mirror of
https://github.com/photonstorm/phaser
synced 2024-12-04 02:20:23 +00:00
661 lines
18 KiB
JavaScript
661 lines
18 KiB
JavaScript
/**
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* @author Richard Davey <rich@photonstorm.com>
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* @author Pavle Goloskokovic <pgoloskokovic@gmail.com> (http://prunegames.com)
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* @copyright 2018 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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var Class = require('../utils/Class');
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var Clone = require('../utils/object/Clone');
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var EventEmitter = require('eventemitter3');
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var NOOP = require('../utils/NOOP');
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/**
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* @callback EachActiveSoundCallback
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*
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* @param {Phaser.Sound.BaseSoundManager} manager - The SoundManager
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* @param {Phaser.Sound.BaseSound} sound - The current active Sound
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* @param {number} index - The index of the current active Sound
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* @param {Phaser.Sound.BaseSound[]} sounds - All sounds
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*/
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/**
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* Audio sprite sound type.
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*
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* @typedef {Phaser.Sound.BaseSound} Phaser.Sound.BaseSound.AudioSpriteSound
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*
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* @property {object} spritemap - Local reference to 'spritemap' object form json file generated by audiosprite tool.
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*/
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/**
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* @classdesc
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* The sound manager is responsible for playing back audio via Web Audio API or HTML Audio tag as fallback.
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* The audio file type and the encoding of those files are extremely important.
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*
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* Not all browsers can play all audio formats.
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*
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* 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).
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*
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* @class BaseSoundManager
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* @extends Phaser.Events.EventEmitter
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* @memberOf Phaser.Sound
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* @constructor
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* @since 3.0.0
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*
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* @param {Phaser.Game} game - Reference to the current game instance.
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*/
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var BaseSoundManager = new Class({
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Extends: EventEmitter,
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initialize:
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function BaseSoundManager (game)
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{
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EventEmitter.call(this);
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/**
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* Local reference to game.
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*
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* @name Phaser.Sound.BaseSoundManager#game
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* @type {Phaser.Game}
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* @readOnly
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* @since 3.0.0
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*/
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this.game = game;
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/**
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* Local reference to the JSON Cache, as used by Audio Sprites.
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*
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* @name Phaser.Sound.BaseSoundManager#jsonCache
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* @type {Phaser.Cache.BaseCache}
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* @readOnly
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* @since 3.7.0
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*/
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this.jsonCache = game.cache.json;
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/**
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* An array containing all added sounds.
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*
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* @name Phaser.Sound.BaseSoundManager#sounds
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* @type {Phaser.Sound.BaseSound[]}
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* @default []
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* @private
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* @since 3.0.0
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*/
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this.sounds = [];
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/**
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* Global mute setting.
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*
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* @name Phaser.Sound.BaseSoundManager#mute
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* @type {boolean}
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* @default false
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* @since 3.0.0
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*/
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this.mute = false;
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/**
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* Global volume setting.
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*
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* @name Phaser.Sound.BaseSoundManager#volume
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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this.volume = 1;
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/**
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* Flag indicating if sounds should be paused when game looses focus,
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* for instance when user switches to another tab/program/app.
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*
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* @name Phaser.Sound.BaseSoundManager#pauseOnBlur
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* @type {boolean}
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* @default true
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* @since 3.0.0
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*/
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this.pauseOnBlur = true;
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/**
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* Property that actually holds the value of global playback rate.
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*
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* @name Phaser.Sound.BaseSoundManager#_rate
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* @type {number}
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* @private
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* @default 1
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* @since 3.0.0
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*/
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this._rate = 1;
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/**
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* Property that actually holds the value of global detune.
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*
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* @name Phaser.Sound.BaseSoundManager#_detune
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* @type {number}
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* @private
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* @default 0
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* @since 3.0.0
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*/
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this._detune = 0;
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/**
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* Mobile devices require sounds to be triggered from an explicit user action,
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* such as a tap, before any sound can be loaded/played on a web page.
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* Set to true if the audio system is currently locked awaiting user interaction.
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*
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* @name Phaser.Sound.BaseSoundManager#locked
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* @type {boolean}
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* @readOnly
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* @since 3.0.0
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*/
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this.locked = this.locked || false;
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/**
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* Flag used internally for handling when the audio system
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* has been unlocked, if there ever was a need for it.
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*
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* @name Phaser.Sound.BaseSoundManager#unlocked
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* @type {boolean}
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* @default false
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* @private
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* @since 3.0.0
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*/
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this.unlocked = false;
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game.events.on('blur', function ()
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{
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if (this.pauseOnBlur)
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{
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this.onBlur();
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}
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}, this);
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game.events.on('focus', function ()
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{
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if (this.pauseOnBlur)
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{
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this.onFocus();
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}
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}, this);
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game.events.on('prestep', this.update, this);
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game.events.once('destroy', this.destroy, this);
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},
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/**
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* Adds a new sound into the sound manager.
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*
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* @method Phaser.Sound.BaseSoundManager#add
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* @override
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* @since 3.0.0
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*
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* @param {string} key - Asset key for the sound.
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* @param {SoundConfig} [config] - An optional config object containing default sound settings.
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*
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* @return {Phaser.Sound.BaseSound} The new sound instance.
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*/
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add: NOOP,
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/**
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* Adds a new audio sprite sound into the sound manager.
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* Audio Sprites are a combination of audio files and a JSON configuration.
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* The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite
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*
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* @method Phaser.Sound.BaseSoundManager#addAudioSprite
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* @since 3.0.0
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*
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* @param {string} key - Asset key for the sound.
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* @param {SoundConfig} [config] - An optional config object containing default sound settings.
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*
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* @return {Phaser.Sound.BaseSound.AudioSpriteSound} The new audio sprite sound instance.
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*/
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addAudioSprite: function (key, config)
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{
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if (config === undefined) { config = {}; }
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var sound = this.add(key, config);
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sound.spritemap = this.jsonCache.get(key).spritemap;
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for (var markerName in sound.spritemap)
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{
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if (!sound.spritemap.hasOwnProperty(markerName))
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{
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continue;
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}
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var markerConfig = Clone(config);
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var marker = sound.spritemap[markerName];
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markerConfig.loop = (marker.hasOwnProperty('loop')) ? marker.loop : false;
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sound.addMarker({
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name: markerName,
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start: marker.start,
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duration: marker.end - marker.start,
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config: markerConfig
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});
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}
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return sound;
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},
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/**
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* Enables playing sound on the fly without the need to keep a reference to it.
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* Sound will auto destroy once its playback ends.
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*
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* @method Phaser.Sound.BaseSoundManager#play
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* @since 3.0.0
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*
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* @param {string} key - Asset key for the sound.
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* @param {(SoundConfig|SoundMarker)} [extra] - An optional additional object containing settings to be applied to the sound. It could be either config or marker object.
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*
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* @return {boolean} Whether the sound started playing successfully.
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*/
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play: function (key, extra)
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{
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var sound = this.add(key);
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sound.once('ended', sound.destroy, sound);
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if (extra)
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{
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if (extra.name)
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{
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sound.addMarker(extra);
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return sound.play(extra.name);
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}
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else
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{
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return sound.play(extra);
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}
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}
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else
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{
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return sound.play();
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}
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},
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/**
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* Enables playing audio sprite sound on the fly without the need to keep a reference to it.
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* Sound will auto destroy once its playback ends.
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*
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* @method Phaser.Sound.BaseSoundManager#playAudioSprite
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* @since 3.0.0
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*
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* @param {string} key - Asset key for the sound.
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* @param {string} spriteName - The name of the sound sprite to play.
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* @param {SoundConfig} [config] - An optional config object containing default sound settings.
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*
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* @return {boolean} Whether the audio sprite sound started playing successfully.
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*/
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playAudioSprite: function (key, spriteName, config)
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{
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var sound = this.addAudioSprite(key);
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sound.once('ended', sound.destroy, sound);
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return sound.play(spriteName, config);
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},
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/**
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* Removes a sound from the sound manager.
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* The removed sound is destroyed before removal.
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*
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* @method Phaser.Sound.BaseSoundManager#remove
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* @since 3.0.0
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*
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* @param {Phaser.Sound.BaseSound} sound - The sound object to remove.
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*
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* @return {boolean} True if the sound was removed successfully, otherwise false.
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*/
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remove: function (sound)
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{
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var index = this.sounds.indexOf(sound);
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if (index !== -1)
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{
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sound.destroy();
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this.sounds.splice(index, 1);
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return true;
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}
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return false;
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},
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/**
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* Removes all sounds from the sound manager that have an asset key matching the given value.
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* The removed sounds are destroyed before removal.
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*
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* @method Phaser.Sound.BaseSoundManager#removeByKey
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* @since 3.0.0
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*
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* @param {string} key - The key to match when removing sound objects.
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*
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* @return {number} The number of matching sound objects that were removed.
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*/
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removeByKey: function (key)
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{
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var removed = 0;
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for (var i = this.sounds.length - 1; i >= 0; i--)
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{
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var sound = this.sounds[i];
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if (sound.key === key)
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{
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sound.destroy();
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this.sounds.splice(i, 1);
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removed++;
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}
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}
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return removed;
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},
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/**
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* @event Phaser.Sound.BaseSoundManager#pauseall
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* @param {Phaser.Sound.BaseSoundManager} soundManager - Reference to the sound manager that emitted event.
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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.Sound.BaseSoundManager#pauseAll
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* @fires Phaser.Sound.BaseSoundManager#pauseall
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* @since 3.0.0
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*/
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pauseAll: function ()
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{
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this.forEachActiveSound(function (sound)
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{
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sound.pause();
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});
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this.emit('pauseall', this);
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},
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/**
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* @event Phaser.Sound.BaseSoundManager#resumeall
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* @param {Phaser.Sound.BaseSoundManager} soundManager - Reference to the sound manager that emitted event.
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*/
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/**
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* Resumes all the sounds in the game.
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*
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* @method Phaser.Sound.BaseSoundManager#resumeAll
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* @fires Phaser.Sound.BaseSoundManager#resumeall
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* @since 3.0.0
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*/
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resumeAll: function ()
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{
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this.forEachActiveSound(function (sound)
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{
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sound.resume();
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});
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this.emit('resumeall', this);
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},
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/**
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* @event Phaser.Sound.BaseSoundManager#stopall
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* @param {Phaser.Sound.BaseSoundManager} soundManager - Reference to the sound manager that emitted event.
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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.Sound.BaseSoundManager#stopAll
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* @fires Phaser.Sound.BaseSoundManager#stopall
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* @since 3.0.0
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*/
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stopAll: function ()
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{
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this.forEachActiveSound(function (sound)
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{
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sound.stop();
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});
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this.emit('stopall', this);
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},
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/**
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* Method used internally for unlocking audio playback on devices that
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* require user interaction before any sound can be played on a web page.
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*
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* Read more about how this issue is handled here in [this article](https://medium.com/@pgoloskokovic/unlocking-web-audio-the-smarter-way-8858218c0e09).
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*
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* @method Phaser.Sound.BaseSoundManager#unlock
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* @override
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* @protected
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* @since 3.0.0
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*/
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unlock: NOOP,
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/**
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* Method used internally for pausing sound manager if
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* Phaser.Sound.BaseSoundManager#pauseOnBlur is set to true.
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*
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* @method Phaser.Sound.BaseSoundManager#onBlur
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* @override
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* @protected
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* @since 3.0.0
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*/
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onBlur: NOOP,
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/**
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* Method used internally for resuming sound manager if
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* Phaser.Sound.BaseSoundManager#pauseOnBlur is set to true.
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*
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* @method Phaser.Sound.BaseSoundManager#onFocus
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* @override
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* @protected
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* @since 3.0.0
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*/
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onFocus: NOOP,
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/**
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* Update method called on every game step.
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* Removes destroyed sounds and updates every active sound in the game.
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*
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* @method Phaser.Sound.BaseSoundManager#update
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* @protected
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* @since 3.0.0
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*
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* @param {number} time - The current timestamp as generated by the Request Animation Frame or SetTimeout.
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* @param {number} delta - The delta time elapsed since the last frame.
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*/
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update: function (time, delta)
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{
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if (this.unlocked)
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{
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this.unlocked = false;
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this.locked = false;
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/**
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* @event Phaser.Sound.BaseSoundManager#unlocked
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* @param {Phaser.Sound.BaseSoundManager} soundManager - Reference to the sound manager that emitted event.
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*/
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this.emit('unlocked', this);
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}
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for (var i = this.sounds.length - 1; i >= 0; i--)
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{
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if (this.sounds[i].pendingRemove)
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{
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this.sounds.splice(i, 1);
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}
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}
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this.sounds.forEach(function (sound)
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{
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sound.update(time, delta);
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});
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},
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/**
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* Destroys all the sounds in the game and all associated events.
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*
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* @method Phaser.Sound.BaseSoundManager#destroy
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* @since 3.0.0
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*/
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destroy: function ()
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{
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this.removeAllListeners();
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this.forEachActiveSound(function (sound)
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{
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sound.destroy();
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});
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this.sounds.length = 0;
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this.sounds = null;
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this.game = null;
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},
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/**
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* Method used internally for iterating only over active sounds and skipping sounds that are marked for removal.
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*
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* @method Phaser.Sound.BaseSoundManager#forEachActiveSound
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* @private
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* @since 3.0.0
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*
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* @param {EachActiveSoundCallback} callback - Callback function. (manager: Phaser.Sound.BaseSoundManager, sound: Phaser.Sound.BaseSound, index: number, sounds: Phaser.Manager.BaseSound[]) => void
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* @param {*} [scope] - Callback context.
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*/
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forEachActiveSound: function (callback, scope)
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{
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var _this = this;
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this.sounds.forEach(function (sound, index)
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{
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if (!sound.pendingRemove)
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{
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callback.call(scope || _this, sound, index, _this.sounds);
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}
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});
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},
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/**
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* @event Phaser.Sound.BaseSoundManager#rate
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* @param {Phaser.Sound.BaseSoundManager} soundManager - Reference to the sound manager that emitted event.
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* @param {number} value - An updated value of Phaser.Sound.BaseSoundManager#rate property.
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*/
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/**
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* Sets the global playback rate at which all the sounds will be played.
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*
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* For example, a value of 1.0 plays the audio at full speed, 0.5 plays the audio at half speed
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* and 2.0 doubles the audios playback speed.
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*
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* @method Phaser.Sound.BaseSoundManager#setRate
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* @fires Phaser.Sound.BaseSoundManager#rate
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* @since 3.3.0
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*
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* @param {number} value - Global playback rate at which all the sounds will be played.
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*
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* @return {Phaser.Sound.BaseSoundManager} This Sound Manager.
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*/
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setRate: function (value)
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{
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this.rate = value;
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return this;
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},
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/**
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* Global playback rate at which all the sounds will be played.
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* Value of 1.0 plays the audio at full speed, 0.5 plays the audio at half speed
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* and 2.0 doubles the audio's playback speed.
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*
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* @name Phaser.Sound.BaseSoundManager#rate
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* @type {number}
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* @default 1
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* @since 3.0.0
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*/
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rate: {
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get: function ()
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{
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return this._rate;
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},
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set: function (value)
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{
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this._rate = value;
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this.forEachActiveSound(function (sound)
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{
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sound.calculateRate();
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});
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this.emit('rate', this, value);
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}
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},
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/**
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* Sets the global detuning of all sounds in [cents](https://en.wikipedia.org/wiki/Cent_%28music%29).
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* The range of the value is -1200 to 1200, but we recommend setting it to [50](https://en.wikipedia.org/wiki/50_Cent).
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*
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* @method Phaser.Sound.BaseSoundManager#setDetune
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* @fires Phaser.Sound.BaseSoundManager#detune
|
|
* @since 3.3.0
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*
|
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* @param {number} value - The range of the value is -1200 to 1200, but we recommend setting it to [50](https://en.wikipedia.org/wiki/50_Cent).
|
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*
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* @return {Phaser.Sound.BaseSoundManager} This Sound Manager.
|
|
*/
|
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setDetune: function (value)
|
|
{
|
|
this.detune = value;
|
|
|
|
return this;
|
|
},
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|
|
|
/**
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* @event Phaser.Sound.BaseSoundManager#detune
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* @param {Phaser.Sound.BaseSoundManager} soundManager - Reference to the sound manager that emitted event.
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* @param {number} value - An updated value of Phaser.Sound.BaseSoundManager#detune property.
|
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*/
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|
|
|
/**
|
|
* 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).
|
|
*
|
|
* @name Phaser.Sound.BaseSoundManager#detune
|
|
* @type {number}
|
|
* @default 0
|
|
* @since 3.0.0
|
|
*/
|
|
detune: {
|
|
|
|
get: function ()
|
|
{
|
|
return this._detune;
|
|
},
|
|
|
|
set: function (value)
|
|
{
|
|
this._detune = value;
|
|
|
|
this.forEachActiveSound(function (sound)
|
|
{
|
|
sound.calculateRate();
|
|
});
|
|
|
|
this.emit('detune', this, value);
|
|
}
|
|
|
|
}
|
|
|
|
});
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|
|
|
module.exports = BaseSoundManager;
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