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If external code can ‘play’, it should be able to ‘load’. Resolves compile error in Blockly Games. Feel free to push back if this API shouldn’t be public. Also fix compiler warnings on block defs. ‘undefined’ means undefined, ‘=‘ means optional.
156 lines
4.5 KiB
JavaScript
156 lines
4.5 KiB
JavaScript
/**
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* @license
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* Visual Blocks Editor
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*
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* Copyright 2017 Google Inc.
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* https://developers.google.com/blockly/
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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/**
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* @fileoverview Object in charge of loading, storing, and playing audio for a
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* workspace.
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* @author fenichel@google.com (Rachel Fenichel)
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*/
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'use strict';
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goog.provide('Blockly.WorkspaceAudio');
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/**
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* Class for loading, storing, and playing audio for a workspace.
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* @param {Blockly.WorkspaceSvg} parentWorkspace The parent of the workspace
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* this audio object belongs to, or null.
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* @constructor
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*/
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Blockly.WorkspaceAudio = function(parentWorkspace) {
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/**
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* The parent of the workspace this object belongs to, or null. May be
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* checked for sounds that this object can't find.
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* @type {Blockly.WorkspaceSvg}
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* @private
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*/
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this.parentWorkspace_ = parentWorkspace;
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/**
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* Database of pre-loaded sounds.
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* @private
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* @const
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*/
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this.SOUNDS_ = Object.create(null);
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};
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/**
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* Time that the last sound was played.
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* @type {Date}
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* @private
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*/
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Blockly.WorkspaceAudio.prototype.lastSound_ = null;
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/**
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* Dispose of this audio manager.
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* @package
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*/
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Blockly.WorkspaceAudio.prototype.dispose = function() {
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this.parentWorkspace_ = null;
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this.SOUNDS_ = null;
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};
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/**
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* Load an audio file. Cache it, ready for instantaneous playing.
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* @param {!Array.<string>} filenames List of file types in decreasing order of
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* preference (i.e. increasing size). E.g. ['media/go.mp3', 'media/go.wav']
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* Filenames include path from Blockly's root. File extensions matter.
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* @param {string} name Name of sound.
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*/
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Blockly.WorkspaceAudio.prototype.load = function(filenames, name) {
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if (!filenames.length) {
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return;
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}
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try {
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var audioTest = new window['Audio']();
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} catch (e) {
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// No browser support for Audio.
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// IE can throw an error even if the Audio object exists.
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return;
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}
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var sound;
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for (var i = 0; i < filenames.length; i++) {
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var filename = filenames[i];
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var ext = filename.match(/\.(\w+)$/);
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if (ext && audioTest.canPlayType('audio/' + ext[1])) {
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// Found an audio format we can play.
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sound = new window['Audio'](filename);
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break;
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}
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}
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if (sound && sound.play) {
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this.SOUNDS_[name] = sound;
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}
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};
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/**
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* Preload all the audio files so that they play quickly when asked for.
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* @package
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*/
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Blockly.WorkspaceAudio.prototype.preload = function() {
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for (var name in this.SOUNDS_) {
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var sound = this.SOUNDS_[name];
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sound.volume = 0.01;
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sound.play();
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sound.pause();
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// iOS can only process one sound at a time. Trying to load more than one
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// corrupts the earlier ones. Just load one and leave the others uncached.
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if (goog.userAgent.IPAD || goog.userAgent.IPHONE) {
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break;
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}
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}
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};
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/**
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* Play a named sound at specified volume. If volume is not specified,
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* use full volume (1).
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* @param {string} name Name of sound.
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* @param {number=} opt_volume Volume of sound (0-1).
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*/
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Blockly.WorkspaceAudio.prototype.play = function(name, opt_volume) {
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var sound = this.SOUNDS_[name];
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if (sound) {
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// Don't play one sound on top of another.
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var now = new Date;
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if (this.lastSound_ != null &&
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now - this.lastSound_ < Blockly.SOUND_LIMIT) {
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return;
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}
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this.lastSound_ = now;
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var mySound;
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var ie9 = goog.userAgent.DOCUMENT_MODE &&
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goog.userAgent.DOCUMENT_MODE === 9;
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if (ie9 || goog.userAgent.IPAD || goog.userAgent.ANDROID) {
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// Creating a new audio node causes lag in IE9, Android and iPad. Android
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// and IE9 refetch the file from the server, iPad uses a singleton audio
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// node which must be deleted and recreated for each new audio tag.
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mySound = sound;
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} else {
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mySound = sound.cloneNode();
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}
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mySound.volume = (opt_volume === undefined ? 1 : opt_volume);
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mySound.play();
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} else if (this.parentWorkspace_) {
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// Maybe a workspace on a lower level knows about this sound.
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this.parentWorkspace_.getAudioManager().play(name, opt_volume);
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}
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};
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