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src/loader/filetypes/VideoFile.js

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/**
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* @author Richard Davey <rich@photonstorm.com>
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* @copyright 2019 Photon Storm Ltd.
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* @license {@link https://opensource.org/licenses/MIT|MIT License}
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*/
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var Class = require('../../utils/Class');
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var CONST = require('../../const');
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var File = require('../File');
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var FileTypesManager = require('../FileTypesManager');
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var GetFastValue = require('../../utils/object/GetFastValue');
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var IsPlainObject = require('../../utils/object/IsPlainObject');
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/**
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* @classdesc
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* A single Video File suitable for loading by the Loader.
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*
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* These are created when you use the Phaser.Loader.LoaderPlugin#video method and are not typically created directly.
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*
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* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#video.
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*
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* @class VideoFile
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* @extends Phaser.Loader.File
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* @memberof Phaser.Loader.FileTypes
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* @constructor
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* @since 3.20.0
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*
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* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
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* @param {(string|Phaser.Types.Loader.FileTypes.VideoFileConfig)} key - The key to use for this file, or a file configuration object.
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* @param {any} [urlConfig] - The absolute or relative URL to load this file from in a config object.
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* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
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* @param {AudioContext} [audioContext] - The AudioContext this file will use to process itself.
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*/
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var VideoFile = new Class({
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Extends: File,
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initialize:
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// URL is an object created by VideoFile.findAudioURL
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function VideoFile (loader, key, urlConfig, xhrSettings, audioContext)
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{
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if (IsPlainObject(key))
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{
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var config = key;
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key = GetFastValue(config, 'key');
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xhrSettings = GetFastValue(config, 'xhrSettings');
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audioContext = GetFastValue(config, 'context', audioContext);
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}
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var fileConfig = {
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type: 'video',
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cache: loader.cacheManager.video,
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extension: urlConfig.type,
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responseType: 'arraybuffer',
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key: key,
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url: urlConfig.url,
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xhrSettings: xhrSettings,
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config: { context: audioContext }
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};
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File.call(this, loader, fileConfig);
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},
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/**
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* Called automatically by Loader.nextFile.
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* This method controls what extra work this File does with its loaded data.
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*
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* @method Phaser.Loader.FileTypes.VideoFile#onProcess
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* @since 3.20.0
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*/
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onProcess: function ()
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{
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this.state = CONST.FILE_PROCESSING;
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var _this = this;
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// interesting read https://github.com/WebAudio/web-audio-api/issues/1305
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this.config.context.decodeAudioData(this.xhrLoader.response,
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function (audioBuffer)
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{
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_this.data = audioBuffer;
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_this.onProcessComplete();
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},
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function (e)
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{
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// eslint-disable-next-line no-console
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console.error('Error decoding audio: ' + this.key + ' - ', e ? e.message : null);
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_this.onProcessError();
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}
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);
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this.config.context = null;
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}
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});
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VideoFile.create = function (loader, key, urls, config, xhrSettings)
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{
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var game = loader.systems.game;
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var audioConfig = game.config.audio;
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var deviceAudio = game.device.audio;
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// url may be inside key, which may be an object
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if (IsPlainObject(key))
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{
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urls = GetFastValue(key, 'url', []);
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config = GetFastValue(key, 'config', {});
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}
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var urlConfig = VideoFile.getAudioURL(game, urls);
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if (!urlConfig)
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{
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return null;
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}
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// https://developers.google.com/web/updates/2012/02/HTML5-audio-and-the-Web-Audio-API-are-BFFs
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// var stream = GetFastValue(config, 'stream', false);
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// if (deviceAudio.webAudio && !(audioConfig && audioConfig.disableWebAudio))
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// {
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// return new VideoFile(loader, key, urlConfig, xhrSettings, game.sound.context);
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// }
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// else
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// {
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// return new HTML5VideoFile(loader, key, urlConfig, config);
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// }
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};
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VideoFile.getAudioURL = function (game, urls)
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{
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if (!Array.isArray(urls))
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{
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urls = [ urls ];
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}
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for (var i = 0; i < urls.length; i++)
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{
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var url = GetFastValue(urls[i], 'url', urls[i]);
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if (url.indexOf('blob:') === 0 || url.indexOf('data:') === 0)
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{
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return url;
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}
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var audioType = url.match(/\.([a-zA-Z0-9]+)($|\?)/);
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audioType = GetFastValue(urls[i], 'type', (audioType) ? audioType[1] : '').toLowerCase();
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if (game.device.audio[audioType])
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{
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return {
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url: url,
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type: audioType
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};
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}
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}
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return null;
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};
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/**
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* Adds an Audio or HTML5Audio file, or array of audio files, to the current load queue.
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*
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* You can call this method from within your Scene's `preload`, along with any other files you wish to load:
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*
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* ```javascript
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* function preload ()
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* {
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* this.load.audio('title', [ 'music/Title.ogg', 'music/Title.mp3', 'music/Title.m4a' ]);
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* }
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* ```
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*
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* The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts,
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* or if it's already running, when the next free load slot becomes available. This happens automatically if you
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* are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued
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* it means you cannot use the file immediately after calling this method, but must wait for the file to complete.
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* The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the
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* Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been
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* loaded.
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*
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* The key must be a unique String. It is used to add the file to the global Audio Cache upon a successful load.
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* The key should be unique both in terms of files being loaded and files already present in the Audio Cache.
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* Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file
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* then remove it from the Audio Cache first, before loading a new one.
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*
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* Instead of passing arguments you can pass a configuration object, such as:
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*
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* ```javascript
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* this.load.audio({
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* key: 'title',
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* url: [ 'music/Title.ogg', 'music/Title.mp3', 'music/Title.m4a' ]
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* });
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* ```
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*
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* See the documentation for `Phaser.Types.Loader.FileTypes.VideoFileConfig` for more details.
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*
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* The URLs can be relative or absolute. If the URLs are relative the `Loader.baseURL` and `Loader.path` values will be prepended to them.
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*
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* Due to different browsers supporting different audio file types you should usually provide your audio files in a variety of formats.
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* ogg, mp3 and m4a are the most common. If you provide an array of URLs then the Loader will determine which _one_ file to load based on
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* browser support.
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*
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* If audio has been disabled in your game, either via the game config, or lack of support from the device, then no audio will be loaded.
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*
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* Note: The ability to load this type of file will only be available if the Audio File type has been built into Phaser.
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* It is available in the default build but can be excluded from custom builds.
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*
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* @method Phaser.Loader.LoaderPlugin#video
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* @fires Phaser.Loader.LoaderPlugin#addFileEvent
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* @since 3.20.0
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*
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* @param {(string|Phaser.Types.Loader.FileTypes.VideoFileConfig|Phaser.Types.Loader.FileTypes.VideoFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
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* @param {(string|string[])} [urls] - The absolute or relative URL to load the audio files from.
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* @param {any} [config] - An object containing an `instances` property for HTML5Audio. Defaults to 1.
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* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
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*
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* @return {Phaser.Loader.LoaderPlugin} The Loader instance.
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*/
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FileTypesManager.register('video', function (key, urls, config, xhrSettings)
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{
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// var game = this.systems.game;
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// var audioConfig = game.config.audio;
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// var deviceAudio = game.device.audio;
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// if ((audioConfig && audioConfig.noAudio) || (!deviceAudio.webAudio && !deviceAudio.audioData))
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// {
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// Sounds are disabled, so skip loading audio
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// return this;
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// }
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var audioFile;
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if (Array.isArray(key))
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{
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for (var i = 0; i < key.length; i++)
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{
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// If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
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audioFile = VideoFile.create(this, key[i]);
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if (audioFile)
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{
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this.addFile(audioFile);
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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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audioFile = VideoFile.create(this, key, urls, config, xhrSettings);
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if (audioFile)
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{
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this.addFile(audioFile);
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}
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}
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return this;
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});
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module.exports = VideoFile;

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