mirror of
https://github.com/wassname/phaser.git
synced 2026-08-06 13:31:05 +08:00
JSDocs update ;)
This commit is contained in:
+73
-11
@@ -3,20 +3,47 @@
|
||||
*
|
||||
* @class SoundManager
|
||||
* @constructor
|
||||
* @param game {Phaser.Game} reference to the current game instance.
|
||||
* @param {Phaser.Game} game reference to the current game instance.
|
||||
*/
|
||||
Phaser.SoundManager = function (game) {
|
||||
|
||||
/**
|
||||
* A reference to the currently running Game.
|
||||
* @property game
|
||||
* @public
|
||||
* @type {Phaser.Game}
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
this.onSoundDecode = new Phaser.Signal;
|
||||
|
||||
|
||||
/**
|
||||
* Boolean indicating whether the game is on "mute"
|
||||
* @property _muted
|
||||
* @private
|
||||
* @type {bool}
|
||||
*/
|
||||
this._muted = false;
|
||||
this._unlockSource = null;
|
||||
|
||||
/**
|
||||
* The global audio volume. A value between 0 (silence) and 1 (full volume)
|
||||
* @property _volume
|
||||
* @private
|
||||
* @type {number}
|
||||
*/
|
||||
this._volume = 1;
|
||||
this._muted = false;
|
||||
|
||||
/**
|
||||
* An array containing all the sounds
|
||||
* @property _sounds
|
||||
* @private
|
||||
* @type {array}
|
||||
*/
|
||||
this._sounds = [];
|
||||
|
||||
|
||||
this.context = null;
|
||||
this.usingWebAudio = true;
|
||||
this.usingAudioTag = false;
|
||||
@@ -30,6 +57,10 @@ Phaser.SoundManager = function (game) {
|
||||
|
||||
Phaser.SoundManager.prototype = {
|
||||
|
||||
/**
|
||||
* Initialises the sound manager
|
||||
* @method boot
|
||||
*/
|
||||
boot: function () {
|
||||
|
||||
if (this.game.device.iOS && this.game.device.webAudio == false)
|
||||
@@ -108,6 +139,10 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Enables the audio, usually after the first touch
|
||||
* @method unlock
|
||||
*/
|
||||
unlock: function () {
|
||||
|
||||
if (this.touchLocked == false)
|
||||
@@ -138,6 +173,10 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Stops all the sounds in the game
|
||||
* @method stopAll
|
||||
*/
|
||||
stopAll: function () {
|
||||
|
||||
for (var i = 0; i < this._sounds.length; i++)
|
||||
@@ -150,6 +189,10 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Pauses all the sounds in the game
|
||||
* @method pauseAll
|
||||
*/
|
||||
pauseAll: function () {
|
||||
|
||||
for (var i = 0; i < this._sounds.length; i++)
|
||||
@@ -162,6 +205,10 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* resumes every sound in the game
|
||||
* @method resumeAll
|
||||
*/
|
||||
resumeAll: function () {
|
||||
|
||||
for (var i = 0; i < this._sounds.length; i++)
|
||||
@@ -176,8 +223,9 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
/**
|
||||
* Decode a sound with its assets key.
|
||||
* @method decode
|
||||
* @param key {string} Assets key of the sound to be decoded.
|
||||
* @param [sound] {Sound} its bufer will be set to decoded data.
|
||||
* @param [sound] {Phaser.Sound} its bufer will be set to decoded data.
|
||||
*/
|
||||
decode: function (key, sound) {
|
||||
|
||||
@@ -205,6 +253,10 @@ Phaser.SoundManager.prototype = {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* updates every sound in the game
|
||||
* @method update
|
||||
*/
|
||||
update: function () {
|
||||
|
||||
if (this.touchLocked)
|
||||
@@ -232,11 +284,10 @@ Phaser.SoundManager.prototype = {
|
||||
/**
|
||||
*
|
||||
* @method add
|
||||
* @param key {string} Asset key for the sound.
|
||||
* @param volume {number} default value for the volume.
|
||||
* @param loop {bool} Whether or not the sound will loop.
|
||||
* @param {string} key Asset key for the sound.
|
||||
* @param {number} volume Default value for the volume.
|
||||
* @param {bool} loop Whether or not the sound will loop.
|
||||
*/
|
||||
|
||||
add: function (key, volume, loop) {
|
||||
|
||||
volume = volume || 1;
|
||||
@@ -258,6 +309,8 @@ Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
||||
|
||||
/**
|
||||
* A global audio mute toggle.
|
||||
* @method mute
|
||||
* @return {bool} whether or not the game is on "mute"
|
||||
*/
|
||||
get: function () {
|
||||
|
||||
@@ -265,6 +318,11 @@ Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Mute sounds.
|
||||
* @method mute
|
||||
* @return {bool} whether or not the game is on "mute"
|
||||
*/
|
||||
set: function (value) {
|
||||
|
||||
value = value || null;
|
||||
@@ -316,14 +374,16 @@ Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
}
|
||||
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
|
||||
|
||||
/**
|
||||
* @method volume
|
||||
* @return {number} The global audio volume. A value between 0 (silence) and 1 (full volume)
|
||||
*/
|
||||
get: function () {
|
||||
|
||||
if (this.usingWebAudio)
|
||||
@@ -338,7 +398,9 @@ Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
|
||||
},
|
||||
|
||||
/**
|
||||
* The global audio volume. A value between 0 (silence) and 1 (full volume)
|
||||
* Sets the global volume
|
||||
* @method volume
|
||||
* @return {number} The global audio volume. A value between 0 (silence) and 1 (full volume)
|
||||
*/
|
||||
set: function (value) {
|
||||
|
||||
|
||||
Reference in New Issue
Block a user