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https://github.com/photonstorm/phaser
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748 lines
17 KiB
HTML
748 lines
17 KiB
HTML
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<h1 class="page-title">Source: sound/SoundManager.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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* Sound Manager constructor.
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*
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* @class Phaser.SoundManager
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* @classdesc Phaser Sound Manager.
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* @constructor
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* @param {Phaser.Game} game reference to the current game instance.
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*/
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Phaser.SoundManager = function (game) {
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/**
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* @property {Phaser.Game} game - Local reference to game.
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*/
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this.game = game;
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/**
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* @property {Phaser.Signal} onSoundDecode - Description.
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*/
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this.onSoundDecode = new Phaser.Signal;
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/**
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* @property {boolean} _muted - Description.
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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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* @property {Description} _unlockSource - Description.
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* @private
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* @default
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*/
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this._unlockSource = null;
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/**
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* @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).
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* @private
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* @default
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*/
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this._volume = 1;
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/**
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* @property {array} _sounds - An array containing all the sounds
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* @private
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* @default The empty array.
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*/
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this._sounds = [];
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/**
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* @property {Description} context - Description.
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* @default
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*/
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this.context = null;
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/**
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* @property {boolean} usingWebAudio - Description.
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* @default
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*/
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this.usingWebAudio = true;
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/**
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* @property {boolean} usingAudioTag - Description.
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* @default
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*/
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this.usingAudioTag = false;
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/**
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* @property {boolean} noAudio - Description.
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* @default
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*/
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this.noAudio = false;
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/**
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* @property {boolean} touchLocked - Description.
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* @default
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*/
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this.touchLocked = false;
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/**
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* @property {number} channels - Description.
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* @default
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*/
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this.channels = 32;
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};
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Phaser.SoundManager.prototype = {
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/**
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* Initialises the sound manager.
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* @method Phaser.SoundManager#boot
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* @protected
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*/
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boot: function () {
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if (this.game.device.iOS && this.game.device.webAudio == false)
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{
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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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{
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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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}
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else
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{
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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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{
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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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{
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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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{
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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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if (!!window['AudioContext'])
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{
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this.context = new window['AudioContext']();
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}
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else if (!!window['webkitAudioContext'])
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{
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this.context = new window['webkitAudioContext']();
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}
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else if (!!window['Audio'])
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{
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this.usingWebAudio = false;
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this.usingAudioTag = true;
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}
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else
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{
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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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{
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if (typeof this.context.createGain === 'undefined')
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{
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this.masterGain = this.context.createGainNode();
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}
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else
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{
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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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/**
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* Enables the audio, usually after the first touch.
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* @method Phaser.SoundManager#unlock
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*/
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unlock: function () {
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if (this.touchLocked == false)
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{
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return;
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}
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// Global override (mostly for Audio Tag testing)
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if (this.game.device.webAudio == false || (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio == true))
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{
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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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else
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{
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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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}
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},
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/**
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* Stops all the sounds in the game.
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* @method Phaser.SoundManager#stopAll
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*/
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stopAll: function () {
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for (var i = 0; i < this._sounds.length; i++)
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{
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if (this._sounds[i])
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{
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this._sounds[i].stop();
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}
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}
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},
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/**
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* Pauses all the sounds in the game.
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* @method Phaser.SoundManager#pauseAll
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*/
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pauseAll: function () {
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for (var i = 0; i < this._sounds.length; i++)
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{
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if (this._sounds[i])
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{
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this._sounds[i].pause();
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}
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}
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},
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/**
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* resumes every sound in the game.
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* @method Phaser.SoundManager#resumeAll
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*/
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resumeAll: function () {
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for (var i = 0; i < this._sounds.length; i++)
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{
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if (this._sounds[i])
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{
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this._sounds[i].resume();
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}
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}
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},
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/**
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* Decode a sound by its assets key.
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* @method Phaser.SoundManager#decode
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* @param {string} key - Assets key of the sound to be decoded.
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* @param {Phaser.Sound} [sound] - Its buffer will be set to decoded data.
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*/
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decode: function (key, sound) {
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sound = sound || null;
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var soundData = this.game.cache.getSoundData(key);
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if (soundData)
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{
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if (this.game.cache.isSoundDecoded(key) === false)
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{
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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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{
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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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/**
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* Updates every sound in the game.
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* @method Phaser.SoundManager#update
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*/
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update: function () {
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if (this.touchLocked)
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{
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if (this.game.device.webAudio && this._unlockSource !== null)
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{
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if ((this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE))
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{
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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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{
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this._sounds[i].update();
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}
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},
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/**
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* Adds a new Sound into the SoundManager.
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* @method Phaser.SoundManager#add
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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.
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* @param {boolean} [loop=false] - Whether or not the sound will loop.
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*/
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add: function (key, volume, loop) {
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volume = 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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};
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/**
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* @name Phaser.SoundManager#mute
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* @property {boolean} mute - Gets or sets the muted state of the SoundManager. This effects all sounds in the game.
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*/
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Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
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get: function () {
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return this._muted;
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},
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set: function (value) {
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value = value || null;
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if (value)
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{
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if (this._muted)
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{
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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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{
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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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{
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if (this._sounds[i].usingAudioTag)
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{
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this._sounds[i].mute = true;
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}
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}
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}
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else
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{
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if (this._muted == false)
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{
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return;
|
|
}
|
|
|
|
this._muted = false;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this.masterGain.gain.value = this._muteVolume;
|
|
}
|
|
|
|
// Loop through sounds
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i].usingAudioTag)
|
|
{
|
|
this._sounds[i].mute = false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
});
|
|
|
|
/**
|
|
* @name Phaser.SoundManager#volume
|
|
* @property {number} volume - Gets or sets the global volume of the SoundManager, a value between 0 and 1.
|
|
*/
|
|
Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
|
|
|
|
get: function () {
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
return this.masterGain.gain.value;
|
|
}
|
|
else
|
|
{
|
|
return this._volume;
|
|
}
|
|
|
|
},
|
|
|
|
set: function (value) {
|
|
|
|
value = this.game.math.clamp(value, 1, 0);
|
|
|
|
this._volume = value;
|
|
|
|
if (this.usingWebAudio)
|
|
{
|
|
this.masterGain.gain.value = value;
|
|
}
|
|
|
|
// Loop through the sound cache and change the volume of all html audio tags
|
|
for (var i = 0; i < this._sounds.length; i++)
|
|
{
|
|
if (this._sounds[i].usingAudioTag)
|
|
{
|
|
this._sounds[i].volume = this._sounds[i].volume * value;
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
});
|
|
</pre>
|
|
</article>
|
|
</section>
|
|
|
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|
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</div>
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|
|
<div class="clearfix"></div>
|
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<footer>
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|
|
|
<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>
|
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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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$( "#toc>ul" ).addClass( "nav nav-pills nav-stacked" );
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