phaser
Version:
A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers from the team at Phaser Studio Inc.
285 lines (252 loc) • 11.7 kB
JavaScript
/**
* @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;
});