mirror of
https://github.com/wassname/phaser.git
synced 2026-07-31 12:40:07 +08:00
SoundManager converted and playing audio :)
This commit is contained in:
+2
-2
@@ -295,7 +295,7 @@ Phaser.Game.prototype = {
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this.time = new Phaser.Time(this);
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this.tweens = new Phaser.TweenManager(this);
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this.input = new Phaser.Input(this);
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// this.sound = new Phaser.SoundManager(this);
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this.sound = new Phaser.SoundManager(this);
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// this.physics = new Phaser.Physics.PhysicsManager(this);
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this.plugins = new Phaser.PluginManager(this, this);
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this.net = new Phaser.Net(this);
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@@ -379,7 +379,7 @@ Phaser.Game.prototype = {
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this.input.update();
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this.tweens.update();
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// this.stage.update();
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// this.sound.update();
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this.sound.update();
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// this.physics.update();
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this.world.update();
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this.state.update();
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@@ -41,6 +41,16 @@ Phaser.GameObjectFactory.prototype = {
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return this.game.tweens.create(obj, localReference);
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},
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audio: function (key, volume, loop) {
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volume = volume || 1;
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loop = loop || false;
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return this.game.sound.add(key, volume, loop);
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}
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};
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@@ -0,0 +1,542 @@
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Phaser.Sound = function (game, key, volume, loop) {
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volume = volume || 1;
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loop = loop || false;
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this.game = game;
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this.key = key;
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this._volume = volume;
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this.loop = loop;
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this.usingWebAudio = this.game.sound.usingWebAudio;
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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.getSound(key).locked == false)
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{
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this._sound = this.game.cache.getSoundData(key);
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this.totalDuration = this._sound.duration;
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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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this.onDecoded = new Phaser.Signal;
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this.onPlay = new Phaser.Signal;
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this.onPause = new Phaser.Signal;
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this.onResume = new Phaser.Signal;
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this.onLoop = new Phaser.Signal;
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this.onStop = new Phaser.Signal;
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this.onMute = new Phaser.Signal;
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this.onMarkerComplete = new Phaser.Signal;
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};
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Phaser.Sound.prototype = {
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game: null,
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/**
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* Reference to AudioContext instance.
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*/
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context: null,
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/**
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* Decoded data buffer / Audio tag.
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*/
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_buffer: null,
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_muted: false,
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key: '',
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name: '',
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markers: {},
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usingWebAudio: false,
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usingAudioTag: false,
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autoplay: false,
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totalDuration: 0,
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startTime: 0,
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currentTime: 0,
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duration: 0,
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stopTime: 0,
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paused: false,
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loop: false,
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isPlaying: false,
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currentMarker: '',
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pendingPlayback: false,
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override: false,
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onDecoded: null,
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onPlay: null,
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onPause: null,
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onResume: null,
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onLoop: null,
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onStop: null,
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onMute: null,
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onMarkerComplete: null,
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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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addMarker: function (name, start, stop, volume, loop) {
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volume = volume || 1;
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loop = 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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removeMarker: function (name) {
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delete this.markers[name];
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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.duration)
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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');
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this.stop();
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}
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}
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else
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{
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if (this.loop)
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{
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this.onLoop.dispatch(this);
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this.play(this.currentMarker, 0, this.volume, true, true);
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}
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else
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{
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this.stop();
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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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* Play this sound, or a marked section of it.
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* @param marker {string} Assets key of the sound you want to play.
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* @param [volume] {number} volume of the sound you want to play.
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* @param [loop] {bool} loop when it finished playing? (Default to false)
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* @return {Sound} The playing sound object.
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*/
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play: function (marker, position, volume, loop, forceRestart) {
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marker = marker || '';
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position = position || 0;
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volume = volume || 1;
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loop = loop || false;
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forceRestart = forceRestart || false;
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console.log('play', marker, 'current is', this.currentMarker);
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if (this.isPlaying == true && forceRestart == false && this.override == false)
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{
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// Use Restart instead
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return;
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}
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if (this.isPlaying && this.override)
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{
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//console.log('asked to play', marker, 'but already playing', this.currentMarker);
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if (this.usingWebAudio)
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{
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if (typeof this._sound.stop === 'undefined')
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{
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this._sound.noteOff(0);
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}
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else
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{
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this._sound.stop(0);
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}
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}
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else if (this.usingAudioTag)
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{
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this._sound.pause();
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this._sound.currentTime = 0;
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}
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}
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this.currentMarker = marker;
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if (marker !== '' && this.markers[marker])
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{
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this.position = this.markers[marker].start;
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this.volume = this.markers[marker].volume;
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this.loop = this.markers[marker].loop;
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this.duration = this.markers[marker].duration * 1000;
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//console.log('marker info loaded', this.loop, this.duration);
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this._tempMarker = marker;
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this._tempPosition = this.position;
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this._tempVolume = this.volume;
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this._tempLoop = this.loop;
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}
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else
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{
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this.position = position;
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this.volume = volume;
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this.loop = loop;
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this.duration = 0;
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this._tempMarker = marker;
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this._tempPosition = position;
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this._tempVolume = volume;
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this._tempLoop = loop;
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}
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if (this.usingWebAudio)
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{
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// Does the sound need decoding?
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if (this.game.cache.isSoundDecoded(this.key))
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{
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// Do we need to do this every time we play? How about just if the buffer is empty?
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if (this._buffer == null)
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{
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this._buffer = this.game.cache.getSoundData(this.key);
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}
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this._sound = this.context.createBufferSource();
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this._sound.buffer = this._buffer;
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this._sound.connect(this.gainNode);
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this.totalDuration = this._sound.buffer.duration;
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if (this.duration == 0)
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{
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this.duration = this.totalDuration * 1000;
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}
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if (this.loop && marker == '')
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{
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this._sound.loop = true;
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}
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// Useful to cache this somewhere perhaps?
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if (typeof this._sound.start === 'undefined')
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{
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this._sound.noteGrainOn(0, this.position, this.duration / 1000);
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//this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
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}
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else
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{
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this._sound.start(0, this.position, this.duration / 1000);
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}
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this.isPlaying = true;
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this.startTime = this.game.time.now;
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this.currentTime = 0;
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this.stopTime = this.startTime + this.duration;
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this.onPlay.dispatch(this);
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//console.log('playing, start', this.startTime, 'stop');
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}
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else
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{
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this.pendingPlayback = true;
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if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).isDecoding == false)
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{
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this.game.sound.decode(this.key, this);
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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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//console.log('Sound play Audio');
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if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked)
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{
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//console.log('tried playing locked sound, pending set, reload started');
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this.game.cache.reloadSound(this.key);
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this.pendingPlayback = true;
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}
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else
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{
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//console.log('sound not locked, state?', this._sound.readyState);
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if (this._sound && this._sound.readyState == 4)
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{
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if (this.duration == 0)
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{
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this.duration = this.totalDuration * 1000;
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}
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//console.log('playing', this._sound);
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this._sound.currentTime = this.position;
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this._sound.muted = this._muted;
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if (this._muted)
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{
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this._sound.volume = 0;
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}
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else
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{
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this._sound.volume = this._volume;
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}
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this._sound.play();
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this.isPlaying = true;
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this.startTime = this.game.time.now;
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this.currentTime = 0;
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this.stopTime = this.startTime + this.duration;
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this.onPlay.dispatch(this);
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}
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else
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{
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this.pendingPlayback = true;
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}
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}
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}
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},
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restart: function (marker, position, volume, loop) {
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marker = marker || '';
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position = position || 0;
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volume = volume || 1;
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loop = loop || false;
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this.play(marker, position, volume, loop, true);
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},
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pause: function () {
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if (this.isPlaying && this._sound)
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{
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this.stop();
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this.isPlaying = false;
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this.paused = true;
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this.onPause.dispatch(this);
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}
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},
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resume: function () {
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if (this.paused && this._sound)
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{
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if (this.usingWebAudio)
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{
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if (typeof this._sound.start === 'undefined')
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{
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this._sound.noteGrainOn(0, this.position, this.duration);
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//this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
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}
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else
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{
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this._sound.start(0, this.position, this.duration);
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}
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}
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else
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{
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this._sound.play();
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}
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this.isPlaying = true;
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this.paused = false;
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this.onResume.dispatch(this);
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}
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},
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/**
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* Stop playing this sound.
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*/
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stop: function () {
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if (this.isPlaying && this._sound)
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{
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if (this.usingWebAudio)
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{
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if (typeof this._sound.stop === 'undefined')
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{
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this._sound.noteOff(0);
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}
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else
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{
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this._sound.stop(0);
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}
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}
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else if(this.usingAudioTag)
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{
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this._sound.pause();
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this._sound.currentTime = 0;
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}
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}
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this.isPlaying = false;
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var prevMarker = this.currentMarker;
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this.currentMarker = '';
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this.onStop.dispatch(this, prevMarker);
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}
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||||
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};
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Object.defineProperty(Phaser.Sound.prototype, "isDecoding", {
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get: function () {
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return this.game.cache.getSound(this.key).isDecoding;
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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(Phaser.Sound.prototype, "isDecoded", {
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get: function () {
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return this.game.cache.isSoundDecoded(this.key);
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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(Phaser.Sound.prototype, "mute", {
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/**
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* Mute sounds.
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*/
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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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|
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if (value)
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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.gainNode.gain.value;
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this.gainNode.gain.value = 0;
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}
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else if (this.usingAudioTag && this._sound)
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{
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this._muteVolume = this._sound.volume;
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this._sound.volume = 0;
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}
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}
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else
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{
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this._muted = false;
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||||
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if (this.usingWebAudio)
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{
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this.gainNode.gain.value = this._muteVolume;
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}
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else if (this.usingAudioTag && this._sound)
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||||
{
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this._sound.volume = this._muteVolume;
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||||
}
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||||
}
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||||
|
||||
this.onMute.dispatch(this);
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||||
|
||||
},
|
||||
|
||||
enumerable: true,
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||||
configurable: true
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||||
});
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||||
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||||
Object.defineProperty(Phaser.Sound.prototype, "volume", {
|
||||
|
||||
get: function () {
|
||||
return this._volume;
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
this._volume = value;
|
||||
|
||||
if (this.usingWebAudio)
|
||||
{
|
||||
this.gainNode.gain.value = value;
|
||||
}
|
||||
else if(this.usingAudioTag && this._sound)
|
||||
{
|
||||
this._sound.volume = value;
|
||||
}
|
||||
},
|
||||
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
@@ -0,0 +1,351 @@
|
||||
/**
|
||||
* Phaser - SoundManager
|
||||
*
|
||||
*/
|
||||
Phaser.SoundManager = function (game) {
|
||||
|
||||
this.game = game;
|
||||
|
||||
this.onSoundDecode = new Phaser.Signal;
|
||||
|
||||
if (this.game.device.iOS && this.game.device.webAudio == false)
|
||||
{
|
||||
this.channels = 1;
|
||||
}
|
||||
|
||||
if (game.device.iOS || (window['PhaserGlobal'] && window['PhaserGlobal'].fakeiOSTouchLock))
|
||||
{
|
||||
this.game.input.touch.callbackContext = this;
|
||||
this.game.input.touch.touchStartCallback = this.unlock;
|
||||
this.game.input.mouse.callbackContext = this;
|
||||
this.game.input.mouse.mouseDownCallback = this.unlock;
|
||||
this.touchLocked = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
// What about iOS5?
|
||||
this.touchLocked = false;
|
||||
}
|
||||
|
||||
if (window['PhaserGlobal'])
|
||||
{
|
||||
// Check to see if all audio playback is disabled (i.e. handled by a 3rd party class)
|
||||
if (window['PhaserGlobal'].disableAudio == true)
|
||||
{
|
||||
this.usingWebAudio = false;
|
||||
this.noAudio = true;
|
||||
return;
|
||||
}
|
||||
|
||||
// Check if the Web Audio API is disabled (for testing Audio Tag playback during development)
|
||||
if (window['PhaserGlobal'].disableWebAudio == true)
|
||||
{
|
||||
this.usingWebAudio = false;
|
||||
this.usingAudioTag = true;
|
||||
this.noAudio = false;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (!!window['AudioContext'])
|
||||
{
|
||||
this.context = new window['AudioContext']();
|
||||
}
|
||||
else if(!!window['webkitAudioContext'])
|
||||
{
|
||||
this.context = new window['webkitAudioContext']();
|
||||
}
|
||||
else if(!!window['Audio'])
|
||||
{
|
||||
this.usingWebAudio = false;
|
||||
this.usingAudioTag = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
this.usingWebAudio = false;
|
||||
this.noAudio = true;
|
||||
}
|
||||
|
||||
if (this.context !== null)
|
||||
{
|
||||
if (typeof this.context.createGain === 'undefined')
|
||||
{
|
||||
this.masterGain = this.context.createGainNode();
|
||||
}
|
||||
else
|
||||
{
|
||||
this.masterGain = this.context.createGain();
|
||||
}
|
||||
|
||||
this.masterGain.gain.value = 1;
|
||||
this.masterGain.connect(this.context.destination);
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
Phaser.SoundManager.prototype = {
|
||||
|
||||
game: null,
|
||||
|
||||
_muted: false,
|
||||
_unlockSource: null,
|
||||
_volume: 1,
|
||||
_muted: false,
|
||||
_sounds: [],
|
||||
|
||||
context: null,
|
||||
usingWebAudio: true,
|
||||
usingAudioTag: false,
|
||||
noAudio: false,
|
||||
|
||||
touchLocked: false,
|
||||
onSoundDecode: null,
|
||||
|
||||
channels: 32,
|
||||
|
||||
unlock: function () {
|
||||
|
||||
if (this.touchLocked == false)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
console.log('SoundManager touch unlocked');
|
||||
|
||||
if (this.game.device.webAudio && (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio == false))
|
||||
{
|
||||
// Create empty buffer and play it
|
||||
var buffer = this.context.createBuffer(1, 1, 22050);
|
||||
this._unlockSource = this.context.createBufferSource();
|
||||
this._unlockSource.buffer = buffer;
|
||||
this._unlockSource.connect(this.context.destination);
|
||||
this._unlockSource.noteOn(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Create an Audio tag?
|
||||
this.touchLocked = false;
|
||||
this._unlockSource = null;
|
||||
this.game.input.touch.callbackContext = null;
|
||||
this.game.input.touch.touchStartCallback = null;
|
||||
this.game.input.mouse.callbackContext = null;
|
||||
this.game.input.mouse.mouseDownCallback = null;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
stopAll: function () {
|
||||
|
||||
for (var i = 0; i < this._sounds.length; i++)
|
||||
{
|
||||
if (this._sounds[i])
|
||||
{
|
||||
this._sounds[i].stop();
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
pauseAll: function () {
|
||||
|
||||
for (var i = 0; i < this._sounds.length; i++)
|
||||
{
|
||||
if (this._sounds[i])
|
||||
{
|
||||
this._sounds[i].pause();
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
resumeAll: function () {
|
||||
|
||||
for (var i = 0; i < this._sounds.length; i++)
|
||||
{
|
||||
if (this._sounds[i])
|
||||
{
|
||||
this._sounds[i].resume();
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Decode a sound with its assets key.
|
||||
* @param key {string} Assets key of the sound to be decoded.
|
||||
* @param [sound] {Sound} its bufer will be set to decoded data.
|
||||
*/
|
||||
decode: function (key, sound) {
|
||||
|
||||
sound = sound || null;
|
||||
|
||||
var soundData = this.game.cache.getSoundData(key);
|
||||
|
||||
if (soundData)
|
||||
{
|
||||
if (this.game.cache.isSoundDecoded(key) === false)
|
||||
{
|
||||
this.game.cache.updateSound(key, 'isDecoding', true);
|
||||
|
||||
var that = this;
|
||||
|
||||
this.context.decodeAudioData(soundData, function (buffer) {
|
||||
that.game.cache.decodedSound(key, buffer);
|
||||
if (sound)
|
||||
{
|
||||
that.onSoundDecode.dispatch(sound);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
update: function () {
|
||||
|
||||
if (this.touchLocked)
|
||||
{
|
||||
if (this.game.device.webAudio && this._unlockSource !== null)
|
||||
{
|
||||
if ((this._unlockSource.playbackState === this._unlockSource.PLAYING_STATE || this._unlockSource.playbackState === this._unlockSource.FINISHED_STATE))
|
||||
{
|
||||
this.touchLocked = false;
|
||||
this._unlockSource = null;
|
||||
this.game.input.touch.callbackContext = null;
|
||||
this.game.input.touch.touchStartCallback = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (var i = 0; i < this._sounds.length; i++)
|
||||
{
|
||||
this._sounds[i].update();
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
add: function (key, volume, loop) {
|
||||
|
||||
volume = volume || 1;
|
||||
loop = loop || false;
|
||||
|
||||
var sound = new Phaser.Sound(this.game, key, volume, loop);
|
||||
|
||||
this._sounds.push(sound);
|
||||
|
||||
return sound;
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
||||
|
||||
/**
|
||||
* A global audio mute toggle.
|
||||
*/
|
||||
get: function () {
|
||||
|
||||
return this._muted;
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
value = value || null;
|
||||
|
||||
if (value)
|
||||
{
|
||||
if (this._muted)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this._muted = true;
|
||||
|
||||
if (this.usingWebAudio)
|
||||
{
|
||||
this._muteVolume = this.masterGain.gain.value;
|
||||
this.masterGain.gain.value = 0;
|
||||
}
|
||||
|
||||
// Loop through sounds
|
||||
for (var i = 0; i < this._sounds.length; i++)
|
||||
{
|
||||
if (this._sounds[i].usingAudioTag)
|
||||
{
|
||||
this._sounds[i].mute = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (this._muted == false)
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
},
|
||||
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
|
||||
Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
|
||||
|
||||
get: function () {
|
||||
|
||||
if (this.usingWebAudio)
|
||||
{
|
||||
return this.masterGain.gain.value;
|
||||
}
|
||||
else
|
||||
{
|
||||
return this._volume;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* The global audio volume. A value between 0 (silence) and 1 (full 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;
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
enumerable: true,
|
||||
configurable: true
|
||||
});
|
||||
@@ -186,6 +186,8 @@ Phaser.Utils.Debug.prototype = {
|
||||
this.line('Position: ' + sound.position);
|
||||
}
|
||||
|
||||
this.stop();
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
|
||||
Reference in New Issue
Block a user