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158 lines
4.6 KiB
JavaScript
158 lines
4.6 KiB
JavaScript
11 years ago
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/*global Quintus:false, AudioContext:false, window:false */
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Quintus.Audio = function(Q) {
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Q.audio = {
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channels: [],
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channelMax: Q.options.channelMax || 10,
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active: {},
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play: function() {}
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};
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Q.hasWebAudio = (typeof AudioContext !== "undefined") || (typeof webkitAudioContext !== "undefined");
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if(Q.hasWebAudio) {
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if(typeof AudioContext !== "undefined") {
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Q.audioContext = new AudioContext();
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} else {
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Q.audioContext = new window.webkitAudioContext();
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}
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}
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Q.enableSound = function() {
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var hasTouch = !!('ontouchstart' in window);
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if(Q.hasWebAudio) {
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Q.audio.enableWebAudioSound();
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} else {
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Q.audio.enableHTML5Sound();
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}
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return Q;
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};
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Q.audio.enableWebAudioSound = function() {
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Q.audio.type = "WebAudio";
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Q.audio.soundID = 0;
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Q.audio.playingSounds = {};
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Q.audio.removeSound = function(soundID) {
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delete Q.audio.playingSounds[soundID];
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};
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// Play a single sound, optionally debounced
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// to prevent repeated plays in a short time
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Q.audio.play = function(s,options) {
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var now = new Date().getTime();
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// See if this audio file is currently being debounced, if
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// it is, don't do anything and just return
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if(Q.audio.active[s] && Q.audio.active[s] > now) { return; }
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// If any options were passed in, check for a debounce,
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// which is the number of milliseconds to debounce this sound
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if(options && options['debounce']) {
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Q.audio.active[s] = now + options['debounce'];
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} else {
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delete Q.audio.active[s];
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}
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var soundID = Q.audio.soundID++;
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var source = Q.audioContext.createBufferSource();
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source.buffer = Q.asset(s);
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source.connect(Q.audioContext.destination);
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if(options && options['loop']) {
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source.loop = true;
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} else {
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setTimeout(function() {
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Q.audio.removeSound(soundID);
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},source.buffer.duration * 1000);
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}
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source.assetName = s;
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if(source.start) { source.start(0); } else { source.noteOn(0); }
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Q.audio.playingSounds[soundID] = source;
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};
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Q.audio.stop = function(s) {
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for(var key in Q.audio.playingSounds) {
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var snd = Q.audio.playingSounds[key];
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if(!s || s === snd.assetName) {
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if(snd.stop) { snd.stop(0); } else { snd.noteOff(0); }
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}
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}
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};
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};
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Q.audio.enableHTML5Sound = function() {
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Q.audio.type = "HTML5";
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for (var i=0;i<Q.audio.channelMax;i++) {
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Q.audio.channels[i] = {};
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Q.audio.channels[i]['channel'] = new Audio();
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Q.audio.channels[i]['finished'] = -1;
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}
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// Play a single sound, optionally debounced
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// to prevent repeated plays in a short time
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Q.audio.play = function(s,options) {
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var now = new Date().getTime();
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// See if this audio file is currently being debounced, if
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// it is, don't do anything and just return
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if(Q.audio.active[s] && Q.audio.active[s] > now) { return; }
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// If any options were passed in, check for a debounce,
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// which is the number of milliseconds to debounce this sound
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if(options && options['debounce']) {
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Q.audio.active[s] = now + options['debounce'];
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} else {
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delete Q.audio.active[s];
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}
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// Find a free audio channel and play the sound
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for (var i=0;i<Q.audio.channels.length;i++) {
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// Check the channel is either finished or not looping
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if (!Q.audio.channels[i]['loop'] && Q.audio.channels[i]['finished'] < now) {
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Q.audio.channels[i]['channel'].src = Q.asset(s).src;
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// If we're looping - just set loop to true to prevent this channcel
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// from being used.
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if(options && options['loop']) {
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Q.audio.channels[i]['loop'] = true;
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Q.audio.channels[i]['channel'].loop = true;
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} else {
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Q.audio.channels[i]['finished'] = now + Q.asset(s).duration*1000;
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}
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Q.audio.channels[i]['channel'].load();
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Q.audio.channels[i]['channel'].play();
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break;
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}
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}
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};
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// Stop a single sound asset or stop all sounds currently playing
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Q.audio.stop = function(s) {
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var src = s ? Q.asset(s).src : null;
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var tm = new Date().getTime();
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for (var i=0;i<Q.audio.channels.length;i++) {
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if ((!src || Q.audio.channels[i]['channel'].src === src) &&
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(Q.audio.channels[i]['loop'] || Q.audio.channels[i]['finished'] >= tm)) {
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Q.audio.channels[i]['channel'].pause();
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Q.audio.channels[i]['loop'] = false;
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}
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}
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};
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};
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};
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