phaser/src/sound/BaseSoundManager.js

661 lines
18 KiB
JavaScript

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