
* @property {boolean} _tempLoop - Internal cache var.
* @private
*/
this._tempLoop = 0;
/**
* @property {boolean} _paused - Was this sound paused via code or a game event?
* @private
*/
this._paused = false;
/**
* @property {boolean} _onDecodedEventDispatched - Was the onDecoded event dispatched?
* @private
*/
this._onDecodedEventDispatched = false;
};
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;
}
},
/**
* 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.isDecoded && !this._onDecodedEventDispatched)
{
this.onDecoded.dispatch(this);
this._onDecodedEventDispatched = true;
}
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.time - this.startTime;
if (this.currentTime >= this.durationMS)
{
if (this.usingWebAudio)
{
if (this.loop)
{
// won't work with markers, needs to reset the position
this.onLoop.dispatch(this);
if (this.currentMarker === '')
{
this.currentTime = 0;
this.startTime = this.game.time.time;
}
else
{
this.onMarkerComplete.dispatch(this.currentMarker, this);
this.play(this.currentMarker, 0, this.volume, true, true);
}
}
else
{
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 && !this.allowMultiple && !forceRestart && !this.override)
{
// Use Restart instead
return this;
}
if (this.isPlaying && !this.allowMultiple && (this.override || forceRestart))
{
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 this;
}
}
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);
}
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.time;
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
{
if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked)
{
this.game.cache.reloadSound(this.key);
this.pendingPlayback = true;
}
else
{
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;
}
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.time;
this.currentTime = 0;
this.stopTime = this.startTime + this.durationMS;
this.onPlay.dispatch(this);
}
else
{
this.pendingPlayback = true;
}
}
}
return this;
},
/**
* 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.paused = true;
this.pausedPosition = this.currentTime;
this.pausedTime = this.game.time.time;
this.onPause.dispatch(this);
this.stop();
}
},
/**
* 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);
}
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.time - 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
{
try {
this._sound.stop(0);
}
catch (e)
{
// Thanks Android 4.4
}
}
}
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 = '';
if (!this.paused)
{
this.onStop.dispatch(this, prevMarker);
}
},
/**
* Starts this sound playing (or restarts it if already doing so) and sets the volume to zero.
* Then increases the volume from 0 to 1 over the duration specified.
* At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter,
* and the final volume (1) as the second parameter.
*
* @method Phaser.Sound#fadeIn
* @param {number} [duration=1000] - The time in milliseconds over which the Sound should fade in.
* @param {boolean} [loop=false] - Should the Sound be set to loop? Note that this doesn't cause the fade to repeat.
*/
fadeIn: function (duration, loop) {
if (typeof loop === 'undefined') { loop = false; }
if (this.paused)
{
return;
}
this.play('', 0, 0, loop);
this.fadeTo(duration, 1);
},
/**
* Decreases the volume of this Sound from its current value to 0 over the duration specified.
* At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter,
* and the final volume (0) as the second parameter.
*
* @method Phaser.Sound#fadeOut
* @param {number} [duration=1000] - The time in milliseconds over which the Sound should fade out.
*/
fadeOut: function (duration) {
this.fadeTo(duration, 0);
},
/**
* Fades the volume of this Sound from its current value to the given volume over the duration specified.
* At the end of the fade Sound.onFadeComplete is dispatched with this Sound object as the first parameter,
* and the final volume (volume) as the second parameter.
*
* @method Phaser.Sound#fadeTo
* @param {number} [duration=1000] - The time in milliseconds during which the Sound should fade out.
* @param {number} [volume] - The volume which the Sound should fade to. This is a value between 0 and 1.
*/
fadeTo: function (duration, volume) {
if (!this.isPlaying || this.paused || volume === this.volume)
{
return;
}
if (typeof duration === 'undefined') { duration = 1000; }
if (typeof volume === 'undefined')
{
console.warn("Phaser.Sound.fadeTo: No Volume Specified.");
return;
}
var tween = this.game.add.tween(this).to( { volume: volume }, duration, Phaser.Easing.Linear.None, true);
tween.onComplete.add(this.fadeComplete, this);
},
/**
* Internal handler for Sound.fadeIn, Sound.fadeOut and Sound.fadeTo.
*
* @method Phaser.Sound#fadeComplete
* @private
*/
fadeComplete: function () {
this.onFadeComplete.dispatch(this, this.volume);
if (this.volume === 0)
{
this.stop();
}
},
/**
* 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);
}
else
{
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 || this.game.sound.mute);
},
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 &lt;= 1)
{
this._volume = value;
this._sound.volume = value;
}
}
}
});
</pre>
</article>
</section>
</div>
<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>
on Sat Nov 15 2014 19:54:26 GMT-0000 (GMT) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
</span>
</footer>
</div>
<br clear="both">
</div>
</div>
<script src="scripts/sunlight.js"></script>
<script src="scripts/sunlight.javascript.js"></script>
<script src="scripts/sunlight-plugin.doclinks.js"></script>
<script src="scripts/sunlight-plugin.linenumbers.js"></script>
<script src="scripts/sunlight-plugin.menu.js"></script>
<script src="scripts/jquery.min.js"></script>
<script src="scripts/jquery.scrollTo.js"></script>
<script src="scripts/jquery.localScroll.js"></script>
<script src="scripts/bootstrap-dropdown.js"></script>
<script src="scripts/toc.js"></script>
<script> Sunlight.highlightAll({lineNumbers:true, showMenu: true, enableDoclinks :true}); </script>
<script>
$( function () {
$( "#toc" ).toc( {
anchorName : function(i, heading, prefix) {
return $(heading).attr("id") || ( prefix + i );
},
selectors : "h1,h2,h3,h4",
showAndHide : false,
scrollTo : 60
} );
$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
$( "#main span[id^='toc']" ).addClass( "toc-shim" );
} );
</script>
</body>
</html>