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1105 lines
28 KiB
HTML
1105 lines
28 KiB
HTML
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<h1 class="page-title">Source: sound/Sound.js</h1>
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<section>
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<article>
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<pre class="sunlight-highlight-javascript linenums">/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2013 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 class constructor.
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*
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* @class Phaser.Sound
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* @classdesc The Sound class
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* @constructor
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* @param {Phaser.Game} game - Reference to the current game instance.
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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, between 0 and 1.
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* @param {boolean} [loop=false] - Whether or not the sound will loop.
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*/
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Phaser.Sound = function (game, key, volume, loop) {
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volume = volume || 1;
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if (typeof loop == 'undefined') { loop = false; }
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/**
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* A reference to the currently running Game.
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* @property {Phaser.Game} game
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*/
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this.game = game;
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/**
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* Name of the sound.
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* @property {string} name
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* @default
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*/
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this.name = key;
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/**
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* Asset key for the sound.
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* @property {string} key
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*/
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this.key = key;
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/**
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* Whether or not the sound will loop.
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* @property {boolean} loop
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*/
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this.loop = loop;
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/**
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* The global audio volume. A value between 0 (silence) and 1 (full volume).
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* @property {number} _volume
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* @private
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*/
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this._volume = volume;
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/**
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* The sound markers, empty by default.
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* @property {object} markers
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*/
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this.markers = {};
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/**
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* Reference to AudioContext instance.
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* @property {AudioContext} context
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* @default
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*/
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this.context = null;
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/**
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* Decoded data buffer / Audio tag.
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* @property {Description} _buffer
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* @private
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*/
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this._buffer = null;
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/**
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* Boolean indicating whether the game is on "mute".
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* @property {boolean} _muted
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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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* Boolean indicating whether the sound should start automatically.
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* @property {boolean} autoplay
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* @private
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*/
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this.autoplay = false;
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/**
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* The total duration of the sound, in milliseconds
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* @property {number} totalDuration
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* @default
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*/
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this.totalDuration = 0;
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/**
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* Description.
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* @property {number} startTime
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* @default
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*/
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this.startTime = 0;
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/**
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* Description.
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* @property {number} currentTime
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* @default
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*/
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this.currentTime = 0;
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/**
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* Description.
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* @property {number} duration
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* @default
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*/
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this.duration = 0;
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/**
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* Description.
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* @property {number} autoplay
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* @default
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*/
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this.stopTime = 0;
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/**
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* Description.
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* @property {boolean} paused
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* @default
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*/
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this.paused = false;
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/**
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* Description.
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* @property {boolean} isPlaying
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* @default
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*/
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this.isPlaying = false;
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/**
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* Description.
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* @property {string} currentMarker
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* @default
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*/
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this.currentMarker = '';
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/**
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* Description.
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* @property {boolean} pendingPlayback
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* @default
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*/
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this.pendingPlayback = false;
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/**
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* Description.
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* @property {boolean} override
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* @default
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*/
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this.override = false;
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/**
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* Description.
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* @property {boolean} usingWebAudio
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*/
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this.usingWebAudio = this.game.sound.usingWebAudio;
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/**
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* Description.
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* @property {Description} usingAudioTag
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*/
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this.usingAudioTag = this.game.sound.usingAudioTag;
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if (this.usingWebAudio)
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{
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this.context = this.game.sound.context;
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this.masterGainNode = this.game.sound.masterGain;
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if (typeof this.context.createGain === 'undefined')
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{
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this.gainNode = this.context.createGainNode();
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}
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else
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{
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this.gainNode = this.context.createGain();
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}
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this.gainNode.gain.value = volume * this.game.sound.volume;
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this.gainNode.connect(this.masterGainNode);
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}
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else
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{
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if (this.game.cache.getSound(key) && this.game.cache.isSoundReady(key))
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{
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this._sound = this.game.cache.getSoundData(key);
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this.totalDuration = 0;
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if (this._sound.duration)
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{
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this.totalDuration = this._sound.duration;
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}
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}
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else
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{
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this.game.cache.onSoundUnlock.add(this.soundHasUnlocked, this);
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}
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}
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/**
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* Description.
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* @property {Phaser.Signal} onDecoded
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*/
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this.onDecoded = new Phaser.Signal;
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/**
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* Description.
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* @property {Phaser.Signal} onPlay
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*/
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this.onPlay = new Phaser.Signal;
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/**
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* Description.
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* @property {Phaser.Signal} onPause
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*/
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this.onPause = new Phaser.Signal;
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/**
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* Description.
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* @property {Phaser.Signal} onResume
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*/
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this.onResume = new Phaser.Signal;
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/**
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* Description.
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* @property {Phaser.Signal} onLoop
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*/
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this.onLoop = new Phaser.Signal;
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/**
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* Description.
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* @property {Phaser.Signal} onStop
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*/
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this.onStop = new Phaser.Signal;
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/**
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* Description.
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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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* Description.
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* @property {Phaser.Signal} onMarkerComplete
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*/
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this.onMarkerComplete = new Phaser.Signal;
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};
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Phaser.Sound.prototype = {
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/**
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* Called automatically when this sound is unlocked.
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* @method Phaser.Sound#soundHasUnlocked
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* @param {string} key - Description.
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* @protected
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*/
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soundHasUnlocked: function (key) {
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if (key == this.key)
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{
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this._sound = this.game.cache.getSoundData(this.key);
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this.totalDuration = this._sound.duration;
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// console.log('sound has unlocked' + this._sound);
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}
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},
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/**
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* Description.
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* @method Phaser.Sound#addMarker
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* @param {string} name - Description.
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* @param {Description} start - Description.
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* @param {Description} stop - Description.
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* @param {Description} volume - Description.
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* @param {Description} loop - Description.
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addMarker: function (name, start, stop, volume, loop) {
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volume = volume || 1;
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if (typeof loop == 'undefined') { loop = false; }
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this.markers[name] = {
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name: name,
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start: start,
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stop: stop,
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volume: volume,
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duration: stop - start,
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loop: loop
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};
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},
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*/
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/**
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* Adds a marker into the current Sound. A marker is represented by a unique key and a start time and duration.
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* This allows you to bundle multiple sounds together into a single audio file and use markers to jump between them for playback.
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*
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* @method Phaser.Sound#addMarker
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* @param {string} name - A unique name for this marker, i.e. 'explosion', 'gunshot', etc.
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* @param {number} start - The start point of this marker in the audio file, given in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.
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* @param {number} duration - The duration of the marker in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.
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* @param {number} [volume=1] - The volume the sound will play back at, between 0 (silent) and 1 (full volume).
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* @param {boolean} [loop=false] - Sets if the sound will loop or not.
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*/
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addMarker: function (name, start, duration, volume, loop) {
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volume = volume || 1;
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if (typeof loop == 'undefined') { loop = false; }
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this.markers[name] = {
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name: name,
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start: start,
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stop: start + duration,
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volume: volume,
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duration: duration,
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durationMS: duration * 1000,
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loop: loop
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};
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},
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/**
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* Removes a marker from the sound.
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* @method Phaser.Sound#removeMarker
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* @param {string} name - The key of the marker to remove.
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*/
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removeMarker: function (name) {
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delete this.markers[name];
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},
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/**
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* Called automatically by Phaser.SoundManager.
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* @method Phaser.Sound#update
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* @protected
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*/
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update: function () {
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if (this.pendingPlayback && this.game.cache.isSoundReady(this.key))
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{
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this.pendingPlayback = false;
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this.play(this._tempMarker, this._tempPosition, this._tempVolume, this._tempLoop);
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}
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if (this.isPlaying)
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{
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this.currentTime = this.game.time.now - this.startTime;
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if (this.currentTime >= this.durationMS)
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{
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//console.log(this.currentMarker, 'has hit duration');
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if (this.usingWebAudio)
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{
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if (this.loop)
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{
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//console.log('loop1');
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// won't work with markers, needs to reset the position
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this.onLoop.dispatch(this);
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if (this.currentMarker == '')
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{
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//console.log('loop2');
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this.currentTime = 0;
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this.startTime = this.game.time.now;
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}
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else
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{
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//console.log('loop3');
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this.play(this.currentMarker, 0, this.volume, true, true);
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}
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}
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else
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{
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//console.log('stopping, no loop for marker');
|
|
this.stop();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (this.loop)
|
|
{
|
|
this.onLoop.dispatch(this);
|
|
this.play(this.currentMarker, 0, this.volume, true, true);
|
|
}
|
|
else
|
|
{
|
|
this.stop();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Play this sound, or a marked section of it.
|
|
* @method Phaser.Sound#play
|
|
* @param {string} [marker=''] - If you want to play a marker then give the key here, otherwise leave blank to play the full sound.
|
|
* @param {number} [position=0] - The starting position to play the sound from - this is ignored if you provide a marker.
|
|
* @param {number} [volume=1] - Volume of the sound you want to play.
|
|
* @param {boolean} [loop=false] - Loop when it finished playing?
|
|
* @param {boolean} [forceRestart=true] - If the sound is already playing you can set forceRestart to restart it from the beginning.
|
|
* @return {Sound} The playing sound object.
|
|
*/
|
|
play: function (marker, position, volume, loop, forceRestart) {
|
|
|
|
marker = marker || '';
|
|
position = position || 0;
|
|
volume = volume || 1;
|
|
if (typeof loop == 'undefined') { loop = false; }
|
|
if (typeof forceRestart == 'undefined') { forceRestart = true; }
|
|
|
|
// console.log(this.name + ' play ' + marker + ' position ' + position + ' volume ' + volume + ' loop ' + loop, 'force', forceRestart);
|
|
|
|
if (this.isPlaying == true && forceRestart == false && this.override == false)
|
|
{
|
|
// Use Restart instead
|
|
return;
|
|
}
|
|
|
|
if (this.isPlaying && this.override)
|
|
{
|
|
// console.log('asked to play ' + marker + ' but already playing ' + this.currentMarker);
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
if (typeof this._sound.stop === 'undefined')
|
|
{
|
|
this._sound.noteOff(0);
|
|
}
|
|
else
|
|
{
|
|
this._sound.stop(0);
|
|
}
|
|
}
|
|
else if (this.usingAudioTag)
|
|
{
|
|
this._sound.pause();
|
|
this._sound.currentTime = 0;
|
|
}
|
|
}
|
|
|
|
this.currentMarker = marker;
|
|
|
|
if (marker !== '')
|
|
{
|
|
if (this.markers[marker])
|
|
{
|
|
this.position = this.markers[marker].start;
|
|
this.volume = this.markers[marker].volume;
|
|
this.loop = this.markers[marker].loop;
|
|
this.duration = this.markers[marker].duration;
|
|
this.durationMS = this.markers[marker].durationMS;
|
|
|
|
// console.log('Marker Loaded: ', marker, 'start:', this.position, 'end: ', this.duration, 'loop', this.loop);
|
|
|
|
this._tempMarker = marker;
|
|
this._tempPosition = this.position;
|
|
this._tempVolume = this.volume;
|
|
this._tempLoop = this.loop;
|
|
}
|
|
else
|
|
{
|
|
console.warn("Phaser.Sound.play: audio marker " + marker + " doesn't exist");
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// console.log('no marker info loaded', marker);
|
|
|
|
this.position = position;
|
|
this.volume = volume;
|
|
this.loop = loop;
|
|
this.duration = 0;
|
|
this.durationMS = 0;
|
|
|
|
this._tempMarker = marker;
|
|
this._tempPosition = position;
|
|
this._tempVolume = volume;
|
|
this._tempLoop = loop;
|
|
}
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
// Does the sound need decoding?
|
|
if (this.game.cache.isSoundDecoded(this.key))
|
|
{
|
|
// Do we need to do this every time we play? How about just if the buffer is empty?
|
|
if (this._buffer == null)
|
|
{
|
|
this._buffer = this.game.cache.getSoundData(this.key);
|
|
}
|
|
|
|
this._sound = this.context.createBufferSource();
|
|
this._sound.buffer = this._buffer;
|
|
this._sound.connect(this.gainNode);
|
|
this.totalDuration = this._sound.buffer.duration;
|
|
|
|
if (this.duration == 0)
|
|
{
|
|
// console.log('duration reset');
|
|
this.duration = this.totalDuration;
|
|
this.durationMS = this.totalDuration * 1000;
|
|
}
|
|
|
|
if (this.loop && marker == '')
|
|
{
|
|
this._sound.loop = true;
|
|
}
|
|
|
|
// Useful to cache this somewhere perhaps?
|
|
if (typeof this._sound.start === 'undefined')
|
|
{
|
|
this._sound.noteGrainOn(0, this.position, this.duration);
|
|
// this._sound.noteGrainOn(0, this.position, this.duration / 1000);
|
|
//this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
|
|
}
|
|
else
|
|
{
|
|
// this._sound.start(0, this.position, this.duration / 1000);
|
|
this._sound.start(0, this.position, this.duration);
|
|
}
|
|
|
|
this.isPlaying = true;
|
|
this.startTime = this.game.time.now;
|
|
this.currentTime = 0;
|
|
this.stopTime = this.startTime + this.durationMS;
|
|
this.onPlay.dispatch(this);
|
|
}
|
|
else
|
|
{
|
|
this.pendingPlayback = true;
|
|
|
|
if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).isDecoding == false)
|
|
{
|
|
this.game.sound.decode(this.key, this);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// console.log('Sound play Audio');
|
|
if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked)
|
|
{
|
|
// console.log('tried playing locked sound, pending set, reload started');
|
|
this.game.cache.reloadSound(this.key);
|
|
this.pendingPlayback = true;
|
|
}
|
|
else
|
|
{
|
|
// console.log('sound not locked, state?', this._sound.readyState);
|
|
if (this._sound && this._sound.readyState == 4)
|
|
{
|
|
this._sound.play();
|
|
// This doesn't become available until you call play(), wonderful ...
|
|
this.totalDuration = this._sound.duration;
|
|
|
|
if (this.duration == 0)
|
|
{
|
|
this.duration = this.totalDuration;
|
|
this.durationMS = this.totalDuration * 1000;
|
|
}
|
|
|
|
// console.log('playing', this._sound);
|
|
this._sound.currentTime = this.position;
|
|
this._sound.muted = this._muted;
|
|
|
|
if (this._muted)
|
|
{
|
|
this._sound.volume = 0;
|
|
}
|
|
else
|
|
{
|
|
this._sound.volume = this._volume;
|
|
}
|
|
|
|
this.isPlaying = true;
|
|
this.startTime = this.game.time.now;
|
|
this.currentTime = 0;
|
|
this.stopTime = this.startTime + this.durationMS;
|
|
this.onPlay.dispatch(this);
|
|
}
|
|
else
|
|
{
|
|
this.pendingPlayback = true;
|
|
}
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Restart the sound, or a marked section of it.
|
|
* @method Phaser.Sound#restart
|
|
* @param {string} [marker=''] - If you want to play a marker then give the key here, otherwise leave blank to play the full sound.
|
|
* @param {number} [position=0] - The starting position to play the sound from - this is ignored if you provide a marker.
|
|
* @param {number} [volume=1] - Volume of the sound you want to play.
|
|
* @param {boolean} [loop=false] - Loop when it finished playing?
|
|
*/
|
|
restart: function (marker, position, volume, loop) {
|
|
|
|
marker = marker || '';
|
|
position = position || 0;
|
|
volume = volume || 1;
|
|
if (typeof loop == 'undefined') { loop = false; }
|
|
|
|
this.play(marker, position, volume, loop, true);
|
|
|
|
},
|
|
|
|
/**
|
|
* Pauses the sound
|
|
* @method Phaser.Sound#pause
|
|
*/
|
|
pause: function () {
|
|
|
|
if (this.isPlaying && this._sound)
|
|
{
|
|
this.stop();
|
|
this.isPlaying = false;
|
|
this.paused = true;
|
|
this.onPause.dispatch(this);
|
|
}
|
|
|
|
},
|
|
/**
|
|
* Resumes the sound
|
|
* @method Phaser.Sound#resume
|
|
*/
|
|
resume: function () {
|
|
|
|
if (this.paused && this._sound)
|
|
{
|
|
if (this.usingWebAudio)
|
|
{
|
|
if (typeof this._sound.start === 'undefined')
|
|
{
|
|
this._sound.noteGrainOn(0, this.position, this.duration);
|
|
//this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
|
|
}
|
|
else
|
|
{
|
|
this._sound.start(0, this.position, this.duration);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this._sound.play();
|
|
}
|
|
|
|
this.isPlaying = true;
|
|
this.paused = false;
|
|
this.onResume.dispatch(this);
|
|
}
|
|
|
|
},
|
|
|
|
/**
|
|
* Stop playing this sound.
|
|
* @method Phaser.Sound#stop
|
|
*/
|
|
stop: function () {
|
|
|
|
if (this.isPlaying && this._sound)
|
|
{
|
|
if (this.usingWebAudio)
|
|
{
|
|
if (typeof this._sound.stop === 'undefined')
|
|
{
|
|
this._sound.noteOff(0);
|
|
}
|
|
else
|
|
{
|
|
this._sound.stop(0);
|
|
}
|
|
}
|
|
else if (this.usingAudioTag)
|
|
{
|
|
this._sound.pause();
|
|
this._sound.currentTime = 0;
|
|
}
|
|
}
|
|
|
|
this.isPlaying = false;
|
|
var prevMarker = this.currentMarker;
|
|
|
|
this.currentMarker = '';
|
|
this.onStop.dispatch(this, prevMarker);
|
|
|
|
}
|
|
|
|
};
|
|
|
|
/**
|
|
* @name Phaser.Sound#isDecoding
|
|
* @property {boolean} isDecoding - Returns true if the sound file is still decoding.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Sound.prototype, "isDecoding", {
|
|
|
|
get: function () {
|
|
return this.game.cache.getSound(this.key).isDecoding;
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Sound#isDecoded
|
|
* @property {boolean} isDecoded - Returns true if the sound file has decoded.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Sound.prototype, "isDecoded", {
|
|
|
|
get: function () {
|
|
return this.game.cache.isSoundDecoded(this.key);
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Sound#mute
|
|
* @property {boolean} mute - Gets or sets the muted state of this sound.
|
|
*/
|
|
Object.defineProperty(Phaser.Sound.prototype, "mute", {
|
|
|
|
get: function () {
|
|
return this._muted;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
value = value || null;
|
|
|
|
if (value)
|
|
{
|
|
this._muted = true;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this._muteVolume = this.gainNode.gain.value;
|
|
this.gainNode.gain.value = 0;
|
|
}
|
|
else if (this.usingAudioTag && this._sound)
|
|
{
|
|
this._muteVolume = this._sound.volume;
|
|
this._sound.volume = 0;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
this._muted = false;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this.gainNode.gain.value = this._muteVolume;
|
|
}
|
|
else if (this.usingAudioTag && this._sound)
|
|
{
|
|
this._sound.volume = this._muteVolume;
|
|
}
|
|
}
|
|
|
|
this.onMute.dispatch(this);
|
|
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.Sound#volume
|
|
* @property {number} volume - Gets or sets the volume of this sound, a value between 0 and 1.
|
|
* @readonly
|
|
*/
|
|
Object.defineProperty(Phaser.Sound.prototype, "volume", {
|
|
|
|
get: function () {
|
|
return this._volume;
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this._volume = value;
|
|
this.gainNode.gain.value = value;
|
|
}
|
|
else if (this.usingAudioTag && this._sound)
|
|
{
|
|
// Causes an Index size error in Firefox if you don't clamp the value
|
|
if (value >= 0 && value <= 1)
|
|
{
|
|
this._volume = value;
|
|
this._sound.volume = value;
|
|
}
|
|
}
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
|
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|
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|
|
|
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</div>
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<div class="clearfix"></div>
|
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<footer>
|
|
|
|
|
|
<span class="copyright">
|
|
Phaser Copyright © 2012-2013 Photon Storm Ltd.
|
|
</span>
|
|
<br />
|
|
|
|
<span class="jsdoc-message">
|
|
Documentation generated by <a href="https://github.com/jsdoc3/jsdoc">JSDoc 3.2.0-dev</a>
|
|
on Thu Oct 03 2013 01:18:41 GMT+0100 (BST) using the <a href="https://github.com/terryweiss/docstrap">DocStrap template</a>.
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</span>
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</footer>
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