mirror of
https://github.com/photonstorm/phaser
synced 2024-12-22 02:53:27 +00:00
238 lines
9.6 KiB
JavaScript
238 lines
9.6 KiB
JavaScript
/// <reference path="../_definitions.ts" />
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/**
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* Phaser - SoundManager
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*
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*/
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var Phaser;
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(function (Phaser) {
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var SoundManager = (function () {
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/**
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* SoundManager constructor
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* Create a new <code>SoundManager</code>.
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*/
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function SoundManager(game) {
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this.usingWebAudio = false;
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this.usingAudioTag = false;
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this.noAudio = false;
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/**
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* Reference to AudioContext instance.
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*/
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this.context = null;
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this._muted = false;
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this.touchLocked = false;
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this._unlockSource = null;
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this.onSoundDecode = new Phaser.Signal();
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this.game = game;
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this._volume = 1;
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this._muted = false;
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this._sounds = [];
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if(this.game.device.iOS && this.game.device.webAudio == false) {
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this.channels = 1;
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}
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if(this.game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock)) {
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this.game.input.touch.callbackContext = this;
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this.game.input.touch.touchStartCallback = this.unlock;
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this.game.input.mouse.callbackContext = this;
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this.game.input.mouse.mouseDownCallback = this.unlock;
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this.touchLocked = true;
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} else {
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// What about iOS5?
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this.touchLocked = false;
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}
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if(window['PhaserGlobal']) {
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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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this.usingWebAudio = false;
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this.noAudio = true;
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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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this.usingWebAudio = false;
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this.usingAudioTag = true;
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this.noAudio = false;
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return;
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}
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}
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this.usingWebAudio = true;
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this.noAudio = false;
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if(!!window['AudioContext']) {
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this.context = new window['AudioContext']();
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} else if(!!window['webkitAudioContext']) {
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this.context = new window['webkitAudioContext']();
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} else if(!!window['Audio']) {
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this.usingWebAudio = false;
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this.usingAudioTag = true;
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} else {
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this.usingWebAudio = false;
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this.noAudio = true;
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}
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if(this.context !== null) {
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if(typeof this.context.createGain === 'undefined') {
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this.masterGain = this.context.createGainNode();
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} else {
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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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}
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SoundManager.prototype.unlock = function () {
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if(this.touchLocked == false) {
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return;
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}
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//console.log('SoundManager touch unlocked');
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if(this.game.device.webAudio && (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio == false)) {
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// Create empty buffer and play it
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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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this._unlockSource.noteOn(0);
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} else {
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// Create an Audio tag?
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this.touchLocked = false;
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this._unlockSource = null;
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this.game.input.touch.callbackContext = null;
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this.game.input.touch.touchStartCallback = null;
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this.game.input.mouse.callbackContext = null;
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this.game.input.mouse.mouseDownCallback = null;
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}
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};
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Object.defineProperty(SoundManager.prototype, "mute", {
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get: /**
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* A global audio mute toggle.
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*/
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function () {
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return this._muted;
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},
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set: function (value) {
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if(value) {
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if(this._muted) {
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return;
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}
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this._muted = true;
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if(this.usingWebAudio) {
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this._muteVolume = this.masterGain.gain.value;
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this.masterGain.gain.value = 0;
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}
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// Loop through sounds
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for(var i = 0; i < this._sounds.length; i++) {
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if(this._sounds[i].usingAudioTag) {
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this._sounds[i].mute = true;
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}
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}
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} else {
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if(this._muted == false) {
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return;
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}
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this._muted = false;
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if(this.usingWebAudio) {
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this.masterGain.gain.value = this._muteVolume;
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}
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// Loop through sounds
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for(var i = 0; i < this._sounds.length; i++) {
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if(this._sounds[i].usingAudioTag) {
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this._sounds[i].mute = false;
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}
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}
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}
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},
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enumerable: true,
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configurable: true
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});
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Object.defineProperty(SoundManager.prototype, "volume", {
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get: function () {
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if(this.usingWebAudio) {
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return this.masterGain.gain.value;
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} else {
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return this._volume;
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}
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},
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set: /**
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* The global audio volume. A value between 0 (silence) and 1 (full volume)
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*/
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function (value) {
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value = this.game.math.clamp(value, 1, 0);
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this._volume = value;
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if(this.usingWebAudio) {
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this.masterGain.gain.value = value;
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}
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// Loop through the sound cache and change the volume of all html audio tags
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for(var i = 0; i < this._sounds.length; i++) {
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if(this._sounds[i].usingAudioTag) {
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this._sounds[i].volume = this._sounds[i].volume * value;
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}
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}
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},
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enumerable: true,
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configurable: true
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});
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SoundManager.prototype.stopAll = function () {
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for(var i = 0; i < this._sounds.length; i++) {
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if(this._sounds[i]) {
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this._sounds[i].stop();
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}
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}
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};
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SoundManager.prototype.pauseAll = function () {
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for(var i = 0; i < this._sounds.length; i++) {
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if(this._sounds[i]) {
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this._sounds[i].pause();
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}
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}
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};
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SoundManager.prototype.resumeAll = function () {
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for(var i = 0; i < this._sounds.length; i++) {
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if(this._sounds[i]) {
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this._sounds[i].resume();
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}
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}
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};
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SoundManager.prototype.decode = /**
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* Decode a sound with its assets key.
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* @param key {string} Assets key of the sound to be decoded.
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* @param [sound] {Sound} its bufer will be set to decoded data.
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*/
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function (key, sound) {
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if (typeof sound === "undefined") { sound = null; }
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var soundData = this.game.cache.getSoundData(key);
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if(soundData) {
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if(this.game.cache.isSoundDecoded(key) === false) {
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this.game.cache.updateSound(key, 'isDecoding', true);
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var that = this;
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this.context.decodeAudioData(soundData, function (buffer) {
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that.game.cache.decodedSound(key, buffer);
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if(sound) {
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that.onSoundDecode.dispatch(sound);
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}
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});
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}
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}
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};
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SoundManager.prototype.update = function () {
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if(this.touchLocked) {
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if(this.game.device.webAudio && this._unlockSource !== null) {
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if((this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE)) {
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this.touchLocked = false;
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this._unlockSource = null;
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this.game.input.touch.callbackContext = null;
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this.game.input.touch.touchStartCallback = null;
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}
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}
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}
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for(var i = 0; i < this._sounds.length; i++) {
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this._sounds[i].update();
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}
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};
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SoundManager.prototype.add = function (key, volume, loop) {
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if (typeof volume === "undefined") { volume = 1; }
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if (typeof loop === "undefined") { loop = false; }
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var sound = new Phaser.Sound(this.game, key, volume, loop);
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this._sounds.push(sound);
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return sound;
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};
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return SoundManager;
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})();
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Phaser.SoundManager = SoundManager;
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})(Phaser || (Phaser = {}));
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