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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 AudioFile = require('./AudioFile'); var Class = require('../../utils/Class'); var FileTypesManager = require('../FileTypesManager'); var GetFastValue = require('../../utils/object/GetFastValue'); var IsPlainObject = require('../../utils/object/IsPlainObject'); var JSONFile = require('./JSONFile'); var MultiFile = require('../MultiFile'); /** * @classdesc * An Audio Sprite File suitable for loading by the Loader. * * These are created when you use the Phaser.Loader.LoaderPlugin#audioSprite method and are not typically created directly. * * For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#audioSprite. * * @class AudioSpriteFile * @extends Phaser.Loader.MultiFile * @memberof Phaser.Loader.FileTypes * @constructor * @since 3.7.0 * * @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file. * @param {(string|Phaser.Types.Loader.FileTypes.AudioSpriteFileConfig)} key - The key to use for this file, or a file configuration object. * @param {string} jsonURL - The absolute or relative URL to load the json file from. Or a well formed JSON object to use instead. * @param {{(string|string[])}} [audioURL] - The absolute or relative URL to load the audio file from. If empty it will be obtained by parsing the JSON file. * @param {any} [audioConfig] - The audio configuration options. * @param {Phaser.Types.Loader.XHRSettingsObject} [audioXhrSettings] - An XHR Settings configuration object for the audio file. Used in replacement of the Loaders default XHR Settings. * @param {Phaser.Types.Loader.XHRSettingsObject} [jsonXhrSettings] - An XHR Settings configuration object for the json file. Used in replacement of the Loaders default XHR Settings. */ var AudioSpriteFile = new Class({ Extends: MultiFile, initialize: function AudioSpriteFile (loader, key, jsonURL, audioURL, audioConfig, audioXhrSettings, jsonXhrSettings) { if (IsPlainObject(key)) { var config = key; key = GetFastValue(config, 'key'); jsonURL = GetFastValue(config, 'jsonURL'); audioURL = GetFastValue(config, 'audioURL'); audioConfig = GetFastValue(config, 'audioConfig'); audioXhrSettings = GetFastValue(config, 'audioXhrSettings'); jsonXhrSettings = GetFastValue(config, 'jsonXhrSettings'); } var data; // No url? then we're going to do a json load and parse it from that if (!audioURL) { data = new JSONFile(loader, key, jsonURL, jsonXhrSettings); MultiFile.call(this, loader, 'audiosprite', key, [ data ]); this.config.resourceLoad = true; this.config.audioConfig = audioConfig; this.config.audioXhrSettings = audioXhrSettings; } else { var audio = AudioFile.create(loader, key, audioURL, audioConfig, audioXhrSettings); if (audio) { data = new JSONFile(loader, key, jsonURL, jsonXhrSettings); MultiFile.call(this, loader, 'audiosprite', key, [ audio, data ]); this.config.resourceLoad = false; } } }, /** * Called by each File when it finishes loading. * * @method Phaser.Loader.FileTypes.AudioSpriteFile#onFileComplete * @since 3.7.0 * * @param {Phaser.Loader.File} file - The File that has completed processing. */ onFileComplete: function (file) { var index = this.files.indexOf(file); if (index !== -1) { this.pending--; if (this.config.resourceLoad && file.type === 'json' && file.data.hasOwnProperty('resources')) { // Inspect the data for the files to now load var urls = file.data.resources; var audioConfig = GetFastValue(this.config, 'audioConfig'); var audioXhrSettings = GetFastValue(this.config, 'audioXhrSettings'); var audio = AudioFile.create(this.loader, file.key, urls, audioConfig, audioXhrSettings); if (audio) { this.addToMultiFile(audio); this.loader.addFile(audio); } } } }, /** * Adds this file to its target cache upon successful loading and processing. * * @method Phaser.Loader.FileTypes.AudioSpriteFile#addToCache * @since 3.7.0 */ addToCache: function () { if (this.isReadyToProcess()) { var fileA = this.files[0]; var fileB = this.files[1]; fileA.addToCache(); fileB.addToCache(); this.complete = true; } } }); /** * Adds a JSON based Audio Sprite, or array of audio sprites, 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.audioSprite('kyobi', 'kyobi.json', [ * 'kyobi.ogg', * 'kyobi.mp3', * 'kyobi.m4a' * ]); * } * ``` * * Audio Sprites are a combination of audio files and a JSON configuration. * The JSON follows the format of that created by https://github.com/tonistiigi/audiosprite * * If the JSON file includes a 'resource' object then you can let Phaser parse it and load the audio * files automatically based on its content. To do this exclude the audio URLs from the load: * * ```javascript * function preload () * { * this.load.audioSprite('kyobi', 'kyobi.json'); * } * ``` * * 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. * * If you call this from outside of `preload` then you are responsible for starting the Loader afterwards and monitoring * its events to know when it's safe to use the asset. Please see the Phaser.Loader.LoaderPlugin class for more details. * * 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.audioSprite({ * key: 'kyobi', * jsonURL: 'audio/Kyobi.json', * audioURL: [ * 'audio/Kyobi.ogg', * 'audio/Kyobi.mp3', * 'audio/Kyobi.m4a' * ] * }); * ``` * * See the documentation for `Phaser.Types.Loader.FileTypes.AudioSpriteFileConfig` for more details. * * Instead of passing a URL for the audio JSON data you can also pass in a well formed JSON object instead. * * Once the audio has finished loading you can use it create an Audio Sprite by referencing its key: * * ```javascript * this.load.audioSprite('kyobi', 'kyobi.json'); * // and later in your game ... * var music = this.sound.addAudioSprite('kyobi'); * music.play('title'); * ``` * * If you have specified a prefix in the loader, via `Loader.setPrefix` then this value will be prepended to this files * key. For example, if the prefix was `MENU.` and the key was `Background` the final key will be `MENU.Background` and * this is what you would use to retrieve the image from the Texture Manager. * * The URL can be relative or absolute. If the URL is relative the `Loader.baseURL` and `Loader.path` values will be prepended to it. * * 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 Sprite 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#audioSprite * @fires Phaser.Loader.Events#ADD * @since 3.0.0 * * @param {(string|Phaser.Types.Loader.FileTypes.AudioSpriteFileConfig|Phaser.Types.Loader.FileTypes.AudioSpriteFileConfig[])} key - The key to use for this file, or a file configuration object, or an array of objects. * @param {string} jsonURL - The absolute or relative URL to load the json file from. Or a well formed JSON object to use instead. * @param {(string|string[])} [audioURL] - The absolute or relative URL to load the audio file from. If empty it will be obtained by parsing the JSON file. * @param {any} [audioConfig] - The audio configuration options. * @param {Phaser.Types.Loader.XHRSettingsObject} [audioXhrSettings] - An XHR Settings configuration object for the audio file. Used in replacement of the Loaders default XHR Settings. * @param {Phaser.Types.Loader.XHRSettingsObject} [jsonXhrSettings] - An XHR Settings configuration object for the json file. Used in replacement of the Loaders default XHR Settings. * * @return {this} The Loader. */ FileTypesManager.register('audioSprite', function (key, jsonURL, audioURL, audioConfig, audioXhrSettings, jsonXhrSettings) { var game = this.systems.game; var gameAudioConfig = game.config.audio; var deviceAudio = game.device.audio; if ((gameAudioConfig && gameAudioConfig.noAudio) || (!deviceAudio.webAudio && !deviceAudio.audioData)) { // Sounds are disabled, so skip loading audio return this; } var multifile; // Supports an Object file definition in the key argument // Or an array of objects in the key argument // Or a single entry where all arguments have been defined if (Array.isArray(key)) { for (var i = 0; i < key.length; i++) { multifile = new AudioSpriteFile(this, key[i]); if (multifile.files) { this.addFile(multifile.files); } } } else { multifile = new AudioSpriteFile(this, key, jsonURL, audioURL, audioConfig, audioXhrSettings, jsonXhrSettings); if (multifile.files) { this.addFile(multifile.files); } } return this; });