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phaser

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A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.

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/** * @author Richard Davey <rich@phaser.io> * @copyright 2013-2025 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var Class = require('../../utils/Class'); var CONST = require('../const'); var File = require('../File'); var FileTypesManager = require('../FileTypesManager'); var GetFastValue = require('../../utils/object/GetFastValue'); var HTML5AudioFile = require('./HTML5AudioFile'); var IsPlainObject = require('../../utils/object/IsPlainObject'); /** * @classdesc * A single Audio File suitable for loading by the Loader. * * These are created when you use the Phaser.Loader.LoaderPlugin#audio method and are not typically created directly. * * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#audio. * * @class AudioFile * @extends Phaser.Loader.File * @memberof Phaser.Loader.FileTypes * @constructor * @since 3.0.0 * * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file. * @param {(string|Phaser.Types.Loader.FileTypes.AudioFileConfig)} key - The key to use for this file, or a file configuration object. * @param {Phaser.Types.Loader.FileTypes.AudioFileURLConfig} [urlConfig] - The absolute or relative URL to load this file from in a config object. * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file. * @param {AudioContext} [audioContext] - The AudioContext this file will use to process itself. */ var AudioFile = new Class({ Extends: File, initialize: // URL is an object created by AudioFile.findAudioURL function AudioFile (loader, key, urlConfig, xhrSettings, audioContext) { if (IsPlainObject(key)) { var config = key; key = GetFastValue(config, 'key'); xhrSettings = GetFastValue(config, 'xhrSettings'); audioContext = GetFastValue(config, 'context', audioContext); } var fileConfig = { type: 'audio', cache: loader.cacheManager.audio, extension: urlConfig.type, responseType: 'arraybuffer', key: key, url: urlConfig.url, xhrSettings: xhrSettings, config: { context: audioContext } }; File.call(this, loader, fileConfig); }, /** * Called automatically by Loader.nextFile. * This method controls what extra work this File does with its loaded data. * * @method Phaser.Loader.FileTypes.AudioFile#onProcess * @since 3.0.0 */ onProcess: function () { this.state = CONST.FILE_PROCESSING; var _this = this; // interesting read https://github.com/WebAudio/web-audio-api/issues/1305 this.config.context.decodeAudioData(this.xhrLoader.response, function (audioBuffer) { _this.data = audioBuffer; _this.onProcessComplete(); }, function (e) { // eslint-disable-next-line no-console console.error('Error decoding audio: ' + _this.key + ' - ', e ? e.message : null); _this.onProcessError(); } ); this.config.context = null; } }); AudioFile.create = function (loader, key, urls, config, xhrSettings) { var game = loader.systems.game; var audioConfig = game.config.audio; var deviceAudio = game.device.audio; // url may be inside key, which may be an object if (IsPlainObject(key)) { urls = GetFastValue(key, 'url', []); config = GetFastValue(key, 'config', {}); } var urlConfig = AudioFile.getAudioURL(game, urls); if (!urlConfig) { console.warn('No audio URLs for "%s" can play on this device', key); return null; } // https://developers.google.com/web/updates/2012/02/HTML5-audio-and-the-Web-Audio-API-are-BFFs // var stream = GetFastValue(config, 'stream', false); if (deviceAudio.webAudio && !audioConfig.disableWebAudio) { return new AudioFile(loader, key, urlConfig, xhrSettings, game.sound.context); } else { return new HTML5AudioFile(loader, key, urlConfig, config); } }; AudioFile.getAudioURL = function (game, urls) { if (!Array.isArray(urls)) { urls = [ urls ]; } for (var i = 0; i < urls.length; i++) { var url = GetFastValue(urls[i], 'url', urls[i]); if (url.indexOf('blob:') === 0 || url.indexOf('data:') === 0) { return { url: url, type: '' }; } var audioType = url.match(/\.([a-zA-Z0-9]+)($|\?)/); audioType = GetFastValue(urls[i], 'type', (audioType) ? audioType[1] : '').toLowerCase(); if (game.device.audio[audioType]) { return { url: url, type: audioType }; } } return null; }; /** * Adds an Audio or HTML5Audio file, or array of audio files, to the current load queue. * * You can call this method from within your Scene's `preload`, along with any other files you wish to load: * * ```javascript * function preload () * { * this.load.audio('title', [ 'music/Title.ogg', 'music/Title.mp3', 'music/Title.m4a' ]); * } * ``` * * The file is **not** loaded right away. It is added to a queue ready to be loaded either when the loader starts, * or if it's already running, when the next free load slot becomes available. This happens automatically if you * are calling this from within the Scene's `preload` method, or a related callback. Because the file is queued * it means you cannot use the file immediately after calling this method, but must wait for the file to complete. * The typical flow for a Phaser Scene is that you load assets in the Scene's `preload` method and then when the * Scene's `create` method is called you are guaranteed that all of those assets are ready for use and have been * loaded. * * The key must be a unique String. It is used to add the file to the global Audio Cache upon a successful load. * The key should be unique both in terms of files being loaded and files already present in the Audio Cache. * Loading a file using a key that is already taken will result in a warning. If you wish to replace an existing file * then remove it from the Audio Cache first, before loading a new one. * * Instead of passing arguments you can pass a configuration object, such as: * * ```javascript * this.load.audio({ * key: 'title', * url: [ 'music/Title.ogg', 'music/Title.mp3', 'music/Title.m4a' ] * }); * ``` * * See the documentation for `Phaser.Types.Loader.FileTypes.AudioFileConfig` for more details. * * The URLs can be relative or absolute. If the URLs are relative the `Loader.baseURL` and `Loader.path` values will be prepended to them. * * Due to different browsers supporting different audio file types you should usually provide your audio files in a variety of formats. * 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 * browser support. * * 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. * * Note: The ability to load this type of file will only be available if the Audio File type has been built into Phaser. * It is available in the default build but can be excluded from custom builds. * * @method Phaser.Loader.LoaderPlugin#audio * @fires Phaser.Loader.Events#ADD * @since 3.0.0 * * @param {(string|Phaser.Types.Loader.FileTypes.AudioFileConfig|Phaser.Types.Loader.FileTypes.AudioFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them. * @param {(string|string[]|Phaser.Types.Loader.FileTypes.AudioFileURLConfig|Phaser.Types.Loader.FileTypes.AudioFileURLConfig[])} [urls] - The absolute or relative URL to load the audio files from. * @param {any} [config] - An object containing an `instances` property for HTML5Audio. Defaults to 1. * @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings. * * @return {this} The Loader instance. */ FileTypesManager.register('audio', function (key, urls, config, xhrSettings) { var game = this.systems.game; var audioConfig = game.config.audio; var deviceAudio = game.device.audio; if (audioConfig.noAudio || (!deviceAudio.webAudio && !deviceAudio.audioData)) { // Sounds are disabled, so skip loading audio return this; } var audioFile; if (Array.isArray(key)) { for (var i = 0; i < key.length; i++) { // If it's an array it has to be an array of Objects, so we get everything out of the 'key' object audioFile = AudioFile.create(this, key[i]); if (audioFile) { this.addFile(audioFile); } } } else { audioFile = AudioFile.create(this, key, urls, config, xhrSettings); if (audioFile) { this.addFile(audioFile); } } return this; }); module.exports = AudioFile;