flutter/examples/game/lib/sound.dart
2015-08-13 16:00:29 -07:00

159 lines
3.7 KiB
Dart

part of sprites;
// TODO: The sound effects should probably use Android's SoundPool instead of
// MediaPlayer as it is more efficient and flexible for playing back sound effects
typedef void SoundCompleteCallback();
class SoundEffect {
SoundEffect(this._url);
// TODO: Remove load method from SoundEffect
Future load() async {
UrlResponse response = await fetchUrl(_url);
_data = response.body;
}
String _url;
Object _data;
}
class SoundEffectStream {
SoundEffectStream(
this.sound,
this.tag,
this.loop,
this.volume,
this.pitch,
this.pan,
this.callback
);
// TODO: Make these properties work
SoundEffect sound;
bool playing = false;
bool loop = false;
double volume = 1.0;
double pitch = 1.0;
double pan = 0.0;
Object tag;
// TODO: Implement completion callback. On completion, sounds should
// also be removed from the list of playing sounds.
SoundCompleteCallback callback;
MediaPlayerProxy _player;
}
SoundEffectPlayer _sharedSoundPool;
class SoundEffectPlayer {
static SoundEffectPlayer sharedInstance() {
if (_sharedSoundPool == null) {
_sharedSoundPool = new SoundEffectPlayer();
}
return _sharedSoundPool;
}
SoundEffectPlayer() {
_mediaService = new MediaServiceProxy.unbound();
shell.requestService(null, _mediaService);
}
MediaServiceProxy _mediaService;
List<SoundEffectStream> _playingSounds = [];
// TODO: This should no longer be needed when moving to SoundPool backing
Map<SoundEffect,MediaPlayerProxy> _mediaPlayers = {};
Future _prepare(SoundEffectStream playingSound) async {
await playingSound._player.ptr.prepare(playingSound.sound._data);
}
// TODO: Move sound loading here
// TODO: Support loading sounds from bundles
// Future<SoundEffect> load(url) async {
// ...
// }
// TODO: Add sound unloader
// unload(SoundEffect effect) {
// ...
// }
// TODO: Add paused property (should pause playback of all sounds)
bool paused;
SoundEffectStream play(
SoundEffect sound,
[Object tag,
bool loop = false,
double volume = 1.0,
double pitch = 1.0,
double pan = 0.0,
SoundCompleteCallback callback = null]) {
// Create new PlayingSound object
SoundEffectStream playingSound = new SoundEffectStream(
sound,
tag,
loop,
volume,
pitch,
pan,
callback
);
// TODO: Replace this with calls to SoundPool
if (_mediaPlayers[sound] == null) {
// Create player
playingSound._player = new MediaPlayerProxy.unbound();
_mediaService.ptr.createPlayer(playingSound._player);
// Prepare sound, then play it
_prepare(playingSound).then((_) {
playingSound._player.ptr.seekTo(0);
playingSound._player.ptr.start();
});
_playingSounds.add(playingSound);
_mediaPlayers[sound] = playingSound._player;
} else {
// Reuse player
playingSound._player = _mediaPlayers[sound];
playingSound._player.ptr.seekTo(0);
playingSound._player.ptr.start();
}
return playingSound;
}
void stop(Object tag) {
for (int i = _playingSounds.length; i >= 0; i--) {
SoundEffectStream playingSound = _playingSounds[i];
if (playingSound.tag == tag) {
playingSound._player.ptr.pause();
_playingSounds.removeAt(i);
}
}
}
List<SoundEffectStream> playingSoundsForTag(Object tag) {
List<SoundEffectStream> list = [];
for (SoundEffectStream playingSound in _playingSounds) {
if (playingSound.tag == tag) {
list.add(playingSound);
}
}
return list;
}
void stopAll() {
for (SoundEffectStream playingSound in _playingSounds) {
playingSound._player.ptr.pause();
}
_playingSounds = [];
}
}