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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> * @author Pavle Goloskokovic <pgoloskokovic@gmail.com> (http://prunegames.com) * @copyright 2013-2026 Phaser Studio Inc. * @license {@link https://opensource.org/licenses/MIT|MIT License} */ var HTML5AudioSoundManager = require('./html5/HTML5AudioSoundManager'); var NoAudioSoundManager = require('./noaudio/NoAudioSoundManager'); var WebAudioSoundManager = require('./webaudio/WebAudioSoundManager'); /** * Creates a Web Audio, HTML5 Audio or No Audio Sound Manager based on config and device settings. * * Be aware of https://developers.google.com/web/updates/2017/09/autoplay-policy-changes * * @namespace Phaser.Sound.SoundManagerCreator * @since 3.0.0 */ var SoundManagerCreator = { /** * Determines the most appropriate Sound Manager to use based on the game configuration * and the audio capabilities of the current device, then creates and returns an instance * of it. * * If the game config has `audio.noAudio` set to `true`, or if the device supports neither * Web Audio nor HTML5 Audio, a `NoAudioSoundManager` is returned, which silently stubs all * sound calls. If Web Audio is supported and not explicitly disabled via * `audio.disableWebAudio`, a `WebAudioSoundManager` is returned. Otherwise, an * `HTML5AudioSoundManager` is returned as a fallback. * * Be aware of https://developers.google.com/web/updates/2017/09/autoplay-policy-changes * * @method Phaser.Sound.SoundManagerCreator.create * @since 3.0.0 * * @param {Phaser.Game} game - Reference to the current game instance. * * @return {(Phaser.Sound.HTML5AudioSoundManager|Phaser.Sound.WebAudioSoundManager|Phaser.Sound.NoAudioSoundManager)} The Sound Manager instance that was created. */ create: function (game) { var audioConfig = game.config.audio; var deviceAudio = game.device.audio; if (audioConfig.noAudio || (!deviceAudio.webAudio && !deviceAudio.audioData)) { return new NoAudioSoundManager(game); } if (deviceAudio.webAudio && !audioConfig.disableWebAudio) { return new WebAudioSoundManager(game); } return new HTML5AudioSoundManager(game); } }; module.exports = SoundManagerCreator;