Added phaser build and hellophaser sample
This commit is contained in:
911
src/sound/Sound.js
Normal file
911
src/sound/Sound.js
Normal file
@@ -0,0 +1,911 @@
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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2014 Photon Storm Ltd.
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* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
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*/
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/**
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* The Sound class constructor.
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*
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* @class Phaser.Sound
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* @classdesc The Sound class
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* @constructor
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* @param {Phaser.Game} game - Reference to the current game instance.
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* @param {string} key - Asset key for the sound.
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* @param {number} [volume=1] - Default value for the volume, between 0 and 1.
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* @param {boolean} [loop=false] - Whether or not the sound will loop.
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*/
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Phaser.Sound = function (game, key, volume, loop, connect) {
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if (typeof volume == 'undefined') { volume = 1; }
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if (typeof loop == 'undefined') { loop = false; }
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if (typeof connect === 'undefined') { connect = game.sound.connectToMaster; }
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/**
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* A reference to the currently running Game.
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* @property {Phaser.Game} game
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*/
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this.game = game;
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/**
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* @property {string} name - Name of the sound.
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*/
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this.name = key;
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/**
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* @property {string} key - Asset key for the sound.
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*/
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this.key = key;
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/**
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* @property {boolean} loop - Whether or not the sound or current sound marker will loop.
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*/
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this.loop = loop;
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/**
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* @property {number} volume - The sound or sound marker volume. A value between 0 (silence) and 1 (full volume).
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*/
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this.volume = volume;
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/**
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* @property {object} markers - The sound markers.
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*/
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this.markers = {};
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/**
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* @property {AudioContext} context - Reference to the AudioContext instance.
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*/
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this.context = null;
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/**
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* @property {boolean} autoplay - Boolean indicating whether the sound should start automatically.
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*/
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this.autoplay = false;
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/**
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* @property {number} totalDuration - The total duration of the sound in seconds.
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*/
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this.totalDuration = 0;
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/**
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* @property {number} startTime - The time the Sound starts at (typically 0 unless starting from a marker)
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* @default
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*/
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this.startTime = 0;
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/**
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* @property {number} currentTime - The current time the sound is at.
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*/
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this.currentTime = 0;
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/**
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* @property {number} duration - The duration of the current sound marker in seconds.
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*/
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this.duration = 0;
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/**
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* @property {number} durationMS - The duration of the current sound marker in ms.
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*/
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this.durationMS = 0;
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/**
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* @property {number} position - The position of the current sound marker.
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*/
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this.position = 0;
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/**
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* @property {number} stopTime - The time the sound stopped.
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*/
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this.stopTime = 0;
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/**
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* @property {boolean} paused - true if the sound is paused, otherwise false.
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* @default
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*/
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this.paused = false;
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/**
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* @property {number} pausedPosition - The position the sound had reached when it was paused.
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*/
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this.pausedPosition = 0;
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/**
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* @property {number} pausedTime - The game time at which the sound was paused.
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*/
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this.pausedTime = 0;
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/**
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* @property {boolean} isPlaying - true if the sound is currently playing, otherwise false.
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* @default
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*/
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this.isPlaying = false;
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/**
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* @property {string} currentMarker - The string ID of the currently playing marker, if any.
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* @default
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*/
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this.currentMarker = '';
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/**
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* @property {boolean} pendingPlayback - true if the sound file is pending playback
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* @readonly
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*/
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this.pendingPlayback = false;
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/**
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* @property {boolean} override - if true when you play this sound it will always start from the beginning.
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* @default
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*/
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this.override = false;
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/**
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* @property {boolean} usingWebAudio - true if this sound is being played with Web Audio.
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* @readonly
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*/
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this.usingWebAudio = this.game.sound.usingWebAudio;
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/**
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* @property {boolean} usingAudioTag - true if the sound is being played via the Audio tag.
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*/
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this.usingAudioTag = this.game.sound.usingAudioTag;
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/**
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* @property {object} externalNode - If defined this Sound won't connect to the SoundManager master gain node, but will instead connect to externalNode.input.
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*/
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this.externalNode = null;
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/**
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* @property {object} masterGainNode - The master gain node in a Web Audio system.
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*/
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this.masterGainNode = null;
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/**
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* @property {object} gainNode - The gain node in a Web Audio system.
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*/
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this.gainNode = null;
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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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if (connect)
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{
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this.gainNode.connect(this.masterGainNode);
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}
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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.isSoundReady(key))
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{
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this._sound = this.game.cache.getSoundData(key);
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this.totalDuration = 0;
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if (this._sound.duration)
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{
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this.totalDuration = this._sound.duration;
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}
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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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/**
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* @property {Phaser.Signal} onDecoded - The onDecoded event is dispatched when the sound has finished decoding (typically for mp3 files)
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*/
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this.onDecoded = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onPlay - The onPlay event is dispatched each time this sound is played.
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*/
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this.onPlay = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onPause - The onPause event is dispatched when this sound is paused.
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*/
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this.onPause = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onResume - The onResume event is dispatched when this sound is resumed from a paused state.
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*/
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this.onResume = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onLoop - The onLoop event is dispatched when this sound loops during playback.
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*/
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this.onLoop = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onStop - The onStop event is dispatched when this sound stops playback.
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*/
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this.onStop = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onMute - The onMouse event is dispatched when this sound is muted.
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*/
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this.onMute = new Phaser.Signal();
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/**
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* @property {Phaser.Signal} onMarkerComplete - The onMarkerComplete event is dispatched when a marker within this sound completes playback.
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*/
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this.onMarkerComplete = new Phaser.Signal();
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/**
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* @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).
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* @private
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*/
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this._volume = volume;
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/**
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* @property {any} _buffer - Decoded data buffer / Audio tag.
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* @private
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*/
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this._buffer = null;
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/**
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* @property {boolean} _muted - Boolean indicating whether the sound is muted or not.
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* @private
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*/
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this._muted = false;
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/**
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* @property {number} _tempMarker - Internal marker var.
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* @private
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*/
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this._tempMarker = 0;
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/**
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* @property {number} _tempPosition - Internal marker var.
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* @private
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*/
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this._tempPosition = 0;
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/**
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* @property {number} _tempVolume - Internal marker var.
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* @private
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*/
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this._tempVolume = 0;
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/**
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* @property {boolean} _tempLoop - Internal marker var.
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* @private
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*/
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this._tempLoop = 0;
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/**
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* @property {boolean} _paused - Was this sound paused via code or a game event?
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* @private
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*/
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this._paused = false;
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};
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Phaser.Sound.prototype = {
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/**
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* Called automatically when this sound is unlocked.
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* @method Phaser.Sound#soundHasUnlocked
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* @param {string} key - The Phaser.Cache key of the sound file to check for decoding.
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* @protected
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*/
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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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/**
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* Adds a marker into the current Sound. A marker is represented by a unique key and a start time and duration.
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* This allows you to bundle multiple sounds together into a single audio file and use markers to jump between them for playback.
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*
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* @method Phaser.Sound#addMarker
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* @param {string} name - A unique name for this marker, i.e. 'explosion', 'gunshot', etc.
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* @param {number} start - The start point of this marker in the audio file, given in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.
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* @param {number} duration - The duration of the marker in seconds. 2.5 = 2500ms, 0.5 = 500ms, etc.
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* @param {number} [volume=1] - The volume the sound will play back at, between 0 (silent) and 1 (full volume).
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* @param {boolean} [loop=false] - Sets if the sound will loop or not.
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*/
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addMarker: function (name, start, duration, volume, loop) {
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if (typeof volume == 'undefined') { volume = 1; }
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if (typeof loop == 'undefined') { 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: start + duration,
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volume: volume,
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duration: duration,
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durationMS: duration * 1000,
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loop: loop
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};
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},
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/**
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* Removes a marker from the sound.
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* @method Phaser.Sound#removeMarker
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* @param {string} name - The key of the marker to remove.
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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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/**
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* Called automatically by Phaser.SoundManager.
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* @method Phaser.Sound#update
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* @protected
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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.durationMS)
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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.onMarkerComplete.dispatch(this.currentMarker, this);
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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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* @method Phaser.Sound#play
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* @param {string} [marker=''] - If you want to play a marker then give the key here, otherwise leave blank to play the full sound.
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* @param {number} [position=0] - The starting position to play the sound from - this is ignored if you provide a marker.
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* @param {number} [volume=1] - Volume of the sound you want to play. If none is given it will use the volume given to the Sound when it was created (which defaults to 1 if none was specified).
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* @param {boolean} [loop=false] - Loop when it finished playing?
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* @param {boolean} [forceRestart=true] - If the sound is already playing you can set forceRestart to restart it from the beginning.
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* @return {Phaser.Sound} This sound instance.
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*/
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play: function (marker, position, volume, loop, forceRestart) {
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if (typeof marker === 'undefined') { marker = ''; }
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if (typeof forceRestart === 'undefined') { forceRestart = true; }
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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 this;
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}
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if (this.isPlaying && this.override)
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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.currentMarker = marker;
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if (marker !== '')
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{
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if (this.markers[marker])
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{
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// Playing a marker? Then we default to the marker values
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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;
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this.durationMS = this.markers[marker].durationMS;
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if (typeof volume !== 'undefined')
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{
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this.volume = volume;
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}
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if (typeof loop !== 'undefined')
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{
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this.loop = loop;
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}
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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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console.warn("Phaser.Sound.play: audio marker " + marker + " doesn't exist");
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return this;
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}
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}
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else
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{
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position = position || 0;
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if (typeof volume === 'undefined') { volume = this._volume; }
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if (typeof loop === 'undefined') { loop = this.loop; }
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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.durationMS = 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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if (this.externalNode)
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{
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this._sound.connect(this.externalNode.input);
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}
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else
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{
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this._sound.connect(this.gainNode);
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}
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this.totalDuration = this._sound.buffer.duration;
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if (this.duration === 0)
|
||||
{
|
||||
// console.log('duration reset');
|
||||
this.duration = this.totalDuration;
|
||||
this.durationMS = 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);
|
||||
// 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._sound.start(0, this.position, this.duration);
|
||||
}
|
||||
|
||||
this.isPlaying = true;
|
||||
this.startTime = this.game.time.now;
|
||||
this.currentTime = 0;
|
||||
this.stopTime = this.startTime + this.durationMS;
|
||||
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.game.device.cocoonJS || 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;
|
||||
this.durationMS = 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.durationMS;
|
||||
this.onPlay.dispatch(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
this.pendingPlayback = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return this;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Restart the sound, or a marked section of it.
|
||||
*
|
||||
* @method Phaser.Sound#restart
|
||||
* @param {string} [marker=''] - If you want to play a marker then give the key here, otherwise leave blank to play the full sound.
|
||||
* @param {number} [position=0] - The starting position to play the sound from - this is ignored if you provide a marker.
|
||||
* @param {number} [volume=1] - Volume of the sound you want to play.
|
||||
* @param {boolean} [loop=false] - Loop when it finished playing?
|
||||
*/
|
||||
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 Phaser.Sound#pause
|
||||
*/
|
||||
pause: function () {
|
||||
|
||||
if (this.isPlaying && this._sound)
|
||||
{
|
||||
this.stop();
|
||||
this.isPlaying = false;
|
||||
this.paused = true;
|
||||
this.pausedPosition = this.currentTime;
|
||||
this.pausedTime = this.game.time.now;
|
||||
this.onPause.dispatch(this);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Resumes the sound.
|
||||
*
|
||||
* @method Phaser.Sound#resume
|
||||
*/
|
||||
resume: function () {
|
||||
|
||||
if (this.paused && this._sound)
|
||||
{
|
||||
if (this.usingWebAudio)
|
||||
{
|
||||
var p = this.position + (this.pausedPosition / 1000);
|
||||
|
||||
this._sound = this.context.createBufferSource();
|
||||
this._sound.buffer = this._buffer;
|
||||
|
||||
if (this.externalNode)
|
||||
{
|
||||
this._sound.connect(this.externalNode.input);
|
||||
}
|
||||
else
|
||||
{
|
||||
this._sound.connect(this.gainNode);
|
||||
}
|
||||
|
||||
if (this.loop)
|
||||
{
|
||||
this._sound.loop = true;
|
||||
}
|
||||
|
||||
if (typeof this._sound.start === 'undefined')
|
||||
{
|
||||
this._sound.noteGrainOn(0, p, this.duration);
|
||||
//this._sound.noteOn(0); // the zero is vitally important, crashes iOS6 without it
|
||||
}
|
||||
else
|
||||
{
|
||||
this._sound.start(0, p, this.duration);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
this._sound.play();
|
||||
}
|
||||
|
||||
this.isPlaying = true;
|
||||
this.paused = false;
|
||||
this.startTime += (this.game.time.now - this.pausedTime);
|
||||
this.onResume.dispatch(this);
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Stop playing this sound.
|
||||
*
|
||||
* @method Phaser.Sound#stop
|
||||
*/
|
||||
stop: function () {
|
||||
|
||||
if (this.isPlaying && this._sound)
|
||||
{
|
||||
if (this.usingWebAudio)
|
||||
{
|
||||
if (typeof this._sound.stop === 'undefined')
|
||||
{
|
||||
this._sound.noteOff(0);
|
||||
}
|
||||
else
|
||||
{
|
||||
try {
|
||||
this._sound.stop(0);
|
||||
}
|
||||
catch (e)
|
||||
{
|
||||
// Thanks Android 4.4
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (this.usingAudioTag)
|
||||
{
|
||||
this._sound.pause();
|
||||
this._sound.currentTime = 0;
|
||||
}
|
||||
}
|
||||
|
||||
this.isPlaying = false;
|
||||
var prevMarker = this.currentMarker;
|
||||
|
||||
if (this.currentMarker !== '')
|
||||
{
|
||||
this.onMarkerComplete.dispatch(this.currentMarker, this);
|
||||
}
|
||||
|
||||
this.currentMarker = '';
|
||||
this.onStop.dispatch(this, prevMarker);
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Destroys this sound and all associated events and removes it from the SoundManager.
|
||||
*
|
||||
* @method Phaser.Sound#destroy
|
||||
* @param {boolean} [remove=true] - If true this Sound is automatically removed from the SoundManager.
|
||||
*/
|
||||
destroy: function (remove) {
|
||||
|
||||
if (typeof remove === 'undefined') { remove = true; }
|
||||
|
||||
this.stop();
|
||||
|
||||
if (remove)
|
||||
{
|
||||
this.game.sound.remove(this);
|
||||
}
|
||||
|
||||
this.markers = {};
|
||||
this.context = null;
|
||||
this._buffer = null;
|
||||
this.externalNode = null;
|
||||
this.onDecoded.dispose();
|
||||
this.onPlay.dispose();
|
||||
this.onPause.dispose();
|
||||
this.onResume.dispose();
|
||||
this.onLoop.dispose();
|
||||
this.onStop.dispose();
|
||||
this.onMute.dispose();
|
||||
this.onMarkerComplete.dispose();
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
Phaser.Sound.prototype.constructor = Phaser.Sound;
|
||||
|
||||
/**
|
||||
* @name Phaser.Sound#isDecoding
|
||||
* @property {boolean} isDecoding - Returns true if the sound file is still decoding.
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.Sound.prototype, "isDecoding", {
|
||||
|
||||
get: function () {
|
||||
return this.game.cache.getSound(this.key).isDecoding;
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.Sound#isDecoded
|
||||
* @property {boolean} isDecoded - Returns true if the sound file has decoded.
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.Sound.prototype, "isDecoded", {
|
||||
|
||||
get: function () {
|
||||
return this.game.cache.isSoundDecoded(this.key);
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.Sound#mute
|
||||
* @property {boolean} mute - Gets or sets the muted state of this sound.
|
||||
*/
|
||||
Object.defineProperty(Phaser.Sound.prototype, "mute", {
|
||||
|
||||
get: function () {
|
||||
|
||||
return (this._muted || this.game.sound.mute);
|
||||
|
||||
},
|
||||
|
||||
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);
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.Sound#volume
|
||||
* @property {number} volume - Gets or sets the volume of this sound, a value between 0 and 1.
|
||||
* @readonly
|
||||
*/
|
||||
Object.defineProperty(Phaser.Sound.prototype, "volume", {
|
||||
|
||||
get: function () {
|
||||
return this._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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
591
src/sound/SoundManager.js
Normal file
591
src/sound/SoundManager.js
Normal file
@@ -0,0 +1,591 @@
|
||||
/**
|
||||
* @author Richard Davey <rich@photonstorm.com>
|
||||
* @copyright 2014 Photon Storm Ltd.
|
||||
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
|
||||
*/
|
||||
|
||||
/**
|
||||
* Sound Manager constructor.
|
||||
* The Sound Manager is responsible for playing back audio via either the Legacy HTML Audio tag or via Web Audio if the browser supports it.
|
||||
* Note: On Firefox 25+ on Linux if you have media.gstreamer disabled in about:config then it cannot play back mp3 or m4a files.
|
||||
* The audio file type and the encoding of those files are extremely important. Not all browsers can play all audio formats.
|
||||
* There is a good guide to what's supported here: http://hpr.dogphilosophy.net/test/
|
||||
*
|
||||
* @class Phaser.SoundManager
|
||||
* @classdesc Phaser Sound Manager.
|
||||
* @constructor
|
||||
* @param {Phaser.Game} game reference to the current game instance.
|
||||
*/
|
||||
Phaser.SoundManager = function (game) {
|
||||
|
||||
/**
|
||||
* @property {Phaser.Game} game - Local reference to game.
|
||||
*/
|
||||
this.game = game;
|
||||
|
||||
/**
|
||||
* @property {Phaser.Signal} onSoundDecode - The event dispatched when a sound decodes (typically only for mp3 files)
|
||||
*/
|
||||
this.onSoundDecode = new Phaser.Signal();
|
||||
|
||||
/**
|
||||
* @property {boolean} _codeMuted - Internal mute tracking var.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._codeMuted = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} _muted - Internal mute tracking var.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._muted = false;
|
||||
|
||||
/**
|
||||
* @property {Description} _unlockSource - Internal unlock tracking var.
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._unlockSource = null;
|
||||
|
||||
/**
|
||||
* @property {number} _volume - The global audio volume. A value between 0 (silence) and 1 (full volume).
|
||||
* @private
|
||||
* @default
|
||||
*/
|
||||
this._volume = 1;
|
||||
|
||||
/**
|
||||
* @property {array} _sounds - An array containing all the sounds
|
||||
* @private
|
||||
*/
|
||||
this._sounds = [];
|
||||
|
||||
/**
|
||||
* @property {AudioContext} context - The AudioContext being used for playback.
|
||||
* @default
|
||||
*/
|
||||
this.context = null;
|
||||
|
||||
/**
|
||||
* @property {boolean} usingWebAudio - true if this sound is being played with Web Audio.
|
||||
* @readonly
|
||||
*/
|
||||
this.usingWebAudio = true;
|
||||
|
||||
/**
|
||||
* @property {boolean} usingAudioTag - true if the sound is being played via the Audio tag.
|
||||
* @readonly
|
||||
*/
|
||||
this.usingAudioTag = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} noAudio - Has audio been disabled via the PhaserGlobal object? Useful if you need to use a 3rd party audio library instead.
|
||||
* @default
|
||||
*/
|
||||
this.noAudio = false;
|
||||
|
||||
/**
|
||||
* @property {boolean} connectToMaster - Used in conjunction with Sound.externalNode this allows you to stop a Sound node being connected to the SoundManager master gain node.
|
||||
* @default
|
||||
*/
|
||||
this.connectToMaster = true;
|
||||
|
||||
/**
|
||||
* @property {boolean} touchLocked - true if the audio system is currently locked awaiting a touch event.
|
||||
* @default
|
||||
*/
|
||||
this.touchLocked = false;
|
||||
|
||||
/**
|
||||
* @property {number} channels - The number of audio channels to use in playback.
|
||||
* @default
|
||||
*/
|
||||
this.channels = 32;
|
||||
|
||||
};
|
||||
|
||||
Phaser.SoundManager.prototype = {
|
||||
|
||||
/**
|
||||
* Initialises the sound manager.
|
||||
* @method Phaser.SoundManager#boot
|
||||
* @protected
|
||||
*/
|
||||
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'])
|
||||
{
|
||||
try {
|
||||
this.context = new window['AudioContext']();
|
||||
} catch (error) {
|
||||
this.context = null;
|
||||
this.usingWebAudio = false;
|
||||
this.noAudio = true;
|
||||
}
|
||||
}
|
||||
else if (!!window['webkitAudioContext'])
|
||||
{
|
||||
try {
|
||||
this.context = new window['webkitAudioContext']();
|
||||
} catch (error) {
|
||||
this.context = null;
|
||||
this.usingWebAudio = false;
|
||||
this.noAudio = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!!window['Audio'] && this.context === null)
|
||||
{
|
||||
this.usingWebAudio = false;
|
||||
this.usingAudioTag = true;
|
||||
this.noAudio = false;
|
||||
}
|
||||
|
||||
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 Phaser.SoundManager#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 Phaser.SoundManager#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 Phaser.SoundManager#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 Phaser.SoundManager#resumeAll
|
||||
*/
|
||||
resumeAll: function () {
|
||||
|
||||
for (var i = 0; i < this._sounds.length; i++)
|
||||
{
|
||||
if (this._sounds[i])
|
||||
{
|
||||
this._sounds[i].resume();
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Decode a sound by its assets key.
|
||||
*
|
||||
* @method Phaser.SoundManager#decode
|
||||
* @param {string} key - Assets key of the sound to be decoded.
|
||||
* @param {Phaser.Sound} [sound] - Its buffer 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(key, sound);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Updates every sound in the game.
|
||||
*
|
||||
* @method Phaser.SoundManager#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();
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a new Sound into the SoundManager.
|
||||
*
|
||||
* @method Phaser.SoundManager#add
|
||||
* @param {string} key - Asset key for the sound.
|
||||
* @param {number} [volume=1] - Default value for the volume.
|
||||
* @param {boolean} [loop=false] - Whether or not the sound will loop.
|
||||
* @param {boolean} [connect=true] - Controls if the created Sound object will connect to the master gainNode of the SoundManager when running under WebAudio.
|
||||
* @return {Phaser.Sound} The new sound instance.
|
||||
*/
|
||||
add: function (key, volume, loop, connect) {
|
||||
|
||||
if (typeof volume === 'undefined') { volume = 1; }
|
||||
if (typeof loop === 'undefined') { loop = false; }
|
||||
if (typeof connect === 'undefined') { connect = this.connectToMaster; }
|
||||
|
||||
var sound = new Phaser.Sound(this.game, key, volume, loop, connect);
|
||||
|
||||
this._sounds.push(sound);
|
||||
|
||||
return sound;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Removes a Sound from the SoundManager. The removed Sound is destroyed before removal.
|
||||
*
|
||||
* @method Phaser.SoundManager#remove
|
||||
* @param {Phaser.Sound} sound - The sound object to remove.
|
||||
* @return {boolean} True if the sound was removed successfully, otherwise false.
|
||||
*/
|
||||
remove: function (sound) {
|
||||
|
||||
var i = this._sounds.length;
|
||||
|
||||
while (i--)
|
||||
{
|
||||
if (this._sounds[i] === sound)
|
||||
{
|
||||
this._sounds[i].destroy(false);
|
||||
this._sounds.splice(i, 1);
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Removes all Sounds from the SoundManager that have an asset key matching the given value.
|
||||
* The removed Sounds are destroyed before removal.
|
||||
*
|
||||
* @method Phaser.SoundManager#removeByKey
|
||||
* @param {string} key - The key to match when removing sound objects.
|
||||
* @return {number} The number of matching sound objects that were removed.
|
||||
*/
|
||||
removeByKey: function (key) {
|
||||
|
||||
var i = this._sounds.length;
|
||||
var removed = 0;
|
||||
|
||||
while (i--)
|
||||
{
|
||||
if (this._sounds[i].key === key)
|
||||
{
|
||||
this._sounds[i].destroy(false);
|
||||
this._sounds.splice(i, 1);
|
||||
removed++;
|
||||
}
|
||||
}
|
||||
|
||||
return removed;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Adds a new Sound into the SoundManager and starts it playing.
|
||||
*
|
||||
* @method Phaser.SoundManager#play
|
||||
* @param {string} key - Asset key for the sound.
|
||||
* @param {number} [volume=1] - Default value for the volume.
|
||||
* @param {boolean} [loop=false] - Whether or not the sound will loop.
|
||||
* @return {Phaser.Sound} The new sound instance.
|
||||
*/
|
||||
play: function (key, volume, loop) {
|
||||
|
||||
var sound = this.add(key, volume, loop);
|
||||
|
||||
sound.play();
|
||||
|
||||
return sound;
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Internal mute handler called automatically by the Sound.mute setter.
|
||||
*
|
||||
* @method Phaser.SoundManager#setMute
|
||||
* @private
|
||||
*/
|
||||
setMute: function () {
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
/**
|
||||
* Internal mute handler called automatically by the Sound.mute setter.
|
||||
*
|
||||
* @method Phaser.SoundManager#unsetMute
|
||||
* @private
|
||||
*/
|
||||
unsetMute: function () {
|
||||
|
||||
if (!this._muted || this._codeMuted)
|
||||
{
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
Phaser.SoundManager.prototype.constructor = Phaser.SoundManager;
|
||||
|
||||
/**
|
||||
* @name Phaser.SoundManager#mute
|
||||
* @property {boolean} mute - Gets or sets the muted state of the SoundManager. This effects all sounds in the game.
|
||||
*/
|
||||
Object.defineProperty(Phaser.SoundManager.prototype, "mute", {
|
||||
|
||||
get: function () {
|
||||
|
||||
return this._muted;
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
value = value || null;
|
||||
|
||||
if (value)
|
||||
{
|
||||
if (this._muted)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this._codeMuted = true;
|
||||
this.setMute();
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!this._muted)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
this._codeMuted = false;
|
||||
this.unsetMute();
|
||||
}
|
||||
}
|
||||
|
||||
});
|
||||
|
||||
/**
|
||||
* @name Phaser.SoundManager#volume
|
||||
* @property {number} volume - Gets or sets the global volume of the SoundManager, a value between 0 and 1.
|
||||
*/
|
||||
Object.defineProperty(Phaser.SoundManager.prototype, "volume", {
|
||||
|
||||
get: function () {
|
||||
|
||||
if (this.usingWebAudio)
|
||||
{
|
||||
return this.masterGain.gain.value;
|
||||
}
|
||||
else
|
||||
{
|
||||
return this._volume;
|
||||
}
|
||||
|
||||
},
|
||||
|
||||
set: function (value) {
|
||||
|
||||
this._volume = value;
|
||||
|
||||
if (this.usingWebAudio)
|
||||
{
|
||||
this.masterGain.gain.value = value;
|
||||
}
|
||||
else
|
||||
{
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
});
|
||||
Reference in New Issue
Block a user