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function SoundInstance( soundObj, loop ){
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this.soundObj = soundObj;
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}
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function SoundManager( gameState ){
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var that = this;
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var soundCache = {};
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var AUDIO_OUT = 1;
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var AUDIO_IN = 2;
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var AUDIO_STABLE = 0;
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this.audioState = AUDIO_STABLE;
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// Register all sounds loaded in gameState
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createjs.Sound.registerSound("res/sound/turkey_in_the_straw.mp3", "TitleMusic");
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createjs.Sound.registerSound("res/sound/Store/Waterford.mp3", "MarketMusic");
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createjs.Sound.registerSound("res/sound/GUI/click.mp3", "Click");
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createjs.Sound.registerSound("res/sound/GUI/buzz.mp3", "Error");
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createjs.Sound.registerSound("res/sound/Store/buy.mp3", "Buy");
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createjs.Sound.registerSound("res/sound/Store/entrance.mp3", "Entrance");
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createjs.Sound.registerSound("res/sound/GUI/ding.mp3", "Ding");
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createjs.Sound.registerSound("res/sound/Kitchen/Double_Beep.mp3", "BeepBeep");
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// Kitchen sound
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createjs.Sound.registerSound("res/sound/Kitchen/Oven_Door_Full_Open.mp3", "Oven_Door_Full_Open");
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createjs.Sound.registerSound("res/sound/Kitchen/Oven_Door_Full_Close.mp3", "Oven_Door_Full_Close");
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createjs.Sound.registerSound("res/sound/Kitchen/Oven_Door_Peek_Close.mp3", "Oven_Door_Peek_Close");
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createjs.Sound.registerSound("res/sound/Kitchen/Oven_Door_Peek_Open.mp3", "Oven_Door_Peek_Open");
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createjs.Sound.registerSound("res/sound/Kitchen/Explosion_Sound.mp3", "Explosion");
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createjs.Sound.registerSound("res/sound/Kitchen/Open_Cookbook.mp3", "Open_Cookbook");
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createjs.Sound.registerSound("res/sound/Kitchen/Close_Cookbook.mp3", "Close_Cookbook");
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this.backgroundSounds = [];
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this.backgroundSoundsQueue = [];
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this.fadeOut = function(){
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for ( var i in that.backgroundSounds ){
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that.backgroundSounds[i].audioState = AUDIO_OUT;
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}
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};
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this.play = function( soundName ){
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var channel = createjs.Sound.createInstance("Click");
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if( typeof soundName != "object" ){
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channel = ( soundCache[soundName] ? soundCache[soundName] : soundCache[soundName] = createjs.Sound.createInstance(soundName) );
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channel.volume = 1;
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}
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else{
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channel = ( soundCache[soundName.name] ? soundCache[soundName.name] : soundCache[soundName.name] = createjs.Sound.createInstance(soundName.name) );
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channel.volume = soundName.volume;
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}
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channel.play();
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};
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this.backgroundLoop = function( soundName ){
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var newBackgroundSound;
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if( typeof soundName != "object" ){
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newBackgroundSound = soundCache[soundName] ? soundCache[soundName] : soundCache[soundName] = createjs.Sound.createInstance(soundName);
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}
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else{
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newBackgroundSound = soundCache[soundName.name] ? soundCache[soundName.name] : soundCache[soundName.name] = createjs.Sound.createInstance( soundName.name );
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newBackgroundSound.setPosition(soundName.pos || 0);
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newBackgroundSound.volume = newBackgroundSound.desiredVolume = soundName.volume || 1;
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newBackgroundSound.play();
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// loop-de-loop
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newBackgroundSound.addEventListener("complete", function(){
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if( newBackgroundSound.volume == 0 ){ newBackgroundSound.stop(); return; }
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newBackgroundSound.setPosition(soundName.pos || 0);
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newBackgroundSound.volume = newBackgroundSound.desiredVolume = soundName.volume || 1;
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newBackgroundSound.play();
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});
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}
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that.backgroundSoundsQueue.push(newBackgroundSound);
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};
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gameState.pubsub.subscribe( "Play", this.play );
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gameState.pubsub.subscribe( "BackgroundLoop", this.backgroundLoop );
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gameState.pubsub.subscribe( "FadeOut", this.fadeOut );
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return {
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tick: function(){
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for ( var i in that.backgroundSounds ){
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if( that.backgroundSounds[i].audioState == AUDIO_OUT ){
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that.backgroundSounds[i].volume -=0.03;
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}
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if( that.backgroundSounds[i].audioState == AUDIO_IN ){
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that.backgroundSounds[i].volume +=0.03;
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}
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if( that.backgroundSounds[i].volume >= that.backgroundSounds[i].desiredVolume ){
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that.backgroundSounds[i].volume = that.backgroundSounds[i].desiredVolume;
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}
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if( that.backgroundSounds[i].volume <= 0.0 ){
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that.backgroundSounds[i].volume = 0;
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that.backgroundSounds[i].stop();
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that.backgroundSounds.splice( i, 1 );
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}
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}
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if( that.backgroundSounds.length == 0 ){
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for ( var i in that.backgroundSoundsQueue ){
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var newSound = that.backgroundSoundsQueue[i];
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newSound.audioState = AUDIO_IN;
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that.backgroundSounds.push( newSound );
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}
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that.backgroundSoundsQueue = [];
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}
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}
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}
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}
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