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/**
* @author Richard Davey <rich@photonstorm.com>
* @author Pavle Goloskokovic <pgoloskokovic@gmail.com> (http://prunegames.com)
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var BaseSoundManager = require('../BaseSoundManager');
var Class = require('../../utils/Class');
var Events = require('../events');
var HTML5AudioSound = require('./HTML5AudioSound');
/**
* HTML5 Audio implementation of the Sound Manager.
*
* To play multiple instances of the same HTML5 Audio sound, you need to provide an `instances` value when
* loading the sound with the Loader:
*
* ```javascript
* this.load.audio('explosion', 'explosion.mp3', {
* instances: 2
* });
* ```
*
* Not all browsers can play all audio formats.
*
* There is a good guide to what's supported: [Cross-browser audio basics: Audio codec support](https://developer.mozilla.org/en-US/Apps/Fundamentals/Audio_and_video_delivery/Cross-browser_audio_basics#Audio_Codec_Support).
*
* @class HTML5AudioSoundManager
* @extends Phaser.Sound.BaseSoundManager
* @memberof Phaser.Sound
* @constructor
* @since 3.0.0
*
* @param {Phaser.Game} game - Reference to the current game instance.
*/
var HTML5AudioSoundManager = new Class({
Extends: BaseSoundManager,
initialize:
function HTML5AudioSoundManager (game)
{
/**
* Flag indicating whether if there are no idle instances of HTML5 Audio tag,
* for any particular sound, if one of the used tags should be hijacked and used
* for succeeding playback or if succeeding Phaser.Sound.HTML5AudioSound#play
* call should be ignored.
*
* @name Phaser.Sound.HTML5AudioSoundManager#override
* @type {boolean}
* @default true
* @since 3.0.0
*/
this.override = true;
/**
* Value representing time difference, in seconds, between calling
* play method on an audio tag and when it actually starts playing.
* It is used to achieve more accurate delayed sound playback.
*
* You might need to tweak this value to get the desired results
* since audio play delay varies depending on the browser/platform.
*
* @name Phaser.Sound.HTML5AudioSoundManager#audioPlayDelay
* @type {number}
* @default 0.1
* @since 3.0.0
*/
this.audioPlayDelay = 0.1;
/**
* A value by which we should offset the loop end marker of the
* looping sound to compensate for lag, caused by changing audio
* tag playback position, in order to achieve gapless looping.
*
* You might need to tweak this value to get the desired results
* since loop lag varies depending on the browser/platform.
*
* @name Phaser.Sound.HTML5AudioSoundManager#loopEndOffset
* @type {number}
* @default 0.05
* @since 3.0.0
*/
this.loopEndOffset = 0.05;
/**
* An array for keeping track of all the sounds
* that were paused when game lost focus.
*
* @name Phaser.Sound.HTML5AudioSoundManager#onBlurPausedSounds
* @type {Phaser.Sound.HTML5AudioSound[]}
* @private
* @default []
* @since 3.0.0
*/
this.onBlurPausedSounds = [];
this.locked = 'ontouchstart' in window;
/**
* A queue of all actions performed on sound objects while audio was locked.
* Once the audio gets unlocked, after an explicit user interaction,
* all actions will be performed in chronological order.
* Array of object types: { sound: Phaser.Sound.HTML5AudioSound, name: string, value?: * }
*
* @name Phaser.Sound.HTML5AudioSoundManager#lockedActionsQueue
* @type {array}
* @private
* @since 3.0.0
*/
this.lockedActionsQueue = this.locked ? [] : null;
/**
* Property that actually holds the value of global mute
* for HTML5 Audio sound manager implementation.
*
* @name Phaser.Sound.HTML5AudioSoundManager#_mute
* @type {boolean}
* @private
* @default false
* @since 3.0.0
*/
this._mute = false;
/**
* Property that actually holds the value of global volume
* for HTML5 Audio sound manager implementation.
*
* @name Phaser.Sound.HTML5AudioSoundManager#_volume
* @type {boolean}
* @private
* @default 1
* @since 3.0.0
*/
this._volume = 1;
BaseSoundManager.call(this, game);
},
/**
* Adds a new sound into the sound manager.
*
* @method Phaser.Sound.HTML5AudioSoundManager#add
* @since 3.0.0
*
* @param {string} key - Asset key for the sound.
* @param {Phaser.Types.Sound.SoundConfig} [config] - An optional config object containing default sound settings.
*
* @return {Phaser.Sound.HTML5AudioSound} The new sound instance.
*/
add: function (key, config)
{
var sound = new HTML5AudioSound(this, key, config);
this.sounds.push(sound);
return sound;
},
/**
* Unlocks HTML5 Audio loading and playback on mobile
* devices on the initial explicit user interaction.
*
* @method Phaser.Sound.HTML5AudioSoundManager#unlock
* @since 3.0.0
*/
unlock: function ()
{
this.locked = false;
var _this = this;
this.game.cache.audio.entries.each(function (key, tags)
{
for (var i = 0; i < tags.length; i++)
{
if (tags[i].dataset.locked === 'true')
{
_this.locked = true;
return false;
}
}
return true;
});
if (!this.locked)
{
return;
}
var moved = false;
var detectMove = function ()
{
moved = true;
};
var unlock = function ()
{
if (moved)
{
moved = false;
return;
}
document.body.removeEventListener('touchmove', detectMove);
document.body.removeEventListener('touchend', unlock);
var lockedTags = [];
_this.game.cache.audio.entries.each(function (key, tags)
{
for (var i = 0; i < tags.length; i++)
{
var tag = tags[i];
if (tag.dataset.locked === 'true')
{
lockedTags.push(tag);
}
}
return true;
});
if (lockedTags.length === 0)
{
return;
}
var lastTag = lockedTags[lockedTags.length - 1];
lastTag.oncanplaythrough = function ()
{
lastTag.oncanplaythrough = null;
lockedTags.forEach(function (tag)
{
tag.dataset.locked = 'false';
});
_this.unlocked = true;
};
lockedTags.forEach(function (tag)
{
tag.load();
});
};
this.once(Events.UNLOCKED, function ()
{
this.forEachActiveSound(function (sound)
{
if (sound.currentMarker === null && sound.duration === 0)
{
sound.duration = sound.tags[0].duration;
}
sound.totalDuration = sound.tags[0].duration;
});
while (this.lockedActionsQueue.length)
{
var lockedAction = this.lockedActionsQueue.shift();
if (lockedAction.sound[lockedAction.prop].apply)
{
lockedAction.sound[lockedAction.prop].apply(lockedAction.sound, lockedAction.value || []);
}
else
{
lockedAction.sound[lockedAction.prop] = lockedAction.value;
}
}
}, this);
document.body.addEventListener('touchmove', detectMove, false);
document.body.addEventListener('touchend', unlock, false);
},
/**
* Method used internally for pausing sound manager if
* Phaser.Sound.HTML5AudioSoundManager#pauseOnBlur is set to true.
*
* @method Phaser.Sound.HTML5AudioSoundManager#onBlur
* @protected
* @since 3.0.0
*/
onBlur: function ()
{
this.forEachActiveSound(function (sound)
{
if (sound.isPlaying)
{
this.onBlurPausedSounds.push(sound);
sound.onBlur();
}
});
},
/**
* Method used internally for resuming sound manager if
* Phaser.Sound.HTML5AudioSoundManager#pauseOnBlur is set to true.
*
* @method Phaser.Sound.HTML5AudioSoundManager#onFocus
* @protected
* @since 3.0.0
*/
onFocus: function ()
{
this.onBlurPausedSounds.forEach(function (sound)
{
sound.onFocus();
});
this.onBlurPausedSounds.length = 0;
},
/**
* Calls Phaser.Sound.BaseSoundManager#destroy method
* and cleans up all HTML5 Audio related stuff.
*
* @method Phaser.Sound.HTML5AudioSoundManager#destroy
* @since 3.0.0
*/
destroy: function ()
{
BaseSoundManager.prototype.destroy.call(this);
this.onBlurPausedSounds.length = 0;
this.onBlurPausedSounds = null;
},
/**
* Method used internally by Phaser.Sound.HTML5AudioSound class methods and property setters
* to check if sound manager is locked and then either perform action immediately or queue it
* to be performed once the sound manager gets unlocked.
*
* @method Phaser.Sound.HTML5AudioSoundManager#isLocked
* @protected
* @since 3.0.0
*
* @param {Phaser.Sound.HTML5AudioSound} sound - Sound object on which to perform queued action.
* @param {string} prop - Name of the method to be called or property to be assigned a value to.
* @param {*} [value] - An optional parameter that either holds an array of arguments to be passed to the method call or value to be set to the property.
*
* @return {boolean} Whether the sound manager is locked.
*/
isLocked: function (sound, prop, value)
{
if (sound.tags[0].dataset.locked === 'true')
{
this.lockedActionsQueue.push({
sound: sound,
prop: prop,
value: value
});
return true;
}
return false;
},
/**
* Sets the muted state of all this Sound Manager.
*
* @method Phaser.Sound.HTML5AudioSoundManager#setMute
* @fires Phaser.Sound.Events#GLOBAL_MUTE
* @since 3.3.0
*
* @param {boolean} value - `true` to mute all sounds, `false` to unmute them.
*
* @return {Phaser.Sound.HTML5AudioSoundManager} This Sound Manager.
*/
setMute: function (value)
{
this.mute = value;
return this;
},
/**
* @name Phaser.Sound.HTML5AudioSoundManager#mute
* @type {boolean}
* @fires Phaser.Sound.Events#GLOBAL_MUTE
* @since 3.0.0
*/
mute: {
get: function ()
{
return this._mute;
},
set: function (value)
{
this._mute = value;
this.forEachActiveSound(function (sound)
{
sound.updateMute();
});
this.emit(Events.GLOBAL_MUTE, this, value);
}
},
/**
* Sets the volume of this Sound Manager.
*
* @method Phaser.Sound.HTML5AudioSoundManager#setVolume
* @fires Phaser.Sound.Events#GLOBAL_VOLUME
* @since 3.3.0
*
* @param {number} value - The global volume of this Sound Manager.
*
* @return {Phaser.Sound.HTML5AudioSoundManager} This Sound Manager.
*/
setVolume: function (value)
{
this.volume = value;
return this;
},
/**
* @name Phaser.Sound.HTML5AudioSoundManager#volume
* @type {number}
* @fires Phaser.Sound.Events#GLOBAL_VOLUME
* @since 3.0.0
*/
volume: {
get: function ()
{
return this._volume;
},
set: function (value)
{
this._volume = value;
this.forEachActiveSound(function (sound)
{
sound.updateVolume();
});
this.emit(Events.GLOBAL_VOLUME, this, value);
}
}
});
module.exports = HTML5AudioSoundManager;