mirror of
https://github.com/photonstorm/phaser
synced 2024-12-25 20:43:26 +00:00
853 lines
23 KiB
JavaScript
853 lines
23 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2016 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it.
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* Note: On Firefox 25+ on Linux if you have media.gstreamer disabled in about:config then it cannot play back mp3 or m4a files.
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* The audio file type and the encoding of those files are extremely important. Not all browsers can play all audio formats.
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* There is a good guide to what's supported here: http://hpr.dogphilosophy.net/test/
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*
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* If you are reloading a Phaser Game on a page that never properly refreshes (such as in an AngularJS project) then you will quickly run out
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* of AudioContext nodes. If this is the case create a global var called PhaserGlobal on the window object before creating the game. The active
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* AudioContext will then be saved to window.PhaserGlobal.audioContext when the Phaser game is destroyed, and re-used when it starts again.
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*
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* Mobile warning: There are some mobile devices (certain iPad 2 and iPad Mini revisions) that cannot play 48000 Hz audio.
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* When they try to play the audio becomes extremely distorted and buzzes, eventually crashing the sound system.
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* The solution is to use a lower encoding rate such as 44100 Hz. Sometimes the audio context will
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* be created with a sampleRate of 48000. If this happens and audio distorts you should re-create the context.
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*
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* @class Phaser.SoundManager
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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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Phaser.SoundManager = function (game) {
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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/**
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* @property {Phaser.Signal} onSoundDecode - The event dispatched when a sound decodes (typically only for mp3 files)
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*/
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this.onSoundDecode = new Phaser.Signal();
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/**
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* This signal is dispatched whenever the global volume changes. The new volume is passed as the only parameter to your callback.
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* @property {Phaser.Signal} onVolumeChange
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*/
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this.onVolumeChange = new Phaser.Signal();
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/**
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* This signal is dispatched when the SoundManager is globally muted, either directly via game code or as a result of the game pausing.
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* @property {Phaser.Signal} onMute
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*/
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this.onMute = new Phaser.Signal();
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/**
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* This signal is dispatched when the SoundManager is globally un-muted, either directly via game code or as a result of the game resuming from a pause.
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* @property {Phaser.Signal} onUnMute
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*/
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this.onUnMute = new Phaser.Signal();
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/**
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* @property {AudioContext} context - The AudioContext being used for playback.
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* @default
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*/
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this.context = null;
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/**
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* @property {boolean} usingWebAudio - True the SoundManager and device are both using Web Audio.
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* @readonly
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*/
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this.usingWebAudio = false;
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/**
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* @property {boolean} usingAudioTag - True the SoundManager and device are both using the Audio tag instead of Web Audio.
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* @readonly
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*/
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this.usingAudioTag = false;
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/**
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* @property {boolean} noAudio - True if audio been disabled via the PhaserGlobal (useful if you need to use a 3rd party audio library) or the device doesn't support any audio.
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* @default
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*/
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this.noAudio = false;
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/**
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* @property {boolean} connectToMaster - Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node.
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* @default
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*/
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this.connectToMaster = true;
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/**
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* @property {boolean} touchLocked - true if the audio system is currently locked awaiting a touch event.
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* @default
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*/
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this.touchLocked = false;
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/**
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* @property {number} channels - The number of audio channels to use in playback.
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* @default
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*/
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this.channels = 32;
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/**
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* Set to true to have all sound muted when the Phaser game pauses (such as on loss of focus),
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* or set to false to keep audio playing, regardless of the game pause state. You may need to
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* do this should you wish to control audio muting via external DOM buttons or similar.
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* @property {boolean} muteOnPause
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* @default
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*/
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this.muteOnPause = true;
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/**
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* @property {boolean} _codeMuted - Internal mute tracking var.
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* @private
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* @default
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*/
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this._codeMuted = false;
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/**
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* @property {boolean} _muted - Internal mute tracking var.
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* @private
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* @default
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*/
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this._muted = false;
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/**
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* @property {AudioContext} _unlockSource - Internal unlock tracking var.
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* @private
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* @default
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*/
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this._unlockSource = null;
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/**
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* @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).
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* @private
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* @default
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*/
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this._volume = 1;
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/**
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* @property {array} _sounds - An array containing all the sounds
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* @private
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*/
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this._sounds = [];
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/**
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* @property {Phaser.ArraySet} _watchList - An array set containing all the sounds being monitored for decoding status.
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* @private
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*/
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this._watchList = new Phaser.ArraySet();
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/**
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* @property {boolean} _watching - Is the SoundManager monitoring the watchList?
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* @private
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*/
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this._watching = false;
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/**
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* @property {function} _watchCallback - The callback to invoke once the watchlist is clear.
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* @private
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*/
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this._watchCallback = null;
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/**
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* @property {object} _watchContext - The context in which to call the watchlist callback.
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* @private
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*/
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this._watchContext = null;
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};
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Phaser.SoundManager.prototype = {
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/**
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* Initialises the sound manager.
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* @method Phaser.SoundManager#boot
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* @protected
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*/
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boot: function () {
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if (this.game.device.iOS && this.game.device.webAudio === false)
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{
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this.channels = 1;
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}
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// PhaserGlobal overrides
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if (window['PhaserGlobal'])
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{
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// Check to see if all audio playback is disabled (i.e. handled by a 3rd party class)
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if (window['PhaserGlobal'].disableAudio === true)
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{
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this.noAudio = true;
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this.touchLocked = false;
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return;
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}
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// Check if the Web Audio API is disabled (for testing Audio Tag playback during development)
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if (window['PhaserGlobal'].disableWebAudio === true)
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{
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this.usingAudioTag = true;
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this.touchLocked = false;
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return;
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}
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}
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if (window['PhaserGlobal'] && window['PhaserGlobal'].audioContext)
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{
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this.context = window['PhaserGlobal'].audioContext;
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}
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else
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{
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if (!!window['AudioContext'])
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{
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try {
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this.context = new window['AudioContext']();
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} catch (error) {
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this.context = null;
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this.usingWebAudio = false;
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this.touchLocked = false;
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}
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}
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else if (!!window['webkitAudioContext'])
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{
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try {
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this.context = new window['webkitAudioContext']();
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} catch (error) {
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this.context = null;
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this.usingWebAudio = false;
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this.touchLocked = false;
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}
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}
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}
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if (this.context === null)
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{
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// No Web Audio support - how about legacy Audio?
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if (window['Audio'] === undefined)
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{
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this.noAudio = true;
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return;
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}
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else
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{
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this.usingAudioTag = true;
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}
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}
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else
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{
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this.usingWebAudio = true;
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if (this.context.createGain === undefined)
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{
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this.masterGain = this.context.createGainNode();
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}
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else
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{
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this.masterGain = this.context.createGain();
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}
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this.masterGain.gain.value = 1;
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this.masterGain.connect(this.context.destination);
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}
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if (!this.noAudio)
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{
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// On mobile we need a native touch event before we can play anything, so capture it here
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if (!this.game.device.cocoonJS && this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock))
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{
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this.setTouchLock();
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}
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}
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},
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/**
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* Sets the Input Manager touch callback to be SoundManager.unlock.
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* Required for iOS audio device unlocking. Mostly just used internally.
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*
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* @method Phaser.SoundManager#setTouchLock
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*/
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setTouchLock: function () {
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if (this.noAudio || (window['PhaserGlobal'] && window['PhaserGlobal'].disableAudio === true))
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{
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return;
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}
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if (this.game.device.iOSVersion > 8)
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{
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this.game.input.touch.addTouchLockCallback(this.unlock, this, true);
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}
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else
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{
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this.game.input.touch.addTouchLockCallback(this.unlock, this);
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}
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this.touchLocked = true;
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},
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/**
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* Enables the audio, usually after the first touch.
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*
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* @method Phaser.SoundManager#unlock
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* @return {boolean} True if the callback should be removed, otherwise false.
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*/
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unlock: function () {
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if (this.noAudio || !this.touchLocked || this._unlockSource !== null)
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{
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return true;
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}
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// Global override (mostly for Audio Tag testing)
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if (this.usingAudioTag)
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{
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this.touchLocked = false;
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this._unlockSource = null;
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}
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else if (this.usingWebAudio)
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{
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// Create empty buffer and play it
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// The SoundManager.update loop captures the state of it and then resets touchLocked to false
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var buffer = this.context.createBuffer(1, 1, 22050);
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this._unlockSource = this.context.createBufferSource();
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this._unlockSource.buffer = buffer;
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this._unlockSource.connect(this.context.destination);
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if (this._unlockSource.start === undefined)
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{
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this._unlockSource.noteOn(0);
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}
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else
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{
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this._unlockSource.start(0);
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}
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}
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// We can remove the event because we've done what we needed (started the unlock sound playing)
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return true;
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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.SoundManager#stopAll
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*/
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stopAll: function () {
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if (this.noAudio)
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{
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return;
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}
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for (var i = 0; i < this._sounds.length; i++)
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{
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if (this._sounds[i])
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{
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this._sounds[i].stop();
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}
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}
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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.SoundManager#pauseAll
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*/
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pauseAll: function () {
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if (this.noAudio)
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{
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return;
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}
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for (var i = 0; i < this._sounds.length; i++)
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{
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if (this._sounds[i])
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{
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this._sounds[i].pause();
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}
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}
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},
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/**
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* Resumes every sound in the game.
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*
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* @method Phaser.SoundManager#resumeAll
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*/
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resumeAll: function () {
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if (this.noAudio)
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{
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return;
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}
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for (var i = 0; i < this._sounds.length; i++)
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{
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if (this._sounds[i])
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{
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this._sounds[i].resume();
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}
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}
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},
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/**
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* Decode a sound by its asset key.
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*
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* @method Phaser.SoundManager#decode
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* @param {string} key - Assets key of the sound to be decoded.
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* @param {Phaser.Sound} [sound] - Its buffer will be set to decoded data.
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*/
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decode: function (key, sound) {
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sound = sound || null;
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var soundData = this.game.cache.getSoundData(key);
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if (soundData)
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{
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if (this.game.cache.isSoundDecoded(key) === false)
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{
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this.game.cache.updateSound(key, 'isDecoding', true);
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var _this = this;
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try {
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this.context.decodeAudioData(soundData, function (buffer) {
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if (buffer)
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{
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_this.game.cache.decodedSound(key, buffer);
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_this.onSoundDecode.dispatch(key, sound);
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}
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});
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}
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catch (e) {}
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}
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}
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},
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/**
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* This method allows you to give the SoundManager a list of Sound files, or keys, and a callback.
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* Once all of the Sound files have finished decoding the callback will be invoked.
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* The amount of time spent decoding depends on the codec used and file size.
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* If all of the files given have already decoded the callback is triggered immediately.
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*
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* @method Phaser.SoundManager#setDecodedCallback
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* @param {string|array} files - An array containing either Phaser.Sound objects or their key strings as found in the Phaser.Cache.
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* @param {Function} callback - The callback which will be invoked once all files have finished decoding.
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* @param {Object} callbackContext - The context in which the callback will run.
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*/
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setDecodedCallback: function (files, callback, callbackContext) {
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if (typeof files === 'string')
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{
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files = [ files ];
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}
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this._watchList.reset();
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for (var i = 0; i < files.length; i++)
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{
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if (files[i] instanceof Phaser.Sound)
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{
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if (!this.game.cache.isSoundDecoded(files[i].key))
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{
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this._watchList.add(files[i].key);
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}
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}
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else if (!this.game.cache.isSoundDecoded(files[i]))
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{
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this._watchList.add(files[i]);
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}
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}
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// All decoded already?
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if (this._watchList.total === 0)
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{
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this._watching = false;
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callback.call(callbackContext);
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}
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else
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{
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this._watching = true;
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this._watchCallback = callback;
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this._watchContext = callbackContext;
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}
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},
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/**
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* Updates every sound in the game, checks for audio unlock on mobile and monitors the decoding watch list.
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*
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* @method Phaser.SoundManager#update
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* @protected
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*/
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update: function () {
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if (this.noAudio)
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{
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return;
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}
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if (this.touchLocked && this._unlockSource !== null && (this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE))
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{
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this.touchLocked = false;
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this._unlockSource = null;
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}
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for (var i = 0; i < this._sounds.length; i++)
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{
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this._sounds[i].update();
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}
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if (this._watching)
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{
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var key = this._watchList.first;
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while (key)
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{
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if (this.game.cache.isSoundDecoded(key))
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{
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this._watchList.remove(key);
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}
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key = this._watchList.next;
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}
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if (this._watchList.total === 0)
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{
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this._watching = false;
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this._watchCallback.call(this._watchContext);
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}
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}
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},
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/**
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* Adds a new Sound into the SoundManager.
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*
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* @method Phaser.SoundManager#add
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* @param {string} key - Asset key for the sound.
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* @param {number} [volume=1] - Default value for the volume.
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* @param {boolean} [loop=false] - Whether or not the sound will loop.
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* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
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* @return {Phaser.Sound} The new sound instance.
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*/
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add: function (key, volume, loop, connect) {
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if (volume === undefined) { volume = 1; }
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if (loop === undefined) { loop = false; }
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if (connect === undefined) { connect = this.connectToMaster; }
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var sound = new Phaser.Sound(this.game, key, volume, loop, connect);
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this._sounds.push(sound);
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return sound;
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},
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/**
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* Adds a new AudioSprite into the SoundManager.
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*
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* @method Phaser.SoundManager#addSprite
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* @param {string} key - Asset key for the sound.
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* @return {Phaser.AudioSprite} The new AudioSprite instance.
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*/
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addSprite: function(key) {
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var audioSprite = new Phaser.AudioSprite(this.game, key);
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return audioSprite;
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},
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/**
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* Removes a Sound from the SoundManager. The removed Sound is destroyed before removal.
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*
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* @method Phaser.SoundManager#remove
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* @param {Phaser.Sound} sound - The sound object to remove.
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|
* @return {boolean} True if the sound was removed successfully, otherwise false.
|
|
*/
|
|
remove: function (sound) {
|
|
|
|
var i = this._sounds.length;
|
|
|
|
while (i--)
|
|
{
|
|
if (this._sounds[i] === sound)
|
|
{
|
|
this._sounds[i].destroy(false);
|
|
this._sounds.splice(i, 1);
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
|
|
},
|
|
|
|
/**
|
|
* Removes all Sounds from the SoundManager that have an asset key matching the given value.
|
|
* The removed Sounds are destroyed before removal.
|
|
*
|
|
* @method Phaser.SoundManager#removeByKey
|
|
* @param {string} key - The key to match when removing sound objects.
|
|
* @return {number} The number of matching sound objects that were removed.
|
|
*/
|
|
removeByKey: function (key) {
|
|
|
|
var i = this._sounds.length;
|
|
var removed = 0;
|
|
|
|
while (i--)
|
|
{
|
|
if (this._sounds[i].key === key)
|
|
{
|
|
this._sounds[i].destroy(false);
|
|
this._sounds.splice(i, 1);
|
|
removed++;
|
|
}
|
|
}
|
|
|
|
return removed;
|
|
|
|
},
|
|
|
|
/**
|
|
* Adds a new Sound into the SoundManager and starts it playing.
|
|
*
|
|
* @method Phaser.SoundManager#play
|
|
* @param {string} key - Asset key for the sound.
|
|
* @param {number} [volume=1] - Default value for the volume.
|
|
* @param {boolean} [loop=false] - Whether or not the sound will loop.
|
|
* @return {Phaser.Sound} The new sound instance.
|
|
*/
|
|
play: function (key, volume, loop) {
|
|
|
|
if (this.noAudio)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var sound = this.add(key, volume, loop);
|
|
|
|
sound.play();
|
|
|
|
return sound;
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal mute handler called automatically by the SoundManager.mute setter.
|
|
*
|
|
* @method Phaser.SoundManager#setMute
|
|
* @private
|
|
*/
|
|
setMute: function () {
|
|
|
|
if (this._muted)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._muted = true;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this._muteVolume = this.masterGain.gain.value;
|
|
this.masterGain.gain.value = 0;
|
|
}
|
|
|
|
// Loop through sounds
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i].usingAudioTag)
|
|
{
|
|
this._sounds[i].mute = true;
|
|
}
|
|
}
|
|
|
|
this.onMute.dispatch();
|
|
|
|
},
|
|
|
|
/**
|
|
* Internal mute handler called automatically by the SoundManager.mute setter.
|
|
*
|
|
* @method Phaser.SoundManager#unsetMute
|
|
* @private
|
|
*/
|
|
unsetMute: function () {
|
|
|
|
if (!this._muted || this._codeMuted)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._muted = false;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this.masterGain.gain.value = this._muteVolume;
|
|
}
|
|
|
|
// Loop through sounds
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i].usingAudioTag)
|
|
{
|
|
this._sounds[i].mute = false;
|
|
}
|
|
}
|
|
|
|
this.onUnMute.dispatch();
|
|
|
|
},
|
|
|
|
/**
|
|
* Stops all the sounds in the game, then destroys them and finally clears up any callbacks.
|
|
*
|
|
* @method Phaser.SoundManager#destroy
|
|
*/
|
|
destroy: function () {
|
|
|
|
this.stopAll();
|
|
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i])
|
|
{
|
|
this._sounds[i].destroy();
|
|
}
|
|
}
|
|
|
|
this._sounds = [];
|
|
|
|
this.onSoundDecode.dispose();
|
|
|
|
if (this.context)
|
|
{
|
|
if (window['PhaserGlobal'])
|
|
{
|
|
// Store this in the PhaserGlobal window var, if set, to allow for re-use if the game is created again without the page refreshing
|
|
window['PhaserGlobal'].audioContext = this.context;
|
|
}
|
|
else
|
|
{
|
|
if (this.context.close)
|
|
{
|
|
this.context.close();
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
Phaser.SoundManager.prototype.constructor = Phaser.SoundManager;
|
|
|
|
/**
|
|
* @name Phaser.SoundManager#mute
|
|
* @property {boolean} mute - Gets or sets the muted state of the SoundManager. This effects all sounds in the game.
|
|
*/
|
|
Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
|
|
|
get: function () {
|
|
|
|
return this._muted;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
value = value || false;
|
|
|
|
if (value)
|
|
{
|
|
if (this._muted)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._codeMuted = true;
|
|
this.setMute();
|
|
}
|
|
else
|
|
{
|
|
if (!this._muted)
|
|
{
|
|
return;
|
|
}
|
|
|
|
this._codeMuted = false;
|
|
this.unsetMute();
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.SoundManager#volume
|
|
* @property {number} volume - Gets or sets the global volume of the SoundManager, a value between 0 and 1. The value given is clamped to the range 0 to 1.
|
|
*/
|
|
Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
|
|
|
|
get: function () {
|
|
|
|
return this._volume;
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (value < 0)
|
|
{
|
|
value = 0;
|
|
}
|
|
else if (value > 1)
|
|
{
|
|
value = 1;
|
|
}
|
|
|
|
if (this._volume !== value)
|
|
{
|
|
this._volume = value;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this.masterGain.gain.value = value;
|
|
}
|
|
else
|
|
{
|
|
// Loop through the sound cache and change the volume of all html audio tags
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i].usingAudioTag)
|
|
{
|
|
this._sounds[i].updateGlobalVolume(value);
|
|
}
|
|
}
|
|
}
|
|
|
|
this.onVolumeChange.dispatch(value);
|
|
}
|
|
|
|
}
|
|
|
|
});
|