codecombat/app/lib/AudioPlayer.coffee

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CocoClass = require 'lib/CocoClass'
cache = {}
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{me} = require 'lib/auth'
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# Top 20 obscene words (plus 'fiddlesticks') will trigger swearing Simlish with *beeps*.
# Didn't like leaving so much profanity lying around in the source, so rot13'd.
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rot13 = (s) -> s.replace /[A-z]/g, (c) -> String.fromCharCode c.charCodeAt(0) + (if c.toUpperCase() <= 'M' then 13 else -13)
swears = (rot13 s for s in ['nefrubyr', 'nffubyr', 'onfgneq', 'ovgpu', 'oybbql', 'obyybpxf', 'ohttre', 'pbpx', 'penc', 'phag', 'qnza', 'qnea', 'qvpx', 'qbhpur', 'snt', 'shpx', 'cvff', 'chffl', 'fuvg', 'fyhg', 'svqqyrfgvpxf'])
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# IE(11, 10, 9) throws an exception if createjs.FlashPlugin is undefined
# Chrome and Firefox don't seem to care that it's undefined
if createjs.FlashPlugin?
soundPlugins = [createjs.WebAudioPlugin, createjs.FlashPlugin, createjs.HTMLAudioPlugin]
else
soundPlugins = [createjs.WebAudioPlugin, createjs.HTMLAudioPlugin]
createjs.Sound.registerPlugins(soundPlugins)
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class Manifest
constructor: -> @storage = {}
add: (filename, group='misc') ->
name = name or filename
@storage[group] = [] unless @storage[group]?
return if filename in @storage[group]
@storage[group].push(filename)
addPrimarySound: (filename) -> @add(filename, 'primarySounds')
addSecondarySound: (filename) -> @add(filename, 'secondarySounds')
getData: -> return @storage
class Media
constructor: (name) -> @name = name if name
loaded: false
data: null
progress: 0.0
error: null
name: ''
class AudioPlayer extends CocoClass
subscriptions:
'audio-player:play-sound': (e) -> @playInterfaceSound e.trigger, e.volume
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constructor: () ->
super()
@ext = if createjs.Sound.getCapability('mp3') then '.mp3' else '.ogg'
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@camera = null
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@listenToSound()
@createNewManifest()
@soundsToPlayWhenLoaded = {}
createNewManifest: ->
@manifest = new Manifest()
listenToSound: ->
# I would like to go through PreloadJS to organize loading by queue, but
# when I try to set it up, I get an error with the Sound plugin.
# So for now, we'll just load through SoundJS instead.
createjs.Sound.on 'fileload', @onSoundLoaded
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applyPanning: (options, pos) ->
sup = @camera.worldToSurface pos
svp = @camera.surfaceViewport
pan = Math.max -1, Math.min 1, ((sup.x - svp.x) - svp.width / 2) / svp.width
dst = @camera.distanceRatioTo pos
vol = Math.min 1, options.volume / Math.pow (dst + 0.2), 2
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volume: options.volume, delay: options.delay, pan: pan
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# PUBLIC LOADING METHODS
soundForDialogue: (message, soundTriggers) ->
if _.isArray message then message = message.join ' '
return message unless _.isString message
return null unless say = soundTriggers?.say
message = _.string.slugify message
return sound if sound = say[message]
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if _.string.startsWith message, 'attack'
return sound if sound = say.attack
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defaults = say.defaultSimlish
if say.swearingSimlish?.length and _.find(swears, (s) -> message.search(s) isnt -1)
defaults = say.swearingSimlish
return null unless defaults?.length
return defaults[message.length % defaults.length]
preloadInterfaceSounds: (names) ->
for name in names
filename = "/file/interface/#{name}#{@ext}"
@preloadSound filename, name
playInterfaceSound: (name, volume=1) ->
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filename = "/file/interface/#{name}#{@ext}"
if @hasLoadedSound filename
@playSound name, volume
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else
@preloadInterfaceSounds [name] unless filename of cache
@soundsToPlayWhenLoaded[name] = volume
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playSound: (name, volume=1, delay=0, pos=null) ->
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return console.error 'Trying to play empty sound?' unless name
audioOptions = {volume: volume, delay: delay}
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filename = if _.string.startsWith(name, '/file/') then name else '/file/' + name
unless @hasLoadedSound filename
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@soundsToPlayWhenLoaded[name] = audioOptions.volume
audioOptions = @applyPanning audioOptions, pos if @camera and not @camera.destroyed and pos
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instance = createjs.Sound.play name, audioOptions
# For some reason, individual sound volume control doesn't work any more.
# I tried updating to SoundJS NEXT on 2014-09-10, but couldn't get any sounds to play with that one.
#console.log 'got instance with volume', instance.volume, instance._volume, instance.gainNode?.gain.value
instance
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hasLoadedSound: (filename, name) ->
return false unless filename of cache
return false unless createjs.Sound.loadComplete filename
true
# TODO: load Interface sounds somehow, somewhere, somewhen
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preloadSoundReference: (sound) ->
return unless name = @nameForSoundReference sound
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filename = '/file/' + name
@preloadSound filename, name
filename
nameForSoundReference: (sound) ->
sound[@ext.slice(1)] # mp3 or ogg
preloadSound: (filename, name) ->
return unless filename
return if filename of cache
name ?= filename
# SoundJS flips out if you try to register the same file twice
result = createjs.Sound.registerSound(filename, name, 1) # 1: 1 channel
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cache[filename] = new Media(name)
# PROGRESS CALLBACKS
onSoundLoaded: (e) =>
media = cache[e.src]
return if not media
media.loaded = true
media.progress = 1.0
if volume = @soundsToPlayWhenLoaded[media.name]
@playSound media.name, volume
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@soundsToPlayWhenLoaded[media.name] = false
@notifyProgressChanged()
onSoundLoadError: (e) =>
console.error 'Could not load sound', e
notifyProgressChanged: ->
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Backbone.Mediator.publish('audio-player:loaded', {sender: @})
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getStatus: (src) ->
return cache[src] or null
module.exports = new AudioPlayer()