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AudioFile.js
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AudioFile.js
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/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2013-2023 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Class = require('../../utils/Class');
var CONST = require('../const');
var File = require('../File');
var FileTypesManager = require('../FileTypesManager');
var GetFastValue = require('../../utils/object/GetFastValue');
var HTML5AudioFile = require('./HTML5AudioFile');
var IsPlainObject = require('../../utils/object/IsPlainObject');
/**
* @classdesc
* A single Audio File suitable for loading by the Loader.
*
* These are created when you use the Phaser.Loader.LoaderPlugin#audio method and are not typically created directly.
*
* For documentation about what all the arguments and configuration options mean please see Phaser.Loader.LoaderPlugin#audio.
*
* @class AudioFile
* @extends Phaser.Loader.File
* @memberof Phaser.Loader.FileTypes
* @constructor
* @since 3.0.0
*
* @param {Phaser.Loader.LoaderPlugin} loader - A reference to the Loader that is responsible for this file.
* @param {(string|Phaser.Types.Loader.FileTypes.AudioFileConfig)} key - The key to use for this file, or a file configuration object.
* @param {Phaser.Types.Loader.FileTypes.AudioFileURLConfig} [urlConfig] - The absolute or relative URL to load this file from in a config object.
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - Extra XHR Settings specifically for this file.
* @param {AudioContext} [audioContext] - The AudioContext this file will use to process itself.
*/
var AudioFile = new Class({
Extends: File,
initialize:
// URL is an object created by AudioFile.findAudioURL
function AudioFile (loader, key, urlConfig, xhrSettings, audioContext)
{
if (IsPlainObject(key))
{
var config = key;
key = GetFastValue(config, 'key');
xhrSettings = GetFastValue(config, 'xhrSettings');
audioContext = GetFastValue(config, 'context', audioContext);
}
var fileConfig = {
type: 'audio',
cache: loader.cacheManager.audio,
extension: urlConfig.type,
responseType: 'arraybuffer',
key: key,
url: urlConfig.url,
xhrSettings: xhrSettings,
config: { context: audioContext }
};
File.call(this, loader, fileConfig);
},
/**
* Called automatically by Loader.nextFile.
* This method controls what extra work this File does with its loaded data.
*
* @method Phaser.Loader.FileTypes.AudioFile#onProcess
* @since 3.0.0
*/
onProcess: function ()
{
this.state = CONST.FILE_PROCESSING;
var _this = this;
// interesting read https://github.com/WebAudio/web-audio-api/issues/1305
this.config.context.decodeAudioData(this.xhrLoader.response,
function (audioBuffer)
{
_this.data = audioBuffer;
_this.onProcessComplete();
},
function (e)
{
// eslint-disable-next-line no-console
console.error('Error decoding audio: ' + _this.key + ' - ', e ? e.message : null);
_this.onProcessError();
}
);
this.config.context = null;
}
});
AudioFile.create = function (loader, key, urls, config, xhrSettings)
{
var game = loader.systems.game;
var audioConfig = game.config.audio;
var deviceAudio = game.device.audio;
// url may be inside key, which may be an object
if (IsPlainObject(key))
{
urls = GetFastValue(key, 'url', []);
config = GetFastValue(key, 'config', {});
}
var urlConfig = AudioFile.getAudioURL(game, urls);
if (!urlConfig)
{
console.warn('No audio URLs for "%s" matched this device', key);
return null;
}
// https://developers.google.com/web/updates/2012/02/HTML5-audio-and-the-Web-Audio-API-are-BFFs
// var stream = GetFastValue(config, 'stream', false);
if (deviceAudio.webAudio && !audioConfig.disableWebAudio)
{
return new AudioFile(loader, key, urlConfig, xhrSettings, game.sound.context);
}
else
{
return new HTML5AudioFile(loader, key, urlConfig, config);
}
};
AudioFile.getAudioURL = function (game, urls)
{
if (!Array.isArray(urls))
{
urls = [ urls ];
}
for (var i = 0; i < urls.length; i++)
{
var url = GetFastValue(urls[i], 'url', urls[i]);
if (url.indexOf('blob:') === 0 || url.indexOf('data:') === 0)
{
return {
url: url,
type: ''
};
}
var audioType = url.match(/\.([a-zA-Z0-9]+)($|\?)/);
audioType = GetFastValue(urls[i], 'type', (audioType) ? audioType[1] : '').toLowerCase();
if (game.device.audio[audioType])
{
return {
url: url,
type: audioType
};
}
}
return null;
};
/**
* Adds an Audio or HTML5Audio file, or array of audio files, 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.audio('title', [ 'music/Title.ogg', 'music/Title.mp3', 'music/Title.m4a' ]);
* }
* ```
*
* 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.
*
* 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.audio({
* key: 'title',
* url: [ 'music/Title.ogg', 'music/Title.mp3', 'music/Title.m4a' ]
* });
* ```
*
* See the documentation for `Phaser.Types.Loader.FileTypes.AudioFileConfig` for more details.
*
* The URLs can be relative or absolute. If the URLs are relative the `Loader.baseURL` and `Loader.path` values will be prepended to them.
*
* 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 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#audio
* @fires Phaser.Loader.LoaderPlugin#ADD
* @since 3.0.0
*
* @param {(string|Phaser.Types.Loader.FileTypes.AudioFileConfig|Phaser.Types.Loader.FileTypes.AudioFileConfig[])} key - The key to use for this file, or a file configuration object, or array of them.
* @param {(string|string[]|Phaser.Types.Loader.FileTypes.AudioFileURLConfig|Phaser.Types.Loader.FileTypes.AudioFileURLConfig[])} [urls] - The absolute or relative URL to load the audio files from.
* @param {any} [config] - An object containing an `instances` property for HTML5Audio. Defaults to 1.
* @param {Phaser.Types.Loader.XHRSettingsObject} [xhrSettings] - An XHR Settings configuration object. Used in replacement of the Loaders default XHR Settings.
*
* @return {this} The Loader instance.
*/
FileTypesManager.register('audio', function (key, urls, config, xhrSettings)
{
var game = this.systems.game;
var audioConfig = game.config.audio;
var deviceAudio = game.device.audio;
if (audioConfig.noAudio || (!deviceAudio.webAudio && !deviceAudio.audioData))
{
// Sounds are disabled, so skip loading audio
return this;
}
var audioFile;
if (Array.isArray(key))
{
for (var i = 0; i < key.length; i++)
{
// If it's an array it has to be an array of Objects, so we get everything out of the 'key' object
audioFile = AudioFile.create(this, key[i]);
if (audioFile)
{
this.addFile(audioFile);
}
}
}
else
{
audioFile = AudioFile.create(this, key, urls, config, xhrSettings);
if (audioFile)
{
this.addFile(audioFile);
}
}
return this;
});
module.exports = AudioFile;