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428 lines
10 KiB
JavaScript
428 lines
10 KiB
JavaScript
/**
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* Phaser - SoundManager
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*
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* @class SoundManager
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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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* A reference to the currently running Game.
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* @property game
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* @public
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* @type {Phaser.Game}
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*/
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this.game = game;
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this.onSoundDecode = new Phaser.Signal;
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/**
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* Boolean indicating whether the game is on "mute"
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* @property _muted
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* @private
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* @type {bool}
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*/
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this._muted = false;
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this._unlockSource = null;
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/**
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* The global audio volume. A value between 0 (silence) and 1 (full volume)
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* @property _volume
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* @private
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* @type {number}
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*/
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this._volume = 1;
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/**
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* An array containing all the sounds
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* @property _sounds
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* @private
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* @type {array}
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*/
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this._sounds = [];
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this.context = null;
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this.usingWebAudio = true;
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this.usingAudioTag = false;
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this.noAudio = false;
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this.touchLocked = false;
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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 boot
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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 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 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 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 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 with its assets key.
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* @method decode
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* @param key {string} Assets key of the sound to be decoded.
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* @param [sound] {Phaser.Sound} its bufer 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 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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*
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* @method add
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* @param {string} key Asset key for the sound.
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* @param {number} volume Default value for the volume.
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* @param {bool} loop 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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Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
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/**
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* A global audio mute toggle.
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* @method mute
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* @return {bool} whether or not the game is on "mute"
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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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/**
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* Mute sounds.
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* @method mute
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* @return {bool} whether or not the game is on "mute"
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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;
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}
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this._muted = false;
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if (this.usingWebAudio)
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{
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this.masterGain.gain.value = this._muteVolume;
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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 = false;
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}
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}
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}
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}
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});
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Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
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/**
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* @method volume
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* @return {number} The global audio volume. A value between 0 (silence) and 1 (full volume)
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*/
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get: function () {
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if (this.usingWebAudio)
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{
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return this.masterGain.gain.value;
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}
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else
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{
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return this._volume;
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}
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},
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/**
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* Sets the global volume
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* @method volume
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* @return {number} The global audio volume. A value between 0 (silence) and 1 (full volume)
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*/
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set: function (value) {
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value = this.game.math.clamp(value, 1, 0);
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this._volume = value;
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if (this.usingWebAudio)
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{
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this.masterGain.gain.value = value;
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}
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// Loop through the sound cache and change the volume of all html audio tags
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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].volume = this._sounds[i].volume * value;
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}
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}
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}
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});
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