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@animech-public/playcanvas

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import { Debug } from '../../core/debug.js'; import { EventHandler } from '../../core/event-handler.js'; import { math } from '../../core/math/math.js'; import { Channel } from '../audio/channel.js'; import { Channel3d } from '../audio/channel3d.js'; import { Listener } from './listener.js'; const CONTEXT_STATE_RUNNING = 'running'; /** * List of Window events to listen when AudioContext needs to be unlocked. */ const USER_INPUT_EVENTS = ['click', 'touchstart', 'mousedown']; /** * The SoundManager is used to load and play audio. It also applies system-wide settings like * global volume, suspend and resume. * * @category Sound */ class SoundManager extends EventHandler { /** * Create a new SoundManager instance. * */ constructor() { super(); /** * The underlying AudioContext, lazy loaded in the 'context' property. * * @type {AudioContext} * @private */ this._context = null; this.AudioContext = typeof AudioContext !== 'undefined' && AudioContext || typeof webkitAudioContext !== 'undefined' && webkitAudioContext; if (!this.AudioContext) { Debug.warn('No support for 3D audio found'); } this._unlockHandlerFunc = this._unlockHandler.bind(this); // user suspended audio this._userSuspended = false; this.listener = new Listener(this); this._volume = 1; } /** * Sets the global volume for the manager. All {@link SoundInstance}s will scale their volume * with this volume. Valid between [0, 1]. * * @type {number} */ set volume(volume) { volume = math.clamp(volume, 0, 1); this._volume = volume; this.fire('volumechange', volume); } /** * Gets the global volume for the manager. * * @type {number} */ get volume() { return this._volume; } get suspended() { return this._userSuspended; } /** * Get the Web Audio API context. * * @type {AudioContext} * @ignore */ get context() { // lazy create the AudioContext if (!this._context && this.AudioContext) { this._context = new this.AudioContext(); if (this._context.state !== CONTEXT_STATE_RUNNING) { this._registerUnlockListeners(); } } return this._context; } suspend() { if (!this._userSuspended) { this._userSuspended = true; if (this._context && this._context.state === CONTEXT_STATE_RUNNING) { this._suspend(); } } } resume() { if (this._userSuspended) { this._userSuspended = false; if (this._context && this._context.state !== CONTEXT_STATE_RUNNING) { this._resume(); } } } destroy() { this.fire('destroy'); if (this._context) { var _this$_context; this._removeUnlockListeners(); (_this$_context = this._context) == null || _this$_context.close(); this._context = null; } } /** * Create a new {@link Channel} and begin playback of the sound. * * @param {import('./sound.js').Sound} sound - The Sound object to play. * @param {object} [options] - Optional options object. * @param {number} [options.volume] - The volume to playback at, between 0 and 1. * @param {boolean} [options.loop] - Whether to loop the sound when it reaches the end. * @returns {Channel} The channel playing the sound. * @private */ playSound(sound, options = {}) { let channel = null; if (Channel) { channel = new Channel(this, sound, options); channel.play(); } return channel; } /** * Create a new {@link Channel3d} and begin playback of the sound at the position specified. * * @param {import('./sound.js').Sound} sound - The Sound object to play. * @param {import('../../core/math/vec3.js').Vec3} position - The position of the sound in 3D space. * @param {object} options - Optional options object. * @param {number} [options.volume] - The volume to playback at, between 0 and 1. * @param {boolean} [options.loop] - Whether to loop the sound when it reaches the end. * @returns {Channel3d} The 3D channel playing the sound. * @private */ playSound3d(sound, position, options = {}) { let channel = null; if (Channel3d) { channel = new Channel3d(this, sound, options); channel.setPosition(position); if (options.volume) { channel.setVolume(options.volume); } if (options.loop) { channel.setLoop(options.loop); } if (options.maxDistance) { channel.setMaxDistance(options.maxDistance); } if (options.minDistance) { channel.setMinDistance(options.minDistance); } if (options.rollOffFactor) { channel.setRollOffFactor(options.rollOffFactor); } if (options.distanceModel) { channel.setDistanceModel(options.distanceModel); } channel.play(); } return channel; } // resume the sound context _resume() { this._context.resume().then(() => { // Some platforms (mostly iOS) require an additional sound to be played. // This also performs a sanity check and verifies sounds can be played. const source = this._context.createBufferSource(); source.buffer = this._context.createBuffer(1, 1, this._context.sampleRate); source.connect(this._context.destination); source.start(0); // onended is only called if everything worked as expected (context is running) source.onended = event => { source.disconnect(0); this.fire('resume'); }; }, e => { Debug.error(`Attempted to resume the AudioContext on SoundManager.resume(), but it was rejected ${e}`); }).catch(e => { Debug.error(`Attempted to resume the AudioContext on SoundManager.resume(), but threw an exception ${e}`); }); } // resume the sound context and fire suspend event if it succeeds _suspend() { this._context.suspend().then(() => { this.fire('suspend'); }, e => { Debug.error(`Attempted to suspend the AudioContext on SoundManager.suspend(), but it was rejected ${e}`); }).catch(e => { Debug.error(`Attempted to suspend the AudioContext on SoundManager.suspend(), but threw an exception ${e}`); }); } _unlockHandler() { this._removeUnlockListeners(); if (!this._userSuspended && this._context.state !== CONTEXT_STATE_RUNNING) { this._resume(); } } _registerUnlockListeners() { // attach to all user input events USER_INPUT_EVENTS.forEach(eventName => { window.addEventListener(eventName, this._unlockHandlerFunc, false); }); } _removeUnlockListeners() { USER_INPUT_EVENTS.forEach(eventName => { window.removeEventListener(eventName, this._unlockHandlerFunc, false); }); } } export { SoundManager };