/*
* FlashSoundInstance
* Visit http://createjs.com/ for documentation, updates and examples.
*
*
* Copyright (c) 2012 gskinner.com, inc.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* @module SoundJS
*/
// namespace:
this.createjs = this.createjs || {};
(function () {
"use strict";
/**
* FlashAudioSoundInstance extends the base api of {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} and is used by
* {{#crossLink "FlashAudioPlugin"}}{{/crossLink}}.
*
* NOTE audio control is shuttled to a flash player instance via the flash reference.
*
* @param {String} src The path to and file name of the sound.
* @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds.
* @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds.
* @param {Object} playbackResource Any resource needed by plugin to support audio playback.
* @class FlashAudioSoundInstance
* @extends AbstractSoundInstance
* @constructor
*/
function FlashAudioSoundInstance(src, startTime, duration, playbackResource) {
this.AbstractSoundInstance_constructor(src, startTime, duration, playbackResource);
// Public Properties
/**
* ID used to facilitate communication with flash.
* Not doc'd because this should not be altered externally
* #property flashId
* @type {String}
*/
this.flashId = null; // To communicate with Flash
if(s._flash == null) { s._instances.push(this); }
};
var p = createjs.extend(FlashAudioSoundInstance, createjs.AbstractSoundInstance);
// TODO: deprecated
// p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.
// Static Propeties
var s = FlashAudioSoundInstance;
/**
* A reference to the Flash instance that gets created.
* #property flash
* @type {Object | Embed}
*/
s._flash = null;
/**
* A list of loader instances that tried to load before _flash was set
* #property _preloadInstances
* @type {Array}
* @private
*/
s._instances = [];
/**
* Set the Flash instance on the class, and start loading on any instances that had load called
* before flash was ready
* #method setFlash
* @param flash Flash instance that handles loading and playback
*/
s.setFlash = function(flash) {
s._flash = flash;
for(var i = s._instances.length; i--; ) {
var o = s._instances.pop();
o._setDurationFromSource();
}
};
// Public Methods
// TODO change flash.setLoop to mimic remove and add??
p.setLoop = function (value) {
if(this.flashId!= null) {
s._flash.setLoop(this.flashId, value);
}
this._loop = value;
};
p.toString = function () {
return "[FlashAudioSoundInstance]"
};
// Private Methods
p._updateVolume = function() {
if (this.flashId == null) { return; }
s._flash.setVolume(this.flashId, this._volume)
};
p._updatePan = function () {
if (this.flashId == null) { return; }
s._flash.setPan(this.flashId, this._pan);
};
p._setDurationFromSource = function() {
this._duration = s._flash.getDurationBySrc(this.src);
};
p._interrupt = function () {
if(this.flashId == null) { return; }
s._flash.interrupt(this.flashId); // OJR this is redundant, cleanup calls stop that does the same thing anyway
this.AbstractSoundInstance__interrupt();
};
p._handleCleanUp = function () {
s._flash.stopSound(this.flashId);
this._sendEvent(createjs.FlashAudioPlugin._UNREG_FLASHID);
this.flashId = null;
};
p._beginPlaying = function (playProps) {
if (s._flash == null) { return false; }
this.setPosition(playProps.offset);
this.setLoop(playProps.loop);
this.setVolume(playProps.volume);
this.setPan(playProps.pan);
if (playProps.startTime != null) {
this.setStartTime(playProps.startTime);
this.setDuration(playProps.duration);
}
this._paused = false;
this.flashId = s._flash.playSound(this.src, this._position, this._loop, this._volume, this._pan, this._startTime, this._duration);
if (this.flashId == null) {
this._playFailed();
return false;
}
if (this._muted) {this.setMute(true);}
this._sendEvent(createjs.FlashAudioPlugin._REG_FLASHID);
this.playState = createjs.Sound.PLAY_SUCCEEDED;
this._sendEvent("succeeded");
return true;
};
p._pause = function () {
if(this.flashId == null) { return; }
this._position = this._calculateCurrentPosition();
s._flash.pauseSound(this.flashId);
};
p._resume = function () {
if(this.flashId == null) { return; }
s._flash.resumeSound(this.flashId);
};
p._handleStop = function () {
if(this.flashId == null) { return; }
s._flash.stopSound(this.flashId);
};
p._updateVolume = function () {
var newVolume = this._muted ? 0 : this._volume;
s._flash.setVolume(this.flashId, newVolume);
};
// TODO remove unused .muteSound and .unmuteSound from Flash
p._calculateCurrentPosition = function() {
return s._flash.getPosition(this.flashId);
};
p._updatePosition = function() {
if(this.flashId == null) { return; }
s._flash.setPosition(this.flashId, this._position);
};
// Flash callbacks, only exist in FlashAudioPlugin
/**
* Called from Flash. Lets us know flash has finished playing a sound.
* #method handleSoundFinished
* @protected
*/
p.handleSoundFinished = function () {
this._loop = 0;
this._handleSoundComplete();
};
/**
* Called from Flash. Lets us know that flash has played a sound to completion and is looping it.
* #method handleSoundLoop
* @protected
*/
p.handleSoundLoop = function () {
this._loop--;
this._sendEvent("loop");
};
createjs.FlashAudioSoundInstance = createjs.promote(FlashAudioSoundInstance, "AbstractSoundInstance");
}());