Audio Control: Volume, Mute, Rate, and Detune
Adjust volume, mute status, playback rate, and detune for individual sounds and the global Sound Manager, while syncing sprite animation speed to the audio rate.
800 × 600
class Example extends Phaser.Scene
{
soundRight;
soundLeft;
horseRight;
horseLeft;
i = 0;
horseFrames = [];
init ()
{
for (let i = 0; i < 12; i++)
{
this.horseFrames.push({
key: `horse${(`0${i}`).slice(-2)}`,
frame: '__BASE'
});
}
}
preload ()
{
this.load.setBaseURL('https://cdn.phaserfiles.com/v410');
this.load.bitmapFont('atari-classic', 'assets/fonts/bitmap/atari-classic.png', 'assets/fonts/bitmap/atari-classic.xml');
// Loading horse animation
for (let i = 0; i < this.horseFrames.length; i++)
{
this.load.image(this.horseFrames[i].key, `assets/animations/horse/frame_` + ('0' + i).slice(-2) + `_delay-0.05s.png`);
}
// Loading music
this.load.audio('left', [
'assets/audio/Rossini - William Tell Overture (8 Bits Version)/left.ogg',
'assets/audio/Rossini - William Tell Overture (8 Bits Version)/left.mp3'
]);
this.load.audio('right', [
'assets/audio/Rossini - William Tell Overture (8 Bits Version)/right.ogg',
'assets/audio/Rossini - William Tell Overture (8 Bits Version)/right.mp3'
]);
}
create ()
{
this.anims.create({
key: 'horse',
frames: this.horseFrames,
frameRate: 20,
repeat: -1
});
this.horseLeft = this.add.sprite(200, 300, 'horse09');
this.horseLeft.setScale(400 / 480);
this.horseRight = this.add.sprite(600, 300, 'horse10');
this.horseRight.setScale(400 / 480);
this.soundLeft = this.sound.add('left');
this.soundLeft.play({
loop: true
});
this.soundRight = this.sound.add('right');
this.soundRight.play({
loop: true
});
if (this.sound.locked)
{
const text = this.add.bitmapText(400, 50, 'atari-classic', 'Tap to start', 40);
text.x -= Math.round(text.width / 2);
text.y -= Math.round(text.height / 2);
this.sound.once('unlocked', function (soundManager)
{
text.visible = false;
this.start.call(this);
}, this);
}
else
{
this.start.call(this);
}
}
update ()
{
this.horseLeft.anims.timeScale = this.soundLeft.totalRate;
this.horseRight.anims.timeScale = this.soundRight.totalRate;
this.horseLeft.setAlpha(this.sound.volume * this.soundLeft.volume);
this.horseRight.setAlpha(this.sound.volume * this.soundRight.volume);
this.horseLeft.visible = !this.sound.mute && !this.soundLeft.mute;
this.horseRight.visible = !this.sound.mute && !this.soundRight.mute;
}
start ()
{
this.horseLeft.play('horse');
this.horseRight.play('horse');
const gui = new dat.GUI();
const sm = gui.addFolder('Sound Manager');
sm.add(this.sound, 'mute').listen();
sm.add(this.sound, 'volume', 0, 1).listen();
sm.add(this.sound, 'rate', 0.5, 2).listen();
sm.add(this.sound, 'detune', -1200, 1200).step(50).listen();
sm.open();
const sl = gui.addFolder('Left');
sl.add(this.soundLeft, 'mute').listen();
sl.add(this.soundLeft, 'volume', 0, 1).listen();
sl.add(this.soundLeft, 'rate', 0.5, 2).listen();
sl.add(this.soundLeft, 'detune', -1200, 1200).step(50).listen();
sl.open();
const sr = gui.addFolder('Right');
sr.add(this.soundRight, 'mute').listen();
sr.add(this.soundRight, 'volume', 0, 1).listen();
sr.add(this.soundRight, 'rate', 0.5, 2).listen();
sr.add(this.soundRight, 'detune', -1200, 1200).step(50).listen();
sr.open();
}
}
/**
* @author Pavle Goloskokovic <[email protected]> (http://prunegames.com)
*
* Images by Walter Newton (http://walternewton.tumblr.com/post/58684376490/like-a-train-in-the-night)
* Music by Classical 8 Bit (http://classical8bit.tumblr.com/) / CC BY
*/
const config = {
scale: { mode: Phaser.Scale.FIT },
type: Phaser.AUTO,
parent: 'game-container',
width: 800,
height: 600,
scene: Example,
pixelArt: true
};
const game = new Phaser.Game(config);