Sound Events with No Audio
Demonstrates how the Sound Manager and Sound objects still emit events and handle property changes like volume, rate, and detune even when the audio system is disabled via the game config.
800 × 600
class Example extends Phaser.Scene
{
tests = [
function (fn)
{
this.first.once('play', function (sound)
{
this.text.setText('Playing');
this.time.addEvent({
delay: 2000,
callback: fn,
callbackScope: this
});
}, this);
this.first.play();
},
function (fn)
{
this.first.once('pause', function (sound)
{
this.text.setText('Paused');
this.time.addEvent({
delay: 1500,
callback: fn,
callbackScope: this
});
}, this);
this.first.pause();
},
function (fn)
{
this.first.once('resume', function (sound)
{
this.text.setText('Resuming');
this.time.addEvent({
delay: 2000,
callback: fn,
callbackScope: this
});
}, this);
this.first.resume();
},
function (fn)
{
this.first.once('stop', function (sound)
{
this.text.setText('Stopped');
this.time.addEvent({
delay: 1500,
callback: fn,
callbackScope: this
});
}, this);
this.first.stop();
},
function (fn)
{
this.first.once('play', function (sound)
{
this.text.setText('Play from start');
this.time.addEvent({
delay: 2000,
callback: fn,
callbackScope: this
});
}, this);
this.first.play();
},
function (fn)
{
this.first.once('rate', function (sound, value)
{
this.text.setText('Speed up rate');
this.time.addEvent({
delay: 2000,
callback: fn,
callbackScope: this
});
}, this);
this.first.rate = 1.5;
},
function (fn)
{
this.first.once('detune', function (sound, value)
{
this.text.setText('Speed up detune');
this.time.addEvent({
delay: 2000,
callback: fn,
callbackScope: this
});
}, this);
this.first.detune = 600;
},
function (fn)
{
this.first.once('rate', function (sound, value)
{
this.text.setText('Slow down rate');
this.time.addEvent({
delay: 2000,
callback: fn,
callbackScope: this
});
}, this);
this.first.rate = 1;
},
function (fn)
{
this.first.once('detune', function (sound, value)
{
this.text.setText('Slow down detune');
this.time.addEvent({
delay: 2000,
callback: fn,
callbackScope: this
});
}, this);
this.first.detune = 0;
},
function (fn)
{
this.tweens.add({
onStart: function ()
{
this.text.setText('Fade out');
},
targets: this.first,
volume: 0,
ease: 'Linear',
duration: 2000,
onComplete: fn
});
},
function (fn)
{
this.tweens.add({
onStart: function ()
{
this.text.setText('Fade in');
},
targets: this.first,
volume: 1,
ease: 'Linear',
duration: 2000,
onComplete: fn
});
},
function (fn)
{
this.first.once('mute', function ()
{
this.text.setText('Mute');
this.time.addEvent({
delay: 1500,
callback: fn,
callbackScope: this
});
}, this);
this.first.mute = true;
},
function (fn)
{
this.first.once('mute', function ()
{
this.text.setText('Unmute');
this.time.addEvent({
delay: 2000,
callback: fn,
callbackScope: this
});
}, this);
this.first.mute = false;
},
function (fn)
{
this.first.once('volume', function ()
{
this.text.setText('Half volume');
this.time.addEvent({
delay: 2000,
callback: fn,
callbackScope: this
});
}, this);
this.first.volume = 0.5;
},
function (fn)
{
this.first.once('volume', function ()
{
this.text.setText('Full volume');
this.time.addEvent({
delay: 2000,
callback: fn,
callbackScope: this
});
}, this);
this.first.volume = 1;
},
function (fn)
{
this.first.once('seek', function ()
{
this.text.setText('Seek to start');
this.time.addEvent({
delay: 2000,
callback: fn,
callbackScope: this
});
}, this);
this.first.seek = 0;
},
function (fn)
{
this.second.once('play', function ()
{
this.text.setText('Play 2nd');
this.time.addEvent({
delay: 2000,
callback: fn,
callbackScope: this
});
}, this);
this.second.play();
},
function (fn)
{
this.sound.once('mute', function (soundManager, value)
{
this.text.setText('Mute global');
this.time.addEvent({
delay: 1500,
callback: fn,
callbackScope: this
});
}, this);
this.sound.mute = true;
},
function (fn)
{
this.sound.once('mute', function (soundManager, value)
{
this.text.setText('Unmute global');
this.time.addEvent({
delay: 2000,
callback: fn,
callbackScope: this
});
}, this);
this.sound.mute = false;
},
function (fn)
{
this.sound.once('volume', function (soundManager, value)
{
this.text.setText('Half volume global');
this.time.addEvent({
delay: 2000,
callback: fn,
callbackScope: this
});
}, this);
this.sound.volume = 0.5;
},
function (fn)
{
this.tweens.add({
onStart: function ()
{
this.text.setText('Fade out global');
},
targets: this.sound,
volume: 0,
ease: 'Linear',
duration: 2000,
onComplete: fn
});
},
function (fn)
{
this.tweens.add({
onStart: function ()
{
this.text.setText('Fade in global');
},
targets: this.sound,
volume: 1,
ease: 'Linear',
duration: 2000,
onComplete: fn
});
},
function (fn)
{
this.sound.once('pauseall', function (soundManager)
{
this.text.setText('Pause all');
this.time.addEvent({
delay: 1500,
callback: fn,
callbackScope: this
});
}, this);
this.sound.pauseAll();
},
function (fn)
{
this.sound.once('resumeall', function (soundManager)
{
this.text.setText('Resume all');
this.time.addEvent({
delay: 2000,
callback: fn,
callbackScope: this
});
}, this);
this.sound.resumeAll();
},
function (fn)
{
this.sound.once('stopall', function (soundManager)
{
this.text.setText('Stop all');
this.time.addEvent({
delay: 1500,
callback: fn,
callbackScope: this
});
}, this);
this.sound.stopAll();
},
function (fn)
{
this.audioSprite.once('play', function (sound)
{
this.text.setText('Play sprite');
this.time.addEvent({
delay: 1500,
callback: fn,
callbackScope: this
});
}, this);
this.audioSprite.play('07');
},
function (fn)
{
this.audioSprite.once('pause', function (sound)
{
this.text.setText('Pause sprite');
this.time.addEvent({
delay: 1000,
callback: fn,
callbackScope: this
});
}, this);
this.audioSprite.pause();
},
function (fn)
{
this.audioSprite.once('resume', function (sound)
{
this.text.setText('Resume sprite');
this.time.addEvent({
delay: 1500,
callback: fn,
callbackScope: this
});
}, this);
this.audioSprite.resume();
},
function (fn)
{
this.audioSprite.once('play', function (sound)
{
this.text.setText('Multiple sprites');
this.time.addEvent({
delay: 10000,
callback: fn,
callbackScope: this
});
}, this);
const sounds = [ '01', '02', '03', '03', '05' ];
for (let i = 0; i < sounds.length; i++)
{
this.time.addEvent({
delay: i * 2000,
callback: this.audioSprite.play.bind(this.audioSprite, sounds[i]),
callbackScope: this.audioSprite
});
}
},
function (fn)
{
this.audioSprite.once('play', function (sound)
{
this.text.setText('Loop sprite');
this.time.addEvent({
delay: 4000,
callback: fn,
callbackScope: this
});
}, this);
this.audioSprite.play('06', {
loop: true
});
},
function (fn)
{
this.tweens.add({
onStart: function ()
{
this.text.setText('Fade out sprite');
},
targets: this.audioSprite,
volume: 0,
ease: 'Linear',
duration: 4000,
onComplete: function ()
{
this.audioSprite.volume = 1;
this.audioSprite.stop();
fn();
}
});
}
];
audioSprite;
second;
first;
text;
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
const head = document.getElementsByTagName('head')[0];
const link = document.createElement('link');
link.rel = 'stylesheet';
link.href = 'https://fonts.googleapis.com/css?family=Sorts+Mill+Goudy';
head.appendChild(link);
this.load.image('prometheus', 'assets/pics/Prometheus Brings Fire To Mankind.jpg');
this.load.audio('overture', [
'assets/audio/Ludwig van Beethoven - The Creatures of Prometheus, Op. 43/Overture.ogg',
'assets/audio/Ludwig van Beethoven - The Creatures of Prometheus, Op. 43/Overture.mp3'
]);
this.load.audioSprite('creatures', 'assets/audio/Ludwig van Beethoven - The Creatures of Prometheus, Op. 43/sprites.json', [
'assets/audio/Ludwig van Beethoven - The Creatures of Prometheus, Op. 43/sprites.ogg',
'assets/audio/Ludwig van Beethoven - The Creatures of Prometheus, Op. 43/sprites.mp3'
]);
}
create ()
{
this.sound.pauseOnBlur = false;
const prometheus = this.add.image(400, 300, 'prometheus');
prometheus.setScale(600 / prometheus.height);
this.text = this.add.text(400, 300, 'Loading...', {
fontFamily: '\'Sorts Mill Goudy\', serif',
fontSize: 80,
color: '#fff',
align: 'center'
});
this.text.setOrigin(0.5);
this.text.setShadow(0, 1, '#888', 2);
this.first = this.sound.add('overture', { loop: true });
this.second = this.sound.add('overture', { loop: true });
this.audioSprite = this.sound.addAudioSprite('creatures');
this.enableInput.call(this);
}
chain (i)
{
return () =>
{
if (this.tests[i])
{
this.tests[i].call(this, this.chain.call(this, ++i));
}
else
{
this.text.setText('Complete!');
this.time.addEvent({
delay: 5000,
callback: this.enableInput,
callbackScope: this
});
}
};
}
enableInput ()
{
this.text.setText('Click to start');
this.input.once('pointerdown', function (pointer)
{
this.tests[0].call(this, this.chain.call(this, 1));
}, this);
}
}
/**
* @author Pavle Goloskokovic <[email protected]> (http://prunegames.com)
*
* Prometheus Brings Fire To Mankind - Painting by Heinrich Füger, 1817, Public Domain
* The Creatures of Prometheus, Op. 43, Overture - Music by Ludwig van Beethoven, 1801, Public Domain
*/
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
parent: 'game-container',
width: 800,
height: 600,
scene: Example,
audio: {
noAudio: true
}
};
const game = new Phaser.Game(config);