Jose_Tri Posted July 28, 2016 Share Posted July 28, 2016 Hi people . When the game starts I load many files like sounds. After ending the load, I want to load more sounds but will not let me , I would not find them in cache and if I put the game.load.start () function gives me error. You can not load after ? Link to comment Share on other sites More sharing options...
smatt Posted July 29, 2016 Share Posted July 29, 2016 Maybe this can help you: Link to comment Share on other sites More sharing options...
Tom Atom Posted July 29, 2016 Share Posted July 29, 2016 Hi, in not so far past, there was ugly bug in Chrome for Android, where decoding of music took ages. So, in my games I loaded only short intro music in preloader and rest of the music was loaded on background during gameplay. Here is class (Typescript) I used for it. I had musics named Music0 to Music3 (value of Global.MAX_MUSIC = 4) What it does is: it creates new Phaser.Loader in conctructor. When I call loadMusic, it adds all music files to loader and starts loading. Whenever file is loaded, it calls onFileLoaded callback in which I can do whatever I need with fresh loaded file. In game I am playing all musics one after another starting from random one. Last method returns name of music to play - it checks whether it is loaded and decoded - it either return next music or any music available for playing or in worst case null if no music is ready. module Shards { export class MusicManager { private _game: Phaser.Game; private _loader: Phaser.Loader; private _musicToPlay: number; // ------------------------------------------------------------------------- public constructor(game: Phaser.Game) { this._game = game; this._loader = new Phaser.Loader(game); this._musicToPlay = -1; } // ------------------------------------------------------------------------- public loadMusic(): void { // load music var path = "assets/"; for (var i = 0; i < Global.MAX_MUSIC; i++) { var music = "Music" + i; console.log("loading music ..." + music); /* if (this.game.device.ie && this.game.device.ieVersion <= 10) { this._loader.audio(music, [path + music + ".mp3"]); } else */ { this._loader.audio(music, [path + music + ".ogg", path + music + ".m4a"]); } } this._loader.onFileComplete.add(this.onFileComplete, this); this._loader.start(); } // ------------------------------------------------------------------------- public onFileComplete(progress: number, cacheKey: string, success: boolean, totalLoaded: number, totalFiles: number): void { //console.log("file loaded " + cacheKey + " adding to audio"); var music = this._game.add.audio(cacheKey); Utils.AudioUtils.addMusic(cacheKey, music); } // ------------------------------------------------------------------------- public getMusic(): string { var index = this._musicToPlay; if (index === -1) { index = this._game.rnd.integerInRange(0, Global.MAX_MUSIC - 1); this._musicToPlay = index; } do { var musicName = "Music" + index; console.log("request to play music ..." + musicName); if (this._game.cache.getSound(musicName) && this._game.cache.isSoundDecoded(musicName)) { // index for next music this._musicToPlay = (index + 1) % Global.MAX_MUSIC; console.log("returning music " + musicName); return musicName; } index = (index + 1) % Global.MAX_MUSIC; } while (index !== this._musicToPlay); return null; } } } Link to comment Share on other sites More sharing options...
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