mirror of
https://github.com/smallmain/cocos-enhance-kit.git
synced 2024-12-26 11:48:29 +00:00
792 lines
22 KiB
JavaScript
792 lines
22 KiB
JavaScript
/****************************************************************************
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Copyright (c) 2008-2010 Ricardo Quesada
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Copyright (c) 2011-2012 cocos2d-x.org
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Copyright (c) 2013-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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const Audio = require('./CCAudio');
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const AudioClip = require('../core/assets/CCAudioClip');
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const js = cc.js;
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let _instanceId = 0;
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let _id2audio = js.createMap(true);
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let _url2id = {};
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let _audioPool = [];
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let recycleAudio = function (audio) {
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// In case repeatly recycle audio when users call audio.stop when audio finish playing
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if (!audio._shouldRecycleOnEnded) {
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return;
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}
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audio._finishCallback = null;
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audio.off('ended');
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audio.off('stop');
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audio.src = null;
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// In case repeatly recycle audio
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if (!_audioPool.includes(audio)) {
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if (_audioPool.length < audioEngine._maxPoolSize) {
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_audioPool.push(audio);
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}
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else {
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audio.destroy();
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}
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}
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audio._shouldRecycleOnEnded = false;
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};
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let getAudioFromPath = function (path) {
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var id = ++_instanceId;
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var list = _url2id[path];
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if (!list) {
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list = _url2id[path] = [];
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}
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if (audioEngine._maxAudioInstance <= list.length) {
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var oldId = list.shift();
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var oldAudio = getAudioFromId(oldId);
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// Stop will recycle audio automatically by event callback
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oldAudio.stop();
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}
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var audio = _audioPool.pop() || new Audio();
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var callback = function () {
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var audioInList = getAudioFromId(this.id);
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if (audioInList) {
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delete _id2audio[this.id];
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var index = list.indexOf(this.id);
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cc.js.array.fastRemoveAt(list, index);
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}
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recycleAudio(this);
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};
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audio.on('ended', function () {
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if (this._finishCallback) {
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this._finishCallback();
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}
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if(!this.getLoop()){
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callback.call(this);
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}
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}, audio);
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audio.on('stop', callback, audio);
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audio.id = id;
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_id2audio[id] = audio;
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list.push(id);
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return audio;
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};
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let getAudioFromId = function (id) {
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return _id2audio[id];
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};
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let handleVolume = function (volume) {
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if (volume === undefined) {
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// set default volume as 1
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volume = 1;
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}
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else if (typeof volume === 'string') {
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volume = Number.parseFloat(volume);
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}
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return volume;
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};
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/**
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* !#en `cc.audioEngine` is the singleton object, it provide simple audio APIs.
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* !#zh
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* cc.audioengine是单例对象。<br/>
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* 主要用来播放音频,播放的时候会返回一个 audioID,之后都可以通过这个 audioID 来操作这个音频对象。<br/>
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* 不使用的时候,请使用 `cc.audioEngine.uncache(filePath);` 进行资源释放 <br/>
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* 注意:<br/>
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* 在 Android 系统浏览器上,不同浏览器,不同版本的效果不尽相同。<br/>
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* 比如说:大多数浏览器都需要用户物理交互才可以开始播放音效,有一些不支持 WebAudio,有一些不支持多音轨播放。总之如果对音乐依赖比较强,请做尽可能多的测试。
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* @class audioEngine
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* @static
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*/
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var audioEngine = {
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AudioState: Audio.State,
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_maxAudioInstance: 24,
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_maxPoolSize: 32,
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_id2audio: _id2audio,
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/**
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* !#en Play audio.
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* !#zh 播放音频
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* @method play
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* @param {AudioClip} clip - The audio clip to play.
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* @param {Boolean} loop - Whether the music loop or not.
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* @param {Number} volume - Volume size.
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* @return {Number} audioId
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* @example
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* cc.resources.load(path, cc.AudioClip, null, function (err, clip) {
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* var audioID = cc.audioEngine.play(clip, false, 0.5);
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* });
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*/
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play: function (clip, loop, volume) {
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if (CC_EDITOR) {
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return;
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}
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if (!(clip instanceof AudioClip)) {
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return cc.error('Wrong type of AudioClip.');
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}
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let path = clip.nativeUrl;
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let audio = getAudioFromPath(path);
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audio.src = clip;
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clip._ensureLoaded();
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audio._shouldRecycleOnEnded = true;
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audio.setLoop(loop || false);
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volume = handleVolume(volume);
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audio.setVolume(volume);
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audio.play();
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return audio.id;
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},
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/**
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* !#en Set audio loop.
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* !#zh 设置音频是否循环。
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* @method setLoop
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* @param {Number} audioID - audio id.
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* @param {Boolean} loop - Whether cycle.
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* @example
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* cc.audioEngine.setLoop(id, true);
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*/
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setLoop: function (audioID, loop) {
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var audio = getAudioFromId(audioID);
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if (!audio || !audio.setLoop)
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return;
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audio.setLoop(loop);
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},
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/**
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* !#en Get audio cycle state.
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* !#zh 获取音频的循环状态。
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* @method isLoop
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* @param {Number} audioID - audio id.
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* @return {Boolean} Whether cycle.
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* @example
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* cc.audioEngine.isLoop(id);
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*/
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isLoop: function (audioID) {
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var audio = getAudioFromId(audioID);
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if (!audio || !audio.getLoop)
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return false;
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return audio.getLoop();
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},
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/**
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* !#en Set the volume of audio.
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* !#zh 设置音量(0.0 ~ 1.0)。
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* @method setVolume
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* @param {Number} audioID - audio id.
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* @param {Number} volume - Volume must be in 0.0~1.0 .
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* @example
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* cc.audioEngine.setVolume(id, 0.5);
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*/
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setVolume: function (audioID, volume) {
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var audio = getAudioFromId(audioID);
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if (audio) {
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audio.setVolume(volume);
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}
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},
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/**
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* !#en The volume of the music max value is 1.0,the min value is 0.0 .
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* !#zh 获取音量(0.0 ~ 1.0)。
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* @method getVolume
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* @param {Number} audioID - audio id.
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* @return {Number}
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* @example
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* var volume = cc.audioEngine.getVolume(id);
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*/
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getVolume: function (audioID) {
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var audio = getAudioFromId(audioID);
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return audio ? audio.getVolume() : 1;
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},
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/**
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* !#en Set current time
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* !#zh 设置当前的音频时间。
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* @method setCurrentTime
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* @param {Number} audioID - audio id.
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* @param {Number} sec - current time.
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* @return {Boolean}
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* @example
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* cc.audioEngine.setCurrentTime(id, 2);
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*/
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setCurrentTime: function (audioID, sec) {
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var audio = getAudioFromId(audioID);
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if (audio) {
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audio.setCurrentTime(sec);
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return true;
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}
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else {
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return false;
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}
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},
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/**
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* !#en Get current time
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* !#zh 获取当前的音频播放时间。
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* @method getCurrentTime
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* @param {Number} audioID - audio id.
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* @return {Number} audio current time.
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* @example
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* var time = cc.audioEngine.getCurrentTime(id);
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*/
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getCurrentTime: function (audioID) {
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var audio = getAudioFromId(audioID);
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return audio ? audio.getCurrentTime() : 0;
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},
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/**
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* !#en Get audio duration
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* !#zh 获取音频总时长。
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* @method getDuration
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* @param {Number} audioID - audio id.
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* @return {Number} audio duration.
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* @example
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* var time = cc.audioEngine.getDuration(id);
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*/
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getDuration: function (audioID) {
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var audio = getAudioFromId(audioID);
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return audio ? audio.getDuration() : 0;
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},
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/**
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* !#en Get audio state
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* !#zh 获取音频状态。
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* @method getState
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* @param {Number} audioID - audio id.
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* @return {audioEngine.AudioState} audio duration.
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* @example
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* var state = cc.audioEngine.getState(id);
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*/
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getState: function (audioID) {
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var audio = getAudioFromId(audioID);
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return audio ? audio.getState() : this.AudioState.ERROR;
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},
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/**
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* !#en Whether the audio is playing
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* !#zh 音乐是否正在播放
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* @method isPlaying
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* @return {Boolean}
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* @example
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* cc.audioEngine.isPlaying(audioID);
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*/
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isPlaying: function(audioID) {
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return this.getState(audioID) === this.AudioState.PLAYING;
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},
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/**
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* !#en Set Audio finish callback
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* !#zh 设置一个音频结束后的回调
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* @method setFinishCallback
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* @param {Number} audioID - audio id.
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* @param {Function} callback - loaded callback.
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* @example
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* cc.audioEngine.setFinishCallback(id, function () {});
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*/
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setFinishCallback: function (audioID, callback) {
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var audio = getAudioFromId(audioID);
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if (!audio)
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return;
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audio._finishCallback = callback;
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},
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/**
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* !#en Pause playing audio.
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* !#zh 暂停正在播放音频。
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* @method pause
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* @param {Number} audioID - The return value of function play.
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* @example
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* cc.audioEngine.pause(audioID);
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*/
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pause: function (audioID) {
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var audio = getAudioFromId(audioID);
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if (audio) {
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audio.pause();
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return true;
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}
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else {
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return false;
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}
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},
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_pauseIDCache: [],
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/**
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* !#en Pause all playing audio
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* !#zh 暂停现在正在播放的所有音频。
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* @method pauseAll
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* @example
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* cc.audioEngine.pauseAll();
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*/
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pauseAll: function () {
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for (var id in _id2audio) {
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var audio = _id2audio[id];
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var state = audio.getState();
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if (state === Audio.State.PLAYING) {
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this._pauseIDCache.push(id);
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audio.pause();
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}
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}
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},
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/**
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* !#en Resume playing audio.
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* !#zh 恢复播放指定的音频。
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* @method resume
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* @param {Number} audioID - The return value of function play.
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* @example
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* cc.audioEngine.resume(audioID);
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*/
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resume: function (audioID) {
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var audio = getAudioFromId(audioID);
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if (audio) {
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audio.resume();
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}
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},
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/**
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* !#en Resume all playing audio.
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* !#zh 恢复播放所有之前暂停的所有音频。
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* @method resumeAll
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* @example
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* cc.audioEngine.resumeAll();
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*/
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resumeAll: function () {
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for (var i = 0; i < this._pauseIDCache.length; ++i) {
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var id = this._pauseIDCache[i];
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var audio = getAudioFromId(id);
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if (audio)
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audio.resume();
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}
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this._pauseIDCache.length = 0;
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},
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/**
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* !#en Stop playing audio.
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* !#zh 停止播放指定音频。
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* @method stop
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* @param {Number} audioID - The return value of function play.
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* @example
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* cc.audioEngine.stop(audioID);
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*/
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stop: function (audioID) {
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var audio = getAudioFromId(audioID);
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if (audio) {
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// Stop will recycle audio automatically by event callback
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audio.stop();
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return true;
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}
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else {
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return false;
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}
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},
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/**
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* !#en Stop all playing audio.
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* !#zh 停止正在播放的所有音频。
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* @method stopAll
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* @example
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* cc.audioEngine.stopAll();
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*/
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stopAll: function () {
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for (var id in _id2audio) {
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var audio = _id2audio[id];
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if (audio) {
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// Stop will recycle audio automatically by event callback
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audio.stop();
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}
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}
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},
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/**
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* !#en Set up an audio can generate a few examples.
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* !#zh 设置一个音频可以设置几个实例
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* @method setMaxAudioInstance
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* @param {Number} num - a number of instances to be created from within an audio
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* @example
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* cc.audioEngine.setMaxAudioInstance(20);
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* @deprecated since v2.4.0
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*/
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setMaxAudioInstance: function (num) {
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if (CC_DEBUG) {
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cc.warn('Since v2.4.0, maxAudioInstance has become a read only property.\n'
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+ 'audioEngine.setMaxAudioInstance() method will be removed in the future');
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}
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},
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/**
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* !#en Getting audio can produce several examples.
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* !#zh 获取一个音频可以设置几个实例
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* @method getMaxAudioInstance
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* @return {Number} max number of instances to be created from within an audio
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* @example
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* cc.audioEngine.getMaxAudioInstance();
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*/
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getMaxAudioInstance: function () {
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return this._maxAudioInstance;
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},
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/**
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* !#en Unload the preloaded audio from internal buffer.
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* !#zh 卸载预加载的音频。
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* @method uncache
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* @param {AudioClip} clip
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* @example
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* cc.audioEngine.uncache(filePath);
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*/
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uncache: function (clip) {
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var filePath = clip;
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if (typeof clip === 'string') {
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// backward compatibility since 1.10
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cc.warnID(8401, 'cc.audioEngine', 'cc.AudioClip', 'AudioClip', 'cc.AudioClip', 'audio');
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filePath = clip;
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}
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else {
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if (!clip) {
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return;
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}
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filePath = clip.nativeUrl;
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}
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var list = _url2id[filePath];
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if (!list) return;
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while (list.length > 0) {
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var id = list.pop();
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var audio = _id2audio[id];
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if (audio) {
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// Stop will recycle audio automatically by event callback
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audio.stop();
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delete _id2audio[id];
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}
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}
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},
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/**
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* !#en Unload all audio from internal buffer.
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* !#zh 卸载所有音频。
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* @method uncacheAll
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* @example
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* cc.audioEngine.uncacheAll();
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*/
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uncacheAll: function () {
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this.stopAll();
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let audio;
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for (let id in _id2audio) {
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audio = _id2audio[id];
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if (audio) {
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audio.destroy();
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}
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}
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while (audio = _audioPool.pop()) {
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audio.destroy();
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}
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_id2audio = js.createMap(true);
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_url2id = {};
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},
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_breakCache: null,
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_break: function () {
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this._breakCache = [];
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for (var id in _id2audio) {
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var audio = _id2audio[id];
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var state = audio.getState();
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if (state === Audio.State.PLAYING) {
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this._breakCache.push(id);
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audio.pause();
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}
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}
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},
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_restore: function () {
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if (!this._breakCache) return;
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while (this._breakCache.length > 0) {
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var id = this._breakCache.pop();
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var audio = getAudioFromId(id);
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if (audio && audio.resume)
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audio.resume();
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}
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this._breakCache = null;
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},
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///////////////////////////////
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// Classification of interface
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|
||
_music: {
|
||
id: -1,
|
||
loop: false,
|
||
volume: 1,
|
||
},
|
||
|
||
_effect: {
|
||
volume: 1,
|
||
pauseCache: [],
|
||
},
|
||
|
||
/**
|
||
* !#en Play background music
|
||
* !#zh 播放背景音乐
|
||
* @method playMusic
|
||
* @param {AudioClip} clip - The audio clip to play.
|
||
* @param {Boolean} loop - Whether the music loop or not.
|
||
* @return {Number} audioId
|
||
* @example
|
||
* cc.resources.load(path, cc.AudioClip, null, function (err, clip) {
|
||
* var audioID = cc.audioEngine.playMusic(clip, false);
|
||
* });
|
||
*/
|
||
playMusic: function (clip, loop) {
|
||
var music = this._music;
|
||
this.stop(music.id);
|
||
music.id = this.play(clip, loop, music.volume);
|
||
music.loop = loop;
|
||
return music.id;
|
||
},
|
||
|
||
/**
|
||
* !#en Stop background music.
|
||
* !#zh 停止播放背景音乐。
|
||
* @method stopMusic
|
||
* @example
|
||
* cc.audioEngine.stopMusic();
|
||
*/
|
||
stopMusic: function () {
|
||
this.stop(this._music.id);
|
||
},
|
||
|
||
/**
|
||
* !#en Pause the background music.
|
||
* !#zh 暂停播放背景音乐。
|
||
* @method pauseMusic
|
||
* @example
|
||
* cc.audioEngine.pauseMusic();
|
||
*/
|
||
pauseMusic: function () {
|
||
this.pause(this._music.id);
|
||
return this._music.id;
|
||
},
|
||
|
||
/**
|
||
* !#en Resume playing background music.
|
||
* !#zh 恢复播放背景音乐。
|
||
* @method resumeMusic
|
||
* @example
|
||
* cc.audioEngine.resumeMusic();
|
||
*/
|
||
resumeMusic: function () {
|
||
this.resume(this._music.id);
|
||
return this._music.id;
|
||
},
|
||
|
||
/**
|
||
* !#en Get the volume(0.0 ~ 1.0).
|
||
* !#zh 获取音量(0.0 ~ 1.0)。
|
||
* @method getMusicVolume
|
||
* @return {Number}
|
||
* @example
|
||
* var volume = cc.audioEngine.getMusicVolume();
|
||
*/
|
||
getMusicVolume: function () {
|
||
return this._music.volume;
|
||
},
|
||
|
||
/**
|
||
* !#en Set the background music volume.
|
||
* !#zh 设置背景音乐音量(0.0 ~ 1.0)。
|
||
* @method setMusicVolume
|
||
* @param {Number} volume - Volume must be in 0.0~1.0.
|
||
* @example
|
||
* cc.audioEngine.setMusicVolume(0.5);
|
||
*/
|
||
setMusicVolume: function (volume) {
|
||
volume = handleVolume(volume);
|
||
var music = this._music;
|
||
music.volume = volume;
|
||
this.setVolume(music.id, music.volume);
|
||
return music.volume;
|
||
},
|
||
|
||
/**
|
||
* !#en Background music playing state
|
||
* !#zh 背景音乐是否正在播放
|
||
* @method isMusicPlaying
|
||
* @return {Boolean}
|
||
* @example
|
||
* cc.audioEngine.isMusicPlaying();
|
||
*/
|
||
isMusicPlaying: function () {
|
||
return this.getState(this._music.id) === this.AudioState.PLAYING;
|
||
},
|
||
|
||
/**
|
||
* !#en Play effect audio.
|
||
* !#zh 播放音效
|
||
* @method playEffect
|
||
* @param {AudioClip} clip - The audio clip to play.
|
||
* @param {Boolean} loop - Whether the music loop or not.
|
||
* @return {Number} audioId
|
||
* @example
|
||
* cc.resources.load(path, cc.AudioClip, null, function (err, clip) {
|
||
* var audioID = cc.audioEngine.playEffect(clip, false);
|
||
* });
|
||
*/
|
||
playEffect: function (clip, loop) {
|
||
return this.play(clip, loop || false, this._effect.volume);
|
||
},
|
||
|
||
/**
|
||
* !#en Set the volume of effect audio.
|
||
* !#zh 设置音效音量(0.0 ~ 1.0)。
|
||
* @method setEffectsVolume
|
||
* @param {Number} volume - Volume must be in 0.0~1.0.
|
||
* @example
|
||
* cc.audioEngine.setEffectsVolume(0.5);
|
||
*/
|
||
setEffectsVolume: function (volume) {
|
||
volume = handleVolume(volume);
|
||
var musicId = this._music.id;
|
||
this._effect.volume = volume;
|
||
for (var id in _id2audio) {
|
||
var audio = _id2audio[id];
|
||
if (!audio || audio.id === musicId) continue;
|
||
audioEngine.setVolume(id, volume);
|
||
}
|
||
},
|
||
|
||
/**
|
||
* !#en The volume of the effect audio max value is 1.0,the min value is 0.0 .
|
||
* !#zh 获取音效音量(0.0 ~ 1.0)。
|
||
* @method getEffectsVolume
|
||
* @return {Number}
|
||
* @example
|
||
* var volume = cc.audioEngine.getEffectsVolume();
|
||
*/
|
||
getEffectsVolume: function () {
|
||
return this._effect.volume;
|
||
},
|
||
|
||
/**
|
||
* !#en Pause effect audio.
|
||
* !#zh 暂停播放音效。
|
||
* @method pauseEffect
|
||
* @param {Number} audioID - audio id.
|
||
* @example
|
||
* cc.audioEngine.pauseEffect(audioID);
|
||
*/
|
||
pauseEffect: function (audioID) {
|
||
return this.pause(audioID);
|
||
},
|
||
|
||
/**
|
||
* !#en Stop playing all the sound effects.
|
||
* !#zh 暂停播放所有音效。
|
||
* @method pauseAllEffects
|
||
* @example
|
||
* cc.audioEngine.pauseAllEffects();
|
||
*/
|
||
pauseAllEffects: function () {
|
||
var musicId = this._music.id;
|
||
var effect = this._effect;
|
||
effect.pauseCache.length = 0;
|
||
|
||
for (var id in _id2audio) {
|
||
var audio = _id2audio[id];
|
||
if (!audio || audio.id === musicId) continue;
|
||
var state = audio.getState();
|
||
if (state === this.AudioState.PLAYING) {
|
||
effect.pauseCache.push(id);
|
||
audio.pause();
|
||
}
|
||
}
|
||
},
|
||
|
||
/**
|
||
* !#en Resume effect audio.
|
||
* !#zh 恢复播放音效音频。
|
||
* @method resumeEffect
|
||
* @param {Number} audioID - The return value of function play.
|
||
* @example
|
||
* cc.audioEngine.resumeEffect(audioID);
|
||
*/
|
||
resumeEffect: function (id) {
|
||
this.resume(id);
|
||
},
|
||
|
||
/**
|
||
* !#en Resume all effect audio.
|
||
* !#zh 恢复播放所有之前暂停的音效。
|
||
* @method resumeAllEffects
|
||
* @example
|
||
* cc.audioEngine.resumeAllEffects();
|
||
*/
|
||
resumeAllEffects: function () {
|
||
var pauseIDCache = this._effect.pauseCache;
|
||
for (var i = 0; i < pauseIDCache.length; ++i) {
|
||
var id = pauseIDCache[i];
|
||
var audio = _id2audio[id];
|
||
if (audio)
|
||
audio.resume();
|
||
}
|
||
},
|
||
|
||
/**
|
||
* !#en Stop playing the effect audio.
|
||
* !#zh 停止播放音效。
|
||
* @method stopEffect
|
||
* @param {Number} audioID - audio id.
|
||
* @example
|
||
* cc.audioEngine.stopEffect(id);
|
||
*/
|
||
stopEffect: function (audioID) {
|
||
return this.stop(audioID);
|
||
},
|
||
|
||
/**
|
||
* !#en Stop playing all the effects.
|
||
* !#zh 停止播放所有音效。
|
||
* @method stopAllEffects
|
||
* @example
|
||
* cc.audioEngine.stopAllEffects();
|
||
*/
|
||
stopAllEffects: function () {
|
||
var musicId = this._music.id;
|
||
for (var id in _id2audio) {
|
||
var audio = _id2audio[id];
|
||
if (!audio || audio.id === musicId) continue;
|
||
var state = audio.getState();
|
||
if (state === audioEngine.AudioState.PLAYING) {
|
||
audio.stop();
|
||
}
|
||
}
|
||
}
|
||
};
|
||
|
||
module.exports = cc.audioEngine = audioEngine;
|