Files
phaser/src/sound/Sound.js
T
2013-09-23 01:06:09 +01:00

638 lines
17 KiB
JavaScript

/**
* The Sound class
*
* @class Sound
* @constructor
* @param {Phaser.Game} game Reference to the current game instance.
* @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.
*/
Phaser.Sound = function (game, key, volume, loop) {
volume = volume || 1;
if (typeof loop == 'undefined') { loop = false; }
/**
* A reference to the currently running Game.
* @property game
* @public
* @type {Phaser.Game}
*/
this.game = game;
/**
* Name of the sound
* @property name
* @public
* @type {string}
*/
this.name = key;
/**
* Asset key for the sound.
* @property key
* @public
* @type {string}
*/
this.key = key;
/**
* Whether or not the sound will loop.
* @property loop
* @public
* @type {bool}
*/
this.loop = loop;
/**
* The global audio volume. A value between 0 (silence) and 1 (full volume)
* @property _volume
* @private
* @type {number}
*/
this._volume = volume;
/**
* The sound markers, empty by default
* @property markers
* @public
* @type {object}
*/
this.markers = {};
/**
* Reference to AudioContext instance.
* @property context
* @public
* @type {AudioContext}
*/
this.context = null;
/**
* Decoded data buffer / Audio tag.
*/
this._buffer = null;
/**
* Boolean indicating whether the game is on "mute"
* @property _muted
* @private
* @type {bool}
*/
this._muted = false;
/**
* Boolean indicating whether the sound should start automatically
* @property autoplay
* @public
* @type {bool}
*/
this.autoplay = false;
/**
* The total duration of the sound, in milliseconds
* @property autoplay
* @public
* @type {bool}
*/
this.totalDuration = 0;
this.startTime = 0;
this.currentTime = 0;
this.duration = 0;
this.stopTime = 0;
this.paused = false;
this.isPlaying = false;
this.currentMarker = '';
this.pendingPlayback = false;
this.override = false;
this.usingWebAudio = this.game.sound.usingWebAudio;
this.usingAudioTag = this.game.sound.usingAudioTag;
if (this.usingWebAudio)
{
this.context = this.game.sound.context;
this.masterGainNode = this.game.sound.masterGain;
if (typeof this.context.createGain === 'undefined')
{
this.gainNode = this.context.createGainNode();
}
else
{
this.gainNode = this.context.createGain();
}
this.gainNode.gain.value = volume * this.game.sound.volume;
this.gainNode.connect(this.masterGainNode);
}
else
{
if (this.game.cache.getSound(key) && this.game.cache.isSoundReady(key))
{
this._sound = this.game.cache.getSoundData(key);
this.totalDuration = 0;
if (this._sound.duration)
{
this.totalDuration = this._sound.duration;
}
}
else
{
this.game.cache.onSoundUnlock.add(this.soundHasUnlocked, this);
}
}
this.onDecoded = new Phaser.Signal;
this.onPlay = new Phaser.Signal;
this.onPause = new Phaser.Signal;
this.onResume = new Phaser.Signal;
this.onLoop = new Phaser.Signal;
this.onStop = new Phaser.Signal;
this.onMute = new Phaser.Signal;
this.onMarkerComplete = new Phaser.Signal;
};
Phaser.Sound.prototype = {
soundHasUnlocked: function (key) {
if (key == this.key)
{
this._sound = this.game.cache.getSoundData(this.key);
this.totalDuration = this._sound.duration;
console.log('sound has unlocked' + this._sound);
}
},
// start and stop are in SECONDS.MS (2.5 = 2500ms, 0.5 = 500ms, etc)
// volume is between 0 and 1
addMarker: function (name, start, stop, volume, loop) {
volume = volume || 1;
if (typeof loop == 'undefined') { loop = false; }
this.markers[name] = {
name: name,
start: start,
stop: stop,
volume: volume,
duration: stop - start,
loop: loop
};
},
removeMarker: function (name) {
delete this.markers[name];
},
update: function () {
if (this.pendingPlayback && this.game.cache.isSoundReady(this.key))
{
this.pendingPlayback = false;
this.play(this._tempMarker, this._tempPosition, this._tempVolume, this._tempLoop);
}
if (this.isPlaying)
{
this.currentTime = this.game.time.now - this.startTime;
if (this.currentTime >= this.duration)
{
//console.log(this.currentMarker, 'has hit duration');
if (this.usingWebAudio)
{
if (this.loop)
{
//console.log('loop1');
// won't work with markers, needs to reset the position
this.onLoop.dispatch(this);
if (this.currentMarker == '')
{
//console.log('loop2');
this.currentTime = 0;
this.startTime = this.game.time.now;
}
else
{
//console.log('loop3');
this.play(this.currentMarker, 0, this.volume, true, true);
}
}
else
{
//console.log('stopping, no loop for marker');
this.stop();
}
}
else
{
if (this.loop)
{
this.onLoop.dispatch(this);
this.play(this.currentMarker, 0, this.volume, true, true);
}
else
{
this.stop();
}
}
}
}
},
/**
* Play this sound, or a marked section of it.
* @method play
* @param {string} marker Assets key of the sound you want to play.
* @param {number} position The starting position
* @param {number} [volume] Volume of the sound you want to play.
* @param {bool} [loop] Loop when it finished playing? (Default to false)
* @return {Sound} The playing sound object.
*/
play: function (marker, position, volume, loop, forceRestart) {
marker = marker || '';
position = position || 0;
volume = volume || 1;
if (typeof loop == 'undefined') { loop = false; }
if (typeof forceRestart == 'undefined') { forceRestart = false; }
console.log(this.name + ' play ' + marker + ' position ' + position + ' volume ' + volume + ' loop ' + loop);
if (this.isPlaying == true && forceRestart == false && this.override == false)
{
// Use Restart instead
return;
}
if (this.isPlaying && this.override)
{
// console.log('asked to play ' + marker + ' but already playing ' + this.currentMarker);
if (this.usingWebAudio)
{
if (typeof this._sound.stop === 'undefined')
{
this._sound.noteOff(0);
}
else
{
this._sound.stop(0);
}
}
else if (this.usingAudioTag)
{
this._sound.pause();
this._sound.currentTime = 0;
}
}
this.currentMarker = marker;
if (marker !== '' && this.markers[marker])
{
this.position = this.markers[marker].start;
this.volume = this.markers[marker].volume;
this.loop = this.markers[marker].loop;
this.duration = this.markers[marker].duration * 1000;
// console.log('marker info loaded', this.loop, this.duration);
this._tempMarker = marker;
this._tempPosition = this.position;
this._tempVolume = this.volume;
this._tempLoop = this.loop;
}
else
{
this.position = position;
this.volume = volume;
this.loop = loop;
this.duration = 0;
this._tempMarker = marker;
this._tempPosition = position;
this._tempVolume = volume;
this._tempLoop = loop;
}
if (this.usingWebAudio)
{
// Does the sound need decoding?
if (this.game.cache.isSoundDecoded(this.key))
{
// Do we need to do this every time we play? How about just if the buffer is empty?
if (this._buffer == null)
{
this._buffer = this.game.cache.getSoundData(this.key);
}
this._sound = this.context.createBufferSource();
this._sound.buffer = this._buffer;
this._sound.connect(this.gainNode);
this.totalDuration = this._sound.buffer.duration;
if (this.duration == 0)
{
this.duration = this.totalDuration * 1000;
}
if (this.loop && marker == '')
{
this._sound.loop = true;
}
// Useful to cache this somewhere perhaps?
if (typeof this._sound.start === 'undefined')
{
this._sound.noteGrainOn(0, this.position, this.duration / 1000);
//this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
}
else
{
this._sound.start(0, this.position, this.duration / 1000);
}
this.isPlaying = true;
this.startTime = this.game.time.now;
this.currentTime = 0;
this.stopTime = this.startTime + this.duration;
this.onPlay.dispatch(this);
}
else
{
this.pendingPlayback = true;
if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).isDecoding == false)
{
this.game.sound.decode(this.key, this);
}
}
}
else
{
// console.log('Sound play Audio');
if (this.game.cache.getSound(this.key) && this.game.cache.getSound(this.key).locked)
{
// console.log('tried playing locked sound, pending set, reload started');
this.game.cache.reloadSound(this.key);
this.pendingPlayback = true;
}
else
{
// console.log('sound not locked, state?', this._sound.readyState);
if (this._sound && this._sound.readyState == 4)
{
this._sound.play();
// This doesn't become available until you call play(), wonderful ...
this.totalDuration = this._sound.duration;
if (this.duration == 0)
{
this.duration = this.totalDuration * 1000;
}
// console.log('playing', this._sound);
this._sound.currentTime = this.position;
this._sound.muted = this._muted;
if (this._muted)
{
this._sound.volume = 0;
}
else
{
this._sound.volume = this._volume;
}
this.isPlaying = true;
this.startTime = this.game.time.now;
this.currentTime = 0;
this.stopTime = this.startTime + this.duration;
this.onPlay.dispatch(this);
}
else
{
this.pendingPlayback = true;
}
}
}
},
/**
* Restart the sound, or a marked section of it.
* @method restart
* @param {string} marker Assets key of the sound you want to play.
* @param {number} position The starting position
* @param {number} [volume] Volume of the sound you want to play.
* @param {bool} [loop] Loop when it finished playing? (Default to false)
*/
restart: function (marker, position, volume, loop) {
marker = marker || '';
position = position || 0;
volume = volume || 1;
if (typeof loop == 'undefined') { loop = false; }
this.play(marker, position, volume, loop, true);
},
/**
* Pauses the sound
* @method pause
*/
pause: function () {
if (this.isPlaying && this._sound)
{
this.stop();
this.isPlaying = false;
this.paused = true;
this.onPause.dispatch(this);
}
},
/**
* Resumes the sound
* @method pause
*/
resume: function () {
if (this.paused && this._sound)
{
if (this.usingWebAudio)
{
if (typeof this._sound.start === 'undefined')
{
this._sound.noteGrainOn(0, this.position, this.duration);
//this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
}
else
{
this._sound.start(0, this.position, this.duration);
}
}
else
{
this._sound.play();
}
this.isPlaying = true;
this.paused = false;
this.onResume.dispatch(this);
}
},
/**
* Stop playing this sound.
* @method stop
*/
stop: function () {
if (this.isPlaying && this._sound)
{
if (this.usingWebAudio)
{
if (typeof this._sound.stop === 'undefined')
{
this._sound.noteOff(0);
}
else
{
this._sound.stop(0);
}
}
else if (this.usingAudioTag)
{
this._sound.pause();
this._sound.currentTime = 0;
}
}
this.isPlaying = false;
var prevMarker = this.currentMarker;
this.currentMarker = '';
this.onStop.dispatch(this, prevMarker);
}
};
Object.defineProperty(Phaser.Sound.prototype, "isDecoding", {
get: function () {
return this.game.cache.getSound(this.key).isDecoding;
}
});
Object.defineProperty(Phaser.Sound.prototype, "isDecoded", {
get: function () {
return this.game.cache.isSoundDecoded(this.key);
}
});
Object.defineProperty(Phaser.Sound.prototype, "mute", {
/**
* Mutes sound.
* @method mute
* @return {bool} whether or not the sound is muted
*/
get: function () {
return this._muted;
},
/**
* Mutes sound.
* @method mute
* @return {bool} whether or not the sound is muted
*/
set: function (value) {
value = value || null;
if (value)
{
this._muted = true;
if (this.usingWebAudio)
{
this._muteVolume = this.gainNode.gain.value;
this.gainNode.gain.value = 0;
}
else if (this.usingAudioTag && this._sound)
{
this._muteVolume = this._sound.volume;
this._sound.volume = 0;
}
}
else
{
this._muted = false;
if (this.usingWebAudio)
{
this.gainNode.gain.value = this._muteVolume;
}
else if (this.usingAudioTag && this._sound)
{
this._sound.volume = this._muteVolume;
}
}
this.onMute.dispatch(this);
}
});
Object.defineProperty(Phaser.Sound.prototype, "volume", {
/**
* @method volume
* @return {number} The current volume. A value between 0 (silence) and 1 (full volume)
*/
get: function () {
return this._volume;
},
/**
* @method volume
* @return {number} Sets the current volume. A value between 0 (silence) and 1 (full volume)
*/
set: function (value) {
if (this.usingWebAudio)
{
this._volume = value;
this.gainNode.gain.value = value;
}
else if (this.usingAudioTag && this._sound)
{
// Causes an Index size error in Firefox if you don't clamp the value
if (value >= 0 && value <= 1)
{
this._volume = value;
this._sound.volume = value;
}
}
}
});