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sound.js
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345 lines (312 loc) · 11.4 KB
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// sound_manager
// utility object to play or not play sounds
// settings for sound still stored in settings object
var sound_manager = function() {
var obj = {};
var the_swf_path = "./jplayer/";
// Taken from http://www.storiesinflight.com/html5/audio.html
//g_divs_loaded_init_sounds = function() {
//console.log("AAAAA initing sounds");
obj.play_sound = (function() {
var channel_max = 10; // number of channels
audiochannels = new Array();
for (var a=0;a<channel_max;a++) { // prepare the channels
audiochannels[a] = new Array();
audiochannels[a]['channel'] = //new Audio(); // create a new audio object
$("#jquery_jplayer_"+a);
audiochannels[a]['finished'] = -999999; // expected end time for this channel
//var curr_audio_slot = audiochannels[a];
// call jPlayers constructor for each div
$("#jquery_jplayer_"+a).jPlayer( {
swfPath : the_swf_path,
ready: function () {
// Do nothing
/*
$(this).jPlayer("setMedia", {
: "sounds/heart_loop1.mp3"
});
//$(this).jPlayer("play");
*/
//console.log("ready");
},
/*
// NOT WORKING
// Set finished to be true so we can load a new sound
ended : function() {
console.log("Channel " + a + " is finishing");
//audiochannels[a]['finished'] = true;
console.log(curr_audio_slot);
curr_audio_slot['finished'] = true;
console.log(curr_audio_slot);
},
*/
supplied : "oga, mp3",
oggSupport: true
//solution : "flash, html"
});
}
return function(s){
if (g.sound_fx) {
for (var a = 0; a < audiochannels.length; a++) {
//console.log("Checking " + a);
thistime = new Date();
//console.log("Finished: " + audiochannels[a]['finished'] + " currTime: " + thistime.getTime());
if (audiochannels[a]['finished'] < thistime.getTime()) {
//console.log(document.getElementById(s));
//console.log(document.getElementById(s).duration);
audiochannels[a]['finished'] = thistime.getTime() + 2500; //document.getElementById(s).duration * 1000 + 50; // + 50 for a safety margin
// Audio is encoded as base64
/*
audiochannels[a]['channel'].src = g_soundDataMap[s]; //document.getElementById(s).src;
audiochannels[a]['channel'].load();
audiochannels[a]['channel'].play();
*/
var jplayer_instance = audiochannels[a]['channel'];
/*
jplayer_instance.jPlayer( {
swfPath : the_swf_path,
ready : function() {
console.log("ready");
$(this).jPlayer("setMedia", {
oga : g_soundDataMap[s]
});
console.log("ready");
}
})
*/
play_a_sound(jplayer_instance, s);
//jplayer_instance.jPlayer("setMedia", {oga : g_soundDataMap[s]});
//jplayer_instance.jPlayer.event.ready = function() {console.log("read");};
//jplayer_instance.jPlayer("play");
//console.log("Playing: " + s);
break;
}
}
}
}
}());
var background_music = null;
// list of objs with props "music" and "name"
var all_bg_music = [];
// keep this updated with names
var track_names = [ "Invasion", "Exploration", "Infiltration", "Incubation"];
// we will only load however many names there are
var num_bg_music = track_names.length;
// index for background tracks (set after loading)
var track_index; //= num_bg_music-1;// Math.floor(Math.random()*num_bg_music);
// Plays a random loop from the beginning
obj.play_background_music = (function() {
/*
// Load all the audio loops
var loop1 = new Audio();
loop1.src = "sounds/heart_loop1.mp3";
var loop2 = new Audio();
loop2.src = "sounds/sinister.mp3";
var loops = [loop1, loop2];
for_each(loops, function(l) {l.load(); l.loop = true;});
*/
return function() {
//obj.stop_background_music();
set_background_music();
//background_music.load(); //already loaded
console.log("Playing bg music");
if (background_music) {
background_music.jPlayer("play", 0);//background_music.play();
}
};
}());
// changes to the next background track
// and returns its name
obj.next_track = function() {
track_index += 1;
if (track_index >= all_bg_music.length) {
track_index = 0;
}
// pause the old one
obj.pause_background_music();
// set the new one
set_background_music();
//obj.play_background_music();
return all_bg_music[track_index].name;
};
obj.prev_track = function() {
track_index -= 1;
if (track_index < 0) {
track_index = all_bg_music.length-1;
}
// pause the old one
obj.pause_background_music();
// set the new one
set_background_music();
return all_bg_music[track_index].name;
};
// sets the background music to the current track index
var set_background_music = function() {
// note that random must be the LAST track
var music = all_bg_music[track_index].music;
if (!music) {
music = all_bg_music
[Math.floor(Math.random()*(track_index-1))]
.music;
}
assert(music, "Random wasn't the last track index or a music div was undefined.");
background_music = music;
};
obj.resume_background_music = function() {
if (background_music)
background_music.jPlayer("play");
}
obj.pause_background_music = function() {
console.log("Pausing bg music");
if (background_music)
background_music.jPlayer("pause");
};
var menu_music = null;
var button_sounds = null;
// Really resume menu music, menu music never restarts
obj.play_menu_music = function() {
if (g.music)
menu_music.jPlayer("play");
}
obj.resume_menu_music = function() {
if (g.music)
menu_music.jPlayer("play");
}
obj.pause_menu_music = function() {
menu_music.jPlayer("pause");
}
obj.play_button_click = function() {
if (g.sound_fx)
play_a_sound(button_sounds, "buttonmain");
}
obj.play_button_back = function() {
if (g.sound_fx)
play_a_sound(button_sounds, "buttonback");
}
var play_a_sound = function(jplayer_instance, sound_name) {
jplayer_instance.jPlayer("setMedia", {
//mp3 : g_soundDataMap[sound_name + "mp3"],
mp3 : "sounds/" + sound_name + ".mp3",
oga : g_soundDataMap[sound_name]
});
//jplayer_instance.jPlayer.event.ready = function() {console.log("read");};
jplayer_instance.jPlayer("play");
}
obj.load_sounds = function() {
// init all bg music
var all_supplied = "oga, mp3";
var init_jplayer = function(name, mp3name, oggname, should_loop) {
$(name).jPlayer( {
swfPath : the_swf_path,
ready: function () {
$(this).jPlayer("setMedia", {
mp3 : "sounds/"+mp3name,
oga : "sounds/"+oggname
});
//console.log(name + " is ready");
bg_music_loaded();
$(this).bind($.jPlayer.event.progress,
function(event) {
//console.log(event.jPlayer.status.seekPercent);
if (event.jPlayer.status.seekPercent === 100) {
//console.log("percent = 100, name: " + mp3name);
//bg_music_loaded();
}
});
$(this).bind($.jPlayer.error.NO_SOLUTION,
function(event) {
//bg_music_loaded();
console.log("No audio solutions");
});
},
ended : function() { // loop
if (should_loop) {
$(this).jPlayer("play");
}
},
supplied : all_supplied,
preload : "auto",
oggSupport: true
//errorAlerts : true
});
}
var init_bg_jplayer = function(num, file_name, oggfn) {
init_jplayer("#jquery_jplayer_bg_"+num, file_name, oggfn, true)
}
/*
console.log("loading heart loop");
init_bg_jplayer(0, "heart_loop1.mp3");
console.log("loaded heart loop");
*/
console.log("loading sinister");
init_bg_jplayer(0, "sinister.mp3", "sinister.ogg", true);
console.log("loaded sinister");
init_bg_jplayer(1, "gameloop2.mp3", "gameloop2.ogg", true);
init_bg_jplayer(2, "Infiltration.mp3", "Infiltration.ogg", true);
init_bg_jplayer(3, "Incubation.mp3", "Incubation.ogg", true);
for (var i = 0; i < num_bg_music; i++) {
all_bg_music.push({
music: $("#jquery_jplayer_bg_"+i),
name: track_names[i]
});
}
init_jplayer("#jquery_jplayer_menu", "menu_loop.mp3", "menu_loop.ogg", true);
menu_music = $("#jquery_jplayer_menu");
init_jplayer("#jquery_jplayer_buttons", "buttonmain.mp3", "buttonmain.ogg", false);
button_sounds = $("#jquery_jplayer_buttons");
// add random option
// THIS MUST BE THE LAST OBJ IN THE ARRAY
all_bg_music.push({
name: "Random",
// don't try to access this music!
music: null
});
track_names.push("Random");
num_bg_music += 1;
track_index = num_bg_music-1;
// set initial track (random)
g.set_track(track_names[track_index]);
};
var num_loaded = 0;
var max_loaded = num_bg_music + 2 // + 1 for menu music, + 1 for button
var bg_music_loaded = function() {
num_loaded++;
//console.log("Loaded " + num_loaded + " out of " + max_loaded);
};
obj.sounds_loaded = function() {
//console.log(num_loaded);
return num_loaded >= max_loaded;
}
return obj;
};
// make a global object
var sounds = sound_manager();
// to debug without sounds, use this object
/*
var sounds = {
sounds_loaded: function() { return true; },
play_sound: function() {},
play_background_music: function() {},
pause_background_music: function() {},
resume_background_music: function() {},
load_sounds: function() {},
};
*/
/*
var jplayer = $("#jquery_jplayer_1").jPlayer( {
ready: function () {
$(this).jPlayer("setMedia", {
oga :g_soundDataMap["kill"] // "/sounds/kill.ogg"
//mp3 : "sounds/heart_loop1.mp3"
});
$(this).jPlayer("play");
//asdf_play();
console.log("ready");
},
supplied : "oga"
});
//$("#jquery_jplayer_1").jPlayer("setMedia", {mp3 : "sounds/heart_loop1.mp3"});
var asdf_play = function(){
$("#jquery_jplayer_1").jPlayer("play");
};
*/