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.
Image preview
- Installation
- Create plugin instance
- Create SoundAnalyse sprite object
- Complete example
- About objects in this plugin
- Clone this repository
- Or download javaScript plugin SoundAnalyse.js
- Copy/Move "SoundAnalyse.js" file to your project path
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);
// ......
}
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
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!!! :)
}
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>
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