1 /****************************************************************************
  2  Copyright (c) 2011-2012 cocos2d-x.org
  3  Copyright (c) 2013-2014 Chukong Technologies Inc.
  4 
  5  http://www.cocos2d-x.org
  6 
  7  Permission is hereby granted, free of charge, to any person obtaining a copy
  8  of this software and associated documentation files (the "Software"), to deal
  9  in the Software without restriction, including without limitation the rights
 10  to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
 11  copies of the Software, and to permit persons to whom the Software is
 12  furnished to do so, subject to the following conditions:
 13 
 14  The above copyright notice and this permission notice shall be included in
 15  all copies or substantial portions of the Software.
 16 
 17  THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
 18  IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
 19  FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
 20  AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
 21  LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
 22  OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
 23  THE SOFTWARE.
 24  ****************************************************************************/
 25 
 26 /**
 27  * The audio component for Cocostudio.
 28  * @class
 29  * @extends ccs.Component
 30  */
 31 ccs.ComAudio = ccs.Component.extend(/** @lends ccs.ComAudio# */{
 32     _filePath: "",
 33     _loop: false,
 34 
 35     /**
 36      * Construction of ccs.ComAudio
 37      */
 38     ctor: function () {
 39         cc.Component.prototype.ctor.call(this);
 40         this._name = "Audio";
 41         ccs.ComAudio.prototype.init.call(this);
 42     },
 43 
 44     /**
 45      * Initializes a ccs.ComAudio.
 46      * @returns {boolean}
 47      */
 48     init: function () {
 49         return true;
 50     },
 51 
 52     /**
 53      * The callback calls when a audio component enter stage.
 54      * @override
 55      */
 56     onExit: function () {
 57         this.stopBackgroundMusic(true);
 58         this.stopAllEffects();
 59     },
 60 
 61     /**
 62      * Stops all audios.
 63      */
 64     end: function () {
 65         cc.audioEngine.end();
 66     },
 67 
 68     /**
 69      * Preload background music resource
 70      * @param {String} pszFilePath
 71      */
 72     preloadBackgroundMusic: function (pszFilePath) {
 73         cc.loader.load(pszFilePath);
 74     },
 75 
 76     /**
 77      * Play background music
 78      * @param {String} [pszFilePath]
 79      * @param {Boolean} [loop]
 80      */
 81     playBackgroundMusic: function (pszFilePath, loop) {
 82         if(pszFilePath){
 83             cc.audioEngine.playMusic(pszFilePath, loop);
 84         }else{
 85             cc.audioEngine.playMusic(this._filePath, this._loop);
 86         }
 87     },
 88 
 89     /**
 90      * Stop background music
 91      * @param {String} releaseData
 92      */
 93     stopBackgroundMusic: function (releaseData) {
 94         cc.audioEngine.stopMusic(releaseData);
 95     },
 96 
 97     /**
 98      * Pause background music
 99      */
100     pauseBackgroundMusic: function () {
101         cc.audioEngine.pauseMusic();
102     },
103 
104     /**
105      * Resume background music
106      */
107     resumeBackgroundMusic: function () {
108         cc.audioEngine.resumeMusic();
109     },
110 
111     /**
112      * Rewind background music
113      */
114     rewindBackgroundMusic: function () {
115         cc.audioEngine.rewindMusic();
116     },
117 
118     /**
119      * Indicates whether any background music can be played or not.
120      * @returns {boolean}
121      */
122     willPlayBackgroundMusic: function () {
123         return cc.audioEngine.willPlayMusic();
124     },
125 
126     /**
127      * Whether the music is playing.
128      * @returns {Boolean}
129      */
130     isBackgroundMusicPlaying: function () {
131         return cc.audioEngine.isMusicPlaying();
132     },
133 
134     /**
135      * The volume of the music max value is 1.0,the min value is 0.0 .
136      * @returns {Number}
137      */
138     getBackgroundMusicVolume: function () {
139         return cc.audioEngine.getMusicVolume();
140     },
141 
142     /**
143      * Set the volume of music.
144      * @param {Number} volume   must be in 0.0~1.0 .
145      */
146     setBackgroundMusicVolume: function (volume) {
147         cc.audioEngine.setMusicVolume(volume);
148     },
149 
150     /**
151      * The volume of the effects max value is 1.0,the min value is 0.0 .
152      * @returns {Number}
153      */
154     getEffectsVolume: function () {
155         return cc.audioEngine.getEffectsVolume();
156     },
157 
158     /**
159      * Set the volume of sound effects.
160      * @param {Number} volume
161      */
162     setEffectsVolume: function (volume) {
163         cc.audioEngine.setEffectsVolume(volume);
164     },
165 
166     /**
167      * Play sound effect.
168      * @param {String} [pszFilePath]
169      * @param {Boolean} [loop]
170      * @returns {Boolean}
171      */
172     playEffect: function (pszFilePath, loop) {
173         if (pszFilePath)
174             return cc.audioEngine.playEffect(pszFilePath, loop);
175          else
176             return cc.audioEngine.playEffect(this._filePath, this._loop);
177     },
178 
179     /**
180      * Pause playing sound effect.
181      * @param {Number} soundId
182      */
183     pauseEffect: function (soundId) {
184         cc.audioEngine.pauseEffect(soundId);
185     },
186 
187     /**
188      * Pause all effects
189      */
190     pauseAllEffects: function () {
191         cc.audioEngine.pauseAllEffects();
192     },
193 
194     /**
195      * Resume effect
196      * @param {Number} soundId
197      */
198     resumeEffect: function (soundId) {
199         cc.audioEngine.resumeEffect(soundId);
200     },
201 
202     /**
203      * Resume all effects
204      */
205     resumeAllEffects: function () {
206         cc.audioEngine.resumeAllEffects();
207     },
208 
209     /**
210      * Stop effect
211      * @param {Number} soundId
212      */
213     stopEffect: function (soundId) {
214         cc.audioEngine.stopEffect(soundId);
215     },
216 
217     /**
218      * stop all effects
219      */
220     stopAllEffects: function () {
221         cc.audioEngine.stopAllEffects();
222     },
223 
224     /**
225      * Preload effect
226      * @param {String} pszFilePath
227      */
228     preloadEffect: function (pszFilePath) {
229         cc.loader.getRes(pszFilePath);
230         this.setFile(pszFilePath);
231         this.setLoop(false);
232     },
233 
234     /**
235      * Unload effect
236      * @param {String} pszFilePath
237      */
238     unloadEffect: function (pszFilePath) {
239         cc.audioEngine.unloadEffect(pszFilePath);
240     },
241 
242     /**
243      * File path setter
244      * @param {String} pszFilePath
245      */
246     setFile: function (pszFilePath) {
247         this._filePath = pszFilePath;
248     },
249 
250     /**
251      * Sets audio component whether plays loop
252      * @param {Boolean} loop
253      */
254     setLoop: function (loop) {
255         this._loop = loop;
256     },
257 
258     /**
259      * Returns the file path of audio component.
260      * @returns {string}
261      */
262     getFile: function () {
263         return this._filePath;
264     },
265 
266     /**
267      * Returns audio component whether plays loop
268      * @returns {boolean}
269      */
270     isLoop: function () {
271         return this._loop;
272     }
273 });
274 
275 /**
276  * allocates and initializes a ComAudio.
277  * @deprecated since v3.0, please use new construction instead.
278  * @return {ccs.ComAudio}
279  * @example
280  * // example
281  * var com = ccs.ComAudio.create();
282  */
283 ccs.ComAudio.create = function () {
284     return new ccs.ComAudio();
285 };