phaser/examples/loader/load audio.js

41 lines
1.4 KiB
JavaScript

var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, render: render });
function preload() {
// To load an audio file use the following structure.
// As with all load operations the first parameter is a unique key, which must be unique between all audio files.
// The second parameter is an array containing the same audio file but in different formats.
// In this example the music is provided as an mp3 and a ogg (Firefox will want the ogg for example)
// The loader works by checking if the browser can support the first file type in the list (mp3 in this case). If it can, it loads it, otherwise
// it moves to the next file in the list (the ogg). If it can't load any of them the file will error.
game.load.audio('boden', ['assets/audio/bodenstaendig_2000_in_rock_4bit.mp3', 'assets/audio/bodenstaendig_2000_in_rock_4bit.ogg']);
// If you know you only need to load 1 type of audio file, you can pass a string instead of an array, like this:
// game.load.audio('boden', 'assets/audio/bodenstaendig_2000_in_rock_4bit.mp3');
}
var music;
function create() {
game.stage.backgroundColor = '#182d3b';
music = game.sound.play('boden');
}
function render() {
game.debug.renderSoundInfo(music, 32, 32);
if (music.isDecoding)
{
game.debug.renderText("Decoding MP3 ...", 32, 200);
}
}