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