84 lines
2.8 KiB
JavaScript
84 lines
2.8 KiB
JavaScript
/**
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* This file handles all sound assets, and loading them
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* To add a new sound asset:
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* 1) Make a mapping from the asset name to it's filename in soundAssetMap
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* 2) Define the SoundSnippet in soundAssets
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*
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* The preloader will handle asset loading for you.
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* Make sure to check the console for any errors with loading your file
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*/
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// A mapping of asset names to their files
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// This exists to give nicer names to files
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let soundAssetMap = {
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"debug-ding": "./assets/sounds/debug-ding.mp3",
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"footstep1":"./assets/sounds/footsteps/footstep1.mp3",
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"footstep2":"./assets/sounds/footsteps/footstep2.mp3",
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"footstep3":"./assets/sounds/footsteps/footstep3.mp3",
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"footstep4":"./assets/sounds/footsteps/footstep4.mp3",
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"footstep5":"./assets/sounds/footsteps/footstep5.mp3",
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"footstep6":"./assets/sounds/footsteps/footstep6.mp3"
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}
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// All available sounds
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let soundAssets = {
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debug_ding: new SoundSnippet("debug-ding", audioAssetType.sfx),
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footstep1: new SoundSnippet("footstep1", audioAssetType.sfx),
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footstep2: new SoundSnippet("footstep2", audioAssetType.sfx),
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footstep3: new SoundSnippet("footstep3", audioAssetType.sfx),
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footstep4: new SoundSnippet("footstep4", audioAssetType.sfx),
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footstep5: new SoundSnippet("footstep5", audioAssetType.sfx),
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footstep6: new SoundSnippet("footstep6", audioAssetType.sfx)
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}
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/**
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* Play a random footstep sound because ReAlIsM
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*/
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function playRandomFootstep() {
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// There has to be a one-liner somewhere in the game...
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[soundAssets.footstep1, soundAssets.footstep2, soundAssets.footstep3, soundAssets.footstep4, soundAssets.footstep5, soundAssets.footstep6][Math.min(Math.floor(Math.random() * Object.keys(soundAssets).length - 1), Object.keys(soundAssets).length - 1)].play();
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}
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/**
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* Cache all sounds in browser, then notify a callback of success
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* @param {function} callback Callback for completion
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*/
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function preCacheSounds(callback) {
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// Counter for number of sounds cached
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let cachedCount = 0;
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Object.keys(soundAssets).forEach((key) => {
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// Get the SoundSnippet
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let sound = soundAssets[key];
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// Cache the sound
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sound.cache(() => {
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// Incr the cache count
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cachedCount += 1;
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// If this is the last sound, fire off the callback
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if (cachedCount == Object.keys(soundAssets).length) {
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callback();
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}
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});
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});
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// Spawn a notifier for loading issues
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setTimeout(() => {
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// If not all sounds have been cached by the time this is called, send a warning
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if (cachedCount < Object.keys(soundAssets).length) {
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console.warn(`[preCacheSounds] Only ${cachedCount} of ${Object.keys(soundAssets).length} sounds have been cached after 2 seconds. Is there a missing asset? or is the user on a slow connection?`);
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}
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}, 2000);
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} |