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Phaser plugin - provide you with possibility to create real time visual frequency/time data analyser, simple sound analyse object with real time data update event and more...

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phaser-sound-analyse

SoundAnalyse plugin is intended to be used with Phaser.js game engine.

Phaser SoundAnalyse plugin - provide you with possibility to create real time visual frequency/time data analyser, simple sound analyse object with real time data update callback, audio analyse object, bitmap sound analyse object.

Demo link

Image preview

alt tag

Table of contents

Installation

Then you need to include plugin script file into your project (after phaser library):

<script src="[path_to_phaser]/phaser.js"></script>
<!-- SoundAnalyse plugin -->
<script src="[path_to_plugin]/SoundAnalyse.js"></script>

or with Phaser loader in preload method:

function preload () {
	// ......
	game.load.script('soundAnalysePlugin', '[path_to_plugin]/SoundAnalyse.js');
    //.......
}

Don't forget to load sound :)

function preload () {
	// ......
	game.load.audio('song1', '[path_to_sond]/some_sound.mp3', true);
    // ......
}

Create plugin instance

In phaser Create method, or if you are using Phaser with game states - then in your create method of the main game state, add the following code:

function create () {
	// ......
	var soundAnalyse = game.plugins.add(new Phaser.Plugin.SoundAnalyse(game));
    // ......
}

You can now use "add" object from created plugin instance to access different methods that allow you to create new sound analyse objects. The methods provided are:

  • soundAnalyse.add.soundAnalyse
  • soundAnalyse.add.bitmapDataSoundAnalyse
  • soundAnalyse.add.soundAnalyseSprite - most used
  • soundAnalyse.add.audioAnalyseSprite

Hint: they are decribed at the end of this readme

Create SoundAnalyse sprite object

In phaser Create method, or if you are using Phaser with game states - then in your create method of the main game state, add the following code:

function create () {
    // ......
	var soundAnalyseSprite = soundAnalyse.add.soundAnalyseSprite(
    	20/*x*/, 200/*y*/, 530/*width*/, 200/*height*/, "song1"/*sound key*/, true/*auto play*/, this._onDecodeFinish/*decode finish callback*/, this/*callback context*/);
        
    // show frequency domain chart bars
    soundAnalyseSprite.showFrequencyDomainChartBars(true);
    
    // DONE!!! :)
}

Complete example

All paths in this example are related to the data strcture in this plugin repository

<!doctype html>

<html lang="en">
<head>
  <meta charset="utf-8">
  <title>Phaser - Sound Analyse</title>
  <meta name="description" content="Example use of Phaser SoundAnalyse plugin">
  <meta name="author" content="SoundAnalyse">
  
  <!-- Phaser.js library -->
  <script src="js/lib/phaser.js"></script>
</head>

<body>

  <script>
  	// create new Phaser game
    var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });

	// function called on game asset preload
    function preload() {
    
    	// load SoundAnalyse plugin script file
        game.load.script('soundAnalysePlugin', 'js/plugin/SoundAnalyse/SoundAnalyse.js');
        
        // load song file
        game.load.audio('song1', 'audio/All_Time_Low__Time_Bomb.mp3', true);
        
    }

	// function called after all assets are loaded
    function create() {

        // create plugin instance
        var soundAnalyse = game.plugins.add(new Phaser.Plugin.SoundAnalyse(game));
        
        // create new Sprite sound analyse object
        var soundAnalyseSprite = soundAnalyse.add.soundAnalyseSprite(
    	20/*x*/, 200/*y*/, 530/*width*/, 200/*height*/, "song1"/*sound key*/, true/*auto play*/, this._onDecodeFinish/*decode finish callback*/, this/*callback context*/);
        
        // show frequency domain chart bars
        soundAnalyseSprite.showFrequencyDomainChartBars(true);

    }
  </script>
  
</body>
</html>

About objects in this plugin

You can create and combine the following object types:

Phaser.SoundAnalyser

  • Extension object from Phaser.Sound, with posibiblity to analyse audio data.
  • All other objects use this base object so they can recive data update.
  • This object store Phaser.BitmapDataSoundAnalyze objects in array so it can call their sound analyse data update methods on every game thick (only if sound is in play state)
  • You can add update event listener

Phaser.BitmapDataSoundAnalyze

  • Extension object from Phaser.BitmapData
  • It will represent plugin sound analyse drawing surface (sprite texture).
  • It have many drawing options that you can enable/disable in real time
  • You can define different colors for different options
  • You can use this object as a Sprite texture directly (but don't forget you will need to add this object to Phaser.SoundAnalyser instance) or use Phaser.SoundAnalyseSprite

Phaser.SoundAnalyseSprite

  • Extension object from Phaser.Sprite
  • It represent: sprite with sound analyse drawing surface and sound object it self
  • Direct exposure to sound events: onPlay, onPause, onStop, onResume, onMute, onLoop, onFadeComplete
  • Direct exposure to sound methods: play, pause, stop, resume, restart, fadeIn, fadeOut, fadeTo, loopFull, addMarker, removeMarker
  • Methods to get sond state
  • Methods to set drawing flags

Hint: always set new with or heigh by using provided method: resize(w, h)

Phaser.AudioAnalyseSprite

  • Extension object from Phaser.AudioAnalyseSprite
  • Same functionality as the orginal object but it will create Phaser.SoundAnalyser objects insteat of Phaser.Sound objects

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Phaser plugin - provide you with possibility to create real time visual frequency/time data analyser, simple sound analyse object with real time data update event and more...

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