Files
phaser/src/sound/SoundManager.js
T
2013-09-19 16:34:48 +02:00

428 lines
10 KiB
JavaScript

/**
* 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;
}
}
}
});