made sounds play via EventQueue and flagged vars in ResourceManager
This commit is contained in:
parent
3a57a1acab
commit
90996115f1
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@ -55,6 +55,14 @@ export default class Map<T> implements Collection {
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Object.keys(this.map).forEach(key => func(key));
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}
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/**
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* Deletes an item associated with a key
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* @param key The key at which to delete an item
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*/
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delete(key: string): void {
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delete this.map[key];
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}
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clear(): void {
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this.forEach(key => delete this.map[key]);
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}
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@ -1,4 +1,5 @@
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import Queue from "../DataTypes/Queue";
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import EventQueue from "./EventQueue";
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import GameEvent from "./GameEvent";
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/**
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@ -12,6 +13,14 @@ export default class Receiver{
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this.MAX_SIZE = 100;
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this.q = new Queue(this.MAX_SIZE);
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}
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/**
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* Adds these types of events to this receiver's queue every update.
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* @param eventTypes The types of events this receiver will be subscribed to
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*/
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subscribe(eventTypes: string | Array<string>): void {
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EventQueue.getInstance().subscribe(this, eventTypes);
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}
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/**
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* Adds an event to the queue of this reciever
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@ -195,6 +195,9 @@ export default class GameLoop{
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// Update all scenes
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this.sceneManager.update(deltaT);
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// Update all sounds
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this.audioManager.update(deltaT);
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// Load or unload any resources if needed
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this.resourceManager.update(deltaT);
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@ -8,6 +8,7 @@ import UIElement from "./Nodes/UIElement";
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import Button from "./Nodes/UIElements/Button";
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import Layer from "./Scene/Layer";
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import SecondScene from "./SecondScene";
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import GameEvent from "./Events/GameEvent";
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export default class MainScene extends Scene {
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@ -41,8 +42,7 @@ export default class MainScene extends Scene {
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backgroundTilemap.getLayer().setAlpha(0.5);
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// Add the music and start playing it on a loop
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let music = this.add.audio("level_music");
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music.play(true);
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this.emit("play_sound", {key: "level_music", loop: true, holdReference: true});
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// Add the tilemap
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this.add.tilemap("platformer", OrthogonalTilemap);
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@ -55,10 +55,6 @@ export default class MainScene extends Scene {
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let playerSprite = this.add.sprite("player", mainLayer)
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player.setSprite(playerSprite);
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// TODO - Should sound playing be handled with events?
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let playerJumpSound = this.add.audio("player_jump");
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player.jumpSound = playerJumpSound;
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this.viewport.follow(player);
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// Initialize UI
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@ -127,7 +123,7 @@ export default class MainScene extends Scene {
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switchButton.setText("Change Scene");
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switchButton.setPosition(340, 190);
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switchButton.onClick = () => {
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music.stop();
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this.emit("stop_sound", {key: "level_music"});
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this.sceneManager.changeScene(SecondScene);
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}
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}
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@ -3,7 +3,6 @@ import Vec2 from "./DataTypes/Vec2";
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import Debug from "./Debug/Debug";
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import AABB from "./Physics/Colliders/AABB";
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import CanvasNode from "./Nodes/CanvasNode";
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import Audio from "./Sound/Audio";
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export default class Player extends PhysicsNode {
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velocity: Vec2;
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@ -12,7 +11,6 @@ export default class Player extends PhysicsNode {
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size: Vec2;
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gravity: number = 7000;
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type: string;
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jumpSound: Audio;
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constructor(type: string){
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super();
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@ -85,7 +83,7 @@ export default class Player extends PhysicsNode {
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if(this.grounded){
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if(dir.y === -1){
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// Jumping
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this.jumpSound.play();
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this.emit("play_sound", {key: "player_jump"});
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}
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vel.y = dir.y*1800;
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}
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@ -21,15 +21,15 @@ export default class ResourceManager {
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/**
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* Number to keep track of how many images need to be loaded
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*/
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private imagesLoaded: number;
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private loadonly_imagesLoaded: number;
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/**
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* Number to keep track of how many images are loaded
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*/
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private imagesToLoad: number;
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private loadonly_imagesToLoad: number;
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/**
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* The queue of images we must load
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*/
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private imageLoadingQueue: Queue<{key: string, path: string}>;
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private loadonly_imageLoadingQueue: Queue<{key: string, path: string}>;
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/**
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* A map of the images that are currently loaded and (presumably) being used by the scene
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*/
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@ -38,15 +38,15 @@ export default class ResourceManager {
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/**
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* Number to keep track of how many tilemaps need to be loaded
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*/
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private tilemapsLoaded: number;
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private loadonly_tilemapsLoaded: number;
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/**
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* Number to keep track of how many tilemaps are loaded
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*/
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private tilemapsToLoad: number;
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private loadonly_tilemapsToLoad: number;
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/**
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* The queue of tilemaps we must load
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*/
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private tilemapLoadingQueue: Queue<{key: string, path: string}>;
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private loadonly_tilemapLoadingQueue: Queue<{key: string, path: string}>;
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/**
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* A map of the tilemaps that are currently loaded and (presumably) being used by the scene
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*/
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@ -55,15 +55,15 @@ export default class ResourceManager {
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/**
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* Number to keep track of how many sounds need to be loaded
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*/
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private audioLoaded: number;
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private loadonly_audioLoaded: number;
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/**
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* Number to keep track of how many sounds are loaded
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*/
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private audioToLoad: number;
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private loadonly_audioToLoad: number;
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/**
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* The queue of sounds we must load
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*/
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private audioLoadingQueue: Queue<{key: string, path: string}>;
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private loadonly_audioLoadingQueue: Queue<{key: string, path: string}>;
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/**
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* A map of the sounds that are currently loaded and (presumably) being used by the scene
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*/
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@ -72,25 +72,25 @@ export default class ResourceManager {
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/**
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* The total number of "types" of things that need to be loaded (i.e. images and tilemaps)
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*/
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private typesToLoad: number;
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private loadonly_typesToLoad: number;
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private constructor(){
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this.loading = false;
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this.justLoaded = false;
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this.imagesLoaded = 0;
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this.imagesToLoad = 0;
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this.imageLoadingQueue = new Queue();
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this.loadonly_imagesLoaded = 0;
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this.loadonly_imagesToLoad = 0;
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this.loadonly_imageLoadingQueue = new Queue();
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this.images = new Map();
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this.tilemapsLoaded = 0;
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this.tilemapsToLoad = 0;
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this.tilemapLoadingQueue = new Queue();
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this.loadonly_tilemapsLoaded = 0;
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this.loadonly_tilemapsToLoad = 0;
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this.loadonly_tilemapLoadingQueue = new Queue();
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this.tilemaps = new Map();
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this.audioLoaded = 0;
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this.audioToLoad = 0;
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this.audioLoadingQueue = new Queue();
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this.loadonly_audioLoaded = 0;
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this.loadonly_audioToLoad = 0;
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this.loadonly_audioLoadingQueue = new Queue();
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this.audioBuffers = new Map();
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};
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@ -111,7 +111,7 @@ export default class ResourceManager {
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* @param path The path to the image to load
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*/
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public image(key: string, path: string): void {
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this.imageLoadingQueue.enqueue({key: key, path: path});
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this.loadonly_imageLoadingQueue.enqueue({key: key, path: path});
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}
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/**
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@ -132,7 +132,7 @@ export default class ResourceManager {
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* @param path
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*/
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public audio(key: string, path: string): void {
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this.audioLoadingQueue.enqueue({key: key, path: path});
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this.loadonly_audioLoadingQueue.enqueue({key: key, path: path});
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}
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/**
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@ -149,7 +149,7 @@ export default class ResourceManager {
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* @param path
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*/
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public tilemap(key: string, path: string): void {
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this.tilemapLoadingQueue.enqueue({key: key, path: path});
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this.loadonly_tilemapLoadingQueue.enqueue({key: key, path: path});
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}
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/**
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@ -166,7 +166,7 @@ export default class ResourceManager {
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* @param callback
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*/
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loadResourcesFromQueue(callback: Function): void {
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this.typesToLoad = 3;
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this.loadonly_typesToLoad = 3;
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this.loading = true;
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@ -191,16 +191,16 @@ export default class ResourceManager {
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this.loading = false;
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this.justLoaded = false;
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this.imagesLoaded = 0;
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this.imagesToLoad = 0;
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this.loadonly_imagesLoaded = 0;
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this.loadonly_imagesToLoad = 0;
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this.images.clear();
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this.tilemapsLoaded = 0;
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this.tilemapsToLoad = 0;
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this.loadonly_tilemapsLoaded = 0;
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this.loadonly_tilemapsToLoad = 0;
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this.tilemaps.clear();
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this.audioLoaded = 0;
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this.audioToLoad = 0;
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this.loadonly_audioLoaded = 0;
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this.loadonly_audioToLoad = 0;
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this.audioBuffers.clear();
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}
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@ -209,11 +209,11 @@ export default class ResourceManager {
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* @param onFinishLoading
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*/
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private loadTilemapsFromQueue(onFinishLoading: Function): void {
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this.tilemapsToLoad = this.tilemapLoadingQueue.getSize();
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this.tilemapsLoaded = 0;
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this.loadonly_tilemapsToLoad = this.loadonly_tilemapLoadingQueue.getSize();
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this.loadonly_tilemapsLoaded = 0;
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while(this.tilemapLoadingQueue.hasItems()){
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let tilemap = this.tilemapLoadingQueue.dequeue();
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while(this.loadonly_tilemapLoadingQueue.hasItems()){
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let tilemap = this.loadonly_tilemapLoadingQueue.dequeue();
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this.loadTilemap(tilemap.key, tilemap.path, onFinishLoading);
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}
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}
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for(let tileset of tilemapObject.tilesets){
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let key = tileset.image;
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let path = StringUtils.getPathFromFilePath(pathToTilemapJSON) + key;
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this.imageLoadingQueue.enqueue({key: key, path: path});
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this.loadonly_imageLoadingQueue.enqueue({key: key, path: path});
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}
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// Finish loading
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* @param callback
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*/
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private finishLoadingTilemap(callback: Function): void {
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this.tilemapsLoaded += 1;
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this.loadonly_tilemapsLoaded += 1;
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if(this.tilemapsLoaded === this.tilemapsToLoad){
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if(this.loadonly_tilemapsLoaded === this.loadonly_tilemapsToLoad){
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// We're done loading tilemaps
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callback();
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}
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* @param onFinishLoading
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*/
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private loadImagesFromQueue(onFinishLoading: Function): void {
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this.imagesToLoad = this.imageLoadingQueue.getSize();
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this.imagesLoaded = 0;
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this.loadonly_imagesToLoad = this.loadonly_imageLoadingQueue.getSize();
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this.loadonly_imagesLoaded = 0;
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while(this.imageLoadingQueue.hasItems()){
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let image = this.imageLoadingQueue.dequeue();
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while(this.loadonly_imageLoadingQueue.hasItems()){
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let image = this.loadonly_imageLoadingQueue.dequeue();
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this.loadImage(image.key, image.path, onFinishLoading);
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}
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}
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* @param callback
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*/
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private finishLoadingImage(callback: Function): void {
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this.imagesLoaded += 1;
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this.loadonly_imagesLoaded += 1;
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if(this.imagesLoaded === this.imagesToLoad ){
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if(this.loadonly_imagesLoaded === this.loadonly_imagesToLoad ){
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// We're done loading images
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callback();
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}
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* @param onFinishLoading
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*/
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private loadAudioFromQueue(onFinishLoading: Function){
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this.audioToLoad = this.audioLoadingQueue.getSize();
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this.audioLoaded = 0;
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this.loadonly_audioToLoad = this.loadonly_audioLoadingQueue.getSize();
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this.loadonly_audioLoaded = 0;
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while(this.audioLoadingQueue.hasItems()){
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let audio = this.audioLoadingQueue.dequeue();
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while(this.loadonly_audioLoadingQueue.hasItems()){
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let audio = this.loadonly_audioLoadingQueue.dequeue();
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this.loadAudio(audio.key, audio.path, onFinishLoading);
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}
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}
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* @param callback
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*/
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private finishLoadingAudio(callback: Function): void {
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this.audioLoaded += 1;
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this.loadonly_audioLoaded += 1;
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if(this.audioLoaded === this.audioToLoad){
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if(this.loadonly_audioLoaded === this.loadonly_audioToLoad){
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// We're done loading audio
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callback();
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}
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@ -370,10 +370,10 @@ export default class ResourceManager {
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}
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private getLoadPercent(): number {
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return (this.tilemapsLoaded/this.tilemapsToLoad
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+ this.imagesLoaded/this.imagesToLoad
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+ this.audioLoaded/this.audioToLoad)
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/ this.typesToLoad;
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return (this.loadonly_tilemapsLoaded/this.loadonly_tilemapsToLoad
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+ this.loadonly_imagesLoaded/this.loadonly_imagesToLoad
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+ this.loadonly_audioLoaded/this.loadonly_audioToLoad)
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/ this.loadonly_typesToLoad;
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}
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public update(deltaT: number): void {
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@ -1,25 +0,0 @@
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import ResourceManager from "../../ResourceManager/ResourceManager";
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import AudioManager from "../../Sound/AudioManager";
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import Scene from "../Scene";
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import Audio from "../../Sound/Audio";
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export default class AudioFactory {
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private scene: Scene;
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private resourceManager: ResourceManager;
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private audioManager: AudioManager;
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init(scene: Scene){
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this.scene = scene;
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this.resourceManager = ResourceManager.getInstance();
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this.audioManager = AudioManager.getInstance();
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}
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/**
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* Returns an audio element created using the previously loaded audio file specified by the key.
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* @param key The key of the loaded audio file
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*/
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addAudio = (key: string): Audio => {
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let audio = new Audio(key);
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return audio;
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}
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}
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@ -2,7 +2,6 @@ import Scene from "../Scene";
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import PhysicsNodeFactory from "./PhysicsNodeFactory";
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import CanvasNodeFactory from "./CanvasNodeFactory";
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import TilemapFactory from "./TilemapFactory";
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import AudioFactory from "./AudioFactory";
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import PhysicsManager from "../../Physics/PhysicsManager";
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import SceneGraph from "../../SceneGraph/SceneGraph";
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import Tilemap from "../../Nodes/Tilemap";
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private canvasNodeFactory: CanvasNodeFactory = new CanvasNodeFactory();
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private physicsNodeFactory: PhysicsNodeFactory = new PhysicsNodeFactory();
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private tilemapFactory: TilemapFactory = new TilemapFactory();
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private audioFactory: AudioFactory = new AudioFactory();
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constructor(scene: Scene, sceneGraph: SceneGraph, physicsManager: PhysicsManager, tilemaps: Array<Tilemap>){
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this.canvasNodeFactory.init(scene, sceneGraph);
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this.physicsNodeFactory.init(scene, physicsManager);
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this.tilemapFactory.init(scene, tilemaps, physicsManager);
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this.audioFactory.init(scene);
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}
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// Expose all of the factories through the factory manager
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graphic = this.canvasNodeFactory.addGraphic;
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physics = this.physicsNodeFactory.add;
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tilemap = this.tilemapFactory.add;
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audio = this.audioFactory.addAudio;
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}
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@ -10,6 +10,9 @@ import Tilemap from "../Nodes/Tilemap";
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import ResourceManager from "../ResourceManager/ResourceManager";
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import GameLoop from "../Loop/GameLoop";
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import SceneManager from "./SceneManager";
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import EventQueue from "../Events/EventQueue";
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import GameEvent from "../Events/GameEvent";
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import Map from "../DataTypes/Map";
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export default class Scene{
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protected layers: Stack<Layer>;
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@ -143,4 +146,14 @@ export default class Scene{
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getViewport(): Viewport {
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return this.viewport;
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}
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/**
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* Emit and event of type eventType with the data packet data
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* @param eventType
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* @param data
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*/
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emit(eventType: string, data: Map<any> | Record<string, any> = null): void {
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let event = new GameEvent(eventType, data);
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EventQueue.getInstance().addEvent(event);
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}
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}
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@ -40,7 +40,7 @@ export default class SecondScene extends Scene {
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backgroundTilemap.getLayer().setAlpha(0.2);
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// Add the music and start playing it on a loop
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this.add.audio("level_music").play(true);
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this.emit("play_sound", {key: "level_music", loop: true, holdReference: true});
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// Add the tilemap
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this.add.tilemap("level2", OrthogonalTilemap);
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@ -53,10 +53,6 @@ export default class SecondScene extends Scene {
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let playerSprite = this.add.sprite("player", mainLayer);
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player.setSprite(playerSprite);
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// TODO - Should sound playing be handled with events?
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let playerJumpSound = this.add.audio("player_jump");
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player.jumpSound = playerJumpSound;
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this.viewport.follow(player);
|
||||
|
||||
// Initialize UI
|
||||
|
|
|
@ -1,33 +0,0 @@
|
|||
import AudioManager from "./AudioManager";
|
||||
|
||||
export default class Audio {
|
||||
private key: string;
|
||||
private sound: AudioBufferSourceNode;
|
||||
|
||||
constructor(key: string){
|
||||
this.key = key;
|
||||
}
|
||||
|
||||
/**
|
||||
* Play the sound this audio represents
|
||||
* @param loop A boolean for whether or not to loop the sound
|
||||
*/
|
||||
play(loop?: boolean): void {
|
||||
this.sound = AudioManager.getInstance().createSound(this.key);
|
||||
|
||||
if(loop){
|
||||
this.sound.loop = true;
|
||||
}
|
||||
|
||||
this.sound.start();
|
||||
}
|
||||
|
||||
/**
|
||||
* Stop the sound this audio represents
|
||||
*/
|
||||
stop(): void {
|
||||
if(this.sound){
|
||||
this.sound.stop();
|
||||
}
|
||||
}
|
||||
}
|
|
@ -1,12 +1,19 @@
|
|||
import Map from "../DataTypes/Map";
|
||||
import Receiver from "../Events/Receiver";
|
||||
import ResourceManager from "../ResourceManager/ResourceManager";
|
||||
|
||||
export default class AudioManager {
|
||||
private static instance: AudioManager;
|
||||
private receiver: Receiver;
|
||||
private currentSounds: Map<AudioBufferSourceNode>;
|
||||
|
||||
private audioCtx: AudioContext;
|
||||
|
||||
private constructor(){
|
||||
this.initAudio();
|
||||
this.receiver = new Receiver();
|
||||
this.receiver.subscribe(["play_sound", "stop_sound"]);
|
||||
this.currentSounds = new Map();
|
||||
}
|
||||
|
||||
/**
|
||||
|
@ -43,7 +50,17 @@ export default class AudioManager {
|
|||
* Creates a new sound from the key of a loaded audio file
|
||||
* @param key The key of the loaded audio file to create a new sound for
|
||||
*/
|
||||
createSound(key: string): AudioBufferSourceNode {
|
||||
/*
|
||||
According to the MDN, create a new sound for every call:
|
||||
|
||||
An AudioBufferSourceNode can only be played once; after each call to start(), you have to create a new node
|
||||
if you want to play the same sound again. Fortunately, these nodes are very inexpensive to create, and the
|
||||
actual AudioBuffers can be reused for multiple plays of the sound. Indeed, you can use these nodes in a
|
||||
"fire and forget" manner: create the node, call start() to begin playing the sound, and don't even bother to
|
||||
hold a reference to it. It will automatically be garbage-collected at an appropriate time, which won't be
|
||||
until sometime after the sound has finished playing.
|
||||
*/
|
||||
protected createSound(key: string): AudioBufferSourceNode {
|
||||
// Get audio buffer
|
||||
let buffer = ResourceManager.getInstance().getAudio(key);
|
||||
|
||||
|
@ -57,6 +74,60 @@ export default class AudioManager {
|
|||
source.connect(this.audioCtx.destination);
|
||||
|
||||
return source;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Play the sound specified by the key
|
||||
* @param key The key of the sound to play
|
||||
* @param loop A boolean for whether or not to loop the sound
|
||||
* @param holdReference A boolean for whether or not we want to hold on to a reference of the audio node. This is good for playing music on a loop that will eventually need to be stopped.
|
||||
*/
|
||||
protected playSound(key: string, loop: boolean, holdReference: boolean): void {
|
||||
let sound = this.createSound(key);
|
||||
|
||||
if(loop){
|
||||
sound.loop = true;
|
||||
}
|
||||
|
||||
// Add a reference of the new sound to a map. This will allow us to stop a looping or long sound at a later time
|
||||
if(holdReference){
|
||||
this.currentSounds.add(key, sound);
|
||||
}
|
||||
|
||||
sound.start();
|
||||
}
|
||||
|
||||
/**
|
||||
* Stop the sound specified by the key
|
||||
*/
|
||||
protected stopSound(key: string): void {
|
||||
let sound = this.currentSounds.get(key);
|
||||
if(sound){
|
||||
sound.stop();
|
||||
this.currentSounds.delete(key);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the AudioManager
|
||||
* @param deltaT
|
||||
*/
|
||||
update(deltaT: number): void {
|
||||
// Play each audio clip requested
|
||||
// TODO - Add logic to merge sounds if there are multiple of the same key
|
||||
while(this.receiver.hasNextEvent()){
|
||||
let event = this.receiver.getNextEvent();
|
||||
if(event.type === "play_sound"){
|
||||
let soundKey = event.data.get("key");
|
||||
let loop = event.data.get("loop");
|
||||
let holdReference = event.data.get("holdReference");
|
||||
this.playSound(soundKey, loop, holdReference);
|
||||
}
|
||||
|
||||
if(event.type === "stop_sound"){
|
||||
let soundKey = event.data.get("key");
|
||||
this.stopSound(soundKey);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue
Block a user