/** * Phaser - SoundManager * * @class SoundManager * @constructor * @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; /** * An array containing all the sounds * @property _sounds * @private * @type {array} */ this._sounds = []; this.context = null; this.usingWebAudio = true; this.usingAudioTag = false; this.noAudio = false; this.touchLocked = false; this.channels = 32; }; Phaser.SoundManager.prototype = { /** * Initialises the sound manager * @method boot */ boot: function () { if (this.game.device.iOS && this.game.device.webAudio == false) { this.channels = 1; } if (this.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); } }, /** * Enables the audio, usually after the first touch * @method unlock */ unlock: function () { if (this.touchLocked == false) { return; } // Global override (mostly for Audio Tag testing) if (this.game.device.webAudio == false || (window['PhaserGlobal'] && window['PhaserGlobal'].disableWebAudio == true)) { // 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; } else { // 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); } }, /** * Stops all the sounds in the game * @method stopAll */ stopAll: function () { for (var i = 0; i < this._sounds.length; i++) { if (this._sounds[i]) { this._sounds[i].stop(); } } }, /** * Pauses all the sounds in the game * @method pauseAll */ pauseAll: function () { for (var i = 0; i < this._sounds.length; i++) { if (this._sounds[i]) { this._sounds[i].pause(); } } }, /** * resumes every sound in the game * @method resumeAll */ 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. * @method decode * @param key {string} Assets key of the sound to be decoded. * @param [sound] {Phaser.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); } }); } } }, /** * updates every sound in the game * @method update */ 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(); } }, /** * * @method add * @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; if (typeof loop == 'undefined') { 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. * @method mute * @return {bool} whether or not the game is on "mute" */ get: function () { return this._muted; }, /** * Mute sounds. * @method mute * @return {bool} whether or not the game is on "mute" */ 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; } } } } }); 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) { return this.masterGain.gain.value; } else { return this._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) { 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; } } } });