Posts Tagged ‘GAMES’

AS3 SoundManager Class for Flash Updated for Tweener

Friday, January 16th, 2009

I use a SoundManager class for games and interactives that require it which I picked up at evolve by Matt Przybylski.  But I sometimes need to use Tweener rather than TweenLite depending on what the project uses already. So here is the class updated with Tweener.  Just grab the latest Tweener to work with this.  Sound is one of those things like tweening, it is easier to reuse code if everyone uses common libraries.

package game.util
{
	import caurina.transitions.properties.SoundShortcuts;
	import flash.media.Sound;
	import flash.media.SoundChannel;
	import flash.media.SoundLoaderContext;
	import flash.media.SoundTransform;
	import flash.net.URLRequest;
	import flash.utils.Dictionary;
	import flash.utils.getQualifiedClassName;
	import caurina.transitions.*;
	/**
	 * The SoundManager is a singleton that allows you to have various ways to control sounds in your project.
	 *

	 * The SoundManager can load external or library sounds, pause/mute/stop/control volume for one or more sounds at a time,
	 * fade sounds up or down, and allows additional control to sounds not readily available through the default classes.
	 *

	 * This class is dependent on TweenLite (http://www.tweenlite.com) to aid in easily fading the volume of the sound.
	 *
	 * @author Matt Przybylski [http://www.reintroducing.com]
	 * @version 1.0
	 *
	 * @author Ryan Christensen (http://drawlogic.com)
	 * @version 1.1 - added Tweener support and removed TweenLite support
	 */
	public class SoundManager
	{
//- PRIVATE & PROTECTED VARIABLES -------------------------------------------------------------------------
		// singleton instance
		private static var _instance:SoundManager;
		private static var _allowInstance:Boolean;
		private var _soundsDict:Dictionary;
		private var _sounds:Array;
//- PUBLIC & INTERNAL VARIABLES ---------------------------------------------------------------------------
//- CONSTRUCTOR -------------------------------------------------------------------------------------------
		// singleton instance of SoundManager
		public static function getInstance():SoundManager
		{
			if (SoundManager._instance == null)
			{
				SoundManager._allowInstance = true;
				SoundManager._instance = new SoundManager();
				SoundManager._allowInstance = false;
			}
			return SoundManager._instance;
		}
		public function SoundManager()
		{
			this._soundsDict = new Dictionary(true);
			this._sounds = new Array();
			if (!SoundManager._allowInstance)
			{
				throw new Error("Error: Use SoundManager.getInstance() instead of the new keyword.");
			}
		}
//- PRIVATE & PROTECTED METHODS ---------------------------------------------------------------------------
//- PUBLIC & INTERNAL METHODS -----------------------------------------------------------------------------
		/**
		 * Adds a sound from the library to the sounds dictionary for playing in the future.
		 *
		 * @param $linkageID The class name of the library symbol that was exported for AS
		 * @param $name The string identifier of the sound to be used when calling other methods on the sound
		 *
		 * @return Boolean A boolean value representing if the sound was added successfully
		 */
		public function addLibrarySound($linkageID:*, $name:String):Boolean
		{
			for (var i:int = 0; i < this._sounds.length; i++)
			{
				if (this._sounds[i].name == $name) return false;
			}
			var sndObj:Object = new Object();
			var snd:Sound = new $linkageID;
			sndObj.name = $name;
			sndObj.sound = snd;
			sndObj.channel = new SoundChannel();
			sndObj.position = 0;
			sndObj.paused = true;
			sndObj.volume = 1;
			sndObj.startTime = 0;
			sndObj.loops = 0;
			sndObj.pausedByAll = false;
			this._soundsDict[$name] = sndObj;
			this._sounds.push(sndObj);
			return true;
		}
		/**
		 * Adds an external sound to the sounds dictionary for playing in the future.
		 *
		 * @param $path A string representing the path where the sound is on the server
		 * @param $name The string identifier of the sound to be used when calling other methods on the sound
		 * @param $buffer The number, in milliseconds, to buffer the sound before you can play it (default: 1000)
		 * @param $checkPolicyFile A boolean that determines whether Flash Player should try to download a cross-domain policy file from the loaded sound's server before beginning to load the sound (default: false)
		 *
		 * @return Boolean A boolean value representing if the sound was added successfully
		 */
		public function addExternalSound($path:String, $name:String, $buffer:Number = 1000, $checkPolicyFile:Boolean = false):Boolean
		{
			for (var i:int = 0; i < this._sounds.length; i++)
			{
				if (this._sounds[i].name == $name) return false;
			}
			var sndObj:Object = new Object();
			var snd:Sound = new Sound(new URLRequest($path), new SoundLoaderContext($buffer, $checkPolicyFile));
			sndObj.name = $name;
			sndObj.sound = snd;
			sndObj.channel = new SoundChannel();
			sndObj.position = 0;
			sndObj.paused = true;
			sndObj.volume = 1;
			sndObj.startTime = 0;
			sndObj.loops = 0;
			sndObj.pausedByAll = false;
			this._soundsDict[$name] = sndObj;
			this._sounds.push(sndObj);
			return true;
		}

		/**
		 * Removes a sound from the sound dictionary.  After calling this, the sound will not be available until it is re-added.
		 *
		 * @param $name The string identifier of the sound to remove
		 *
		 * @return void
		 */
		public function removeSound($name:String):void
		{
			for (var i:int = 0; i < this._sounds.length; i++)
			{
				if (this._sounds[i].name == $name)
				{
					this._sounds[i] = null;
					this._sounds.splice(i, 1);
				}
			}
			delete this._soundsDict[$name];
		}
		/**
		 * Removes all sounds from the sound dictionary.
		 *
		 * @return void
		 */
		public function removeAllSounds():void
		{
			for (var i:int = 0; i < this._sounds.length; i++)
			{
				this._sounds[i] = null;
			}
			this._sounds = new Array();
			this._soundsDict = new Dictionary(true);
		}
		/**
		 * Plays or resumes a sound from the sound dictionary with the specified name.
		 *
		 * @param $name The string identifier of the sound to play
		 * @param $volume A number from 0 to 1 representing the volume at which to play the sound (default: 1)
		 * @param $startTime A number (in milliseconds) representing the time to start playing the sound at (default: 0)
		 * @param $loops An integer representing the number of times to loop the sound (default: 0)
		 *
		 * @return void
		 */
		public function playSound($name:String, $volume:Number = 1, $startTime:Number = 0, $loops:int = 0):void
		{
			var snd:Object = this._soundsDict[$name];
			snd.volume = $volume;
			snd.startTime = $startTime;
			snd.loops = $loops;
			if (snd.paused)
			{
				snd.channel = snd.sound.play(snd.position, snd.loops, new SoundTransform(snd.volume));
			}
			else
			{
				snd.channel = snd.sound.play($startTime, snd.loops, new SoundTransform(snd.volume));
			}
			snd.paused = false;
		}
		/**
		 * Stops the specified sound.
		 *
		 * @param $name The string identifier of the sound
		 *
		 * @return void
		 */
		public function stopSound($name:String):void
		{
			var snd:Object = this._soundsDict[$name];
			snd.paused = true;
			snd.channel.stop();
			snd.position = snd.channel.position;
		}
		/**
		 * Pauses the specified sound.
		 *
		 * @param $name The string identifier of the sound
		 *
		 * @return void
		 */
		public function pauseSound($name:String):void
		{
			var snd:Object = this._soundsDict[$name];
			snd.paused = true;
			snd.position = snd.channel.position;
			snd.channel.stop();
		}
		/**
		 * Plays all the sounds that are in the sound dictionary.
		 *
		 * @param $useCurrentlyPlayingOnly A boolean that only plays the sounds which were currently playing before a pauseAllSounds() or stopAllSounds() call (default: false)
		 *
		 * @return void
		 */
		public function playAllSounds($useCurrentlyPlayingOnly:Boolean = false):void
		{
			for (var i:int = 0; i < this._sounds.length; i++)
			{
				var id:String = this._sounds[i].name;
				if ($useCurrentlyPlayingOnly)
				{
					if (this._soundsDict[id].pausedByAll)
					{
						this._soundsDict[id].pausedByAll = false;
						this.playSound(id);
					}
				}
				else
				{
					this.playSound(id);
				}
			}
		}
		/**
		 * Stops all the sounds that are in the sound dictionary.
		 *
		 * @param $useCurrentlyPlayingOnly A boolean that only stops the sounds which are currently playing (default: true)
		 *
		 * @return void
		 */
		public function stopAllSounds($useCurrentlyPlayingOnly:Boolean = true):void
		{
			for (var i:int = 0; i < this._sounds.length; i++)
			{
				var id:String = this._sounds[i].name;
				if ($useCurrentlyPlayingOnly)
				{
					if (!this._soundsDict[id].paused)
					{
						this._soundsDict[id].pausedByAll = true;
						this.stopSound(id);
					}
				}
				else
				{
					this.stopSound(id);
				}
			}
		}
		/**
		 * Pauses all the sounds that are in the sound dictionary.
		 *
		 * @param $useCurrentlyPlayingOnly A boolean that only pauses the sounds which are currently playing (default: true)
		 *
		 * @return void
		 */
		public function pauseAllSounds($useCurrentlyPlayingOnly:Boolean = true):void
		{
			for (var i:int = 0; i < this._sounds.length; i++)
			{
				var id:String = this._sounds[i].name;
				if ($useCurrentlyPlayingOnly)
				{
					if (!this._soundsDict[id].paused)
					{
						this._soundsDict[id].pausedByAll = true;
						this.pauseSound(id);
					}
				}
				else
				{
					this.pauseSound(id);
				}
			}
		}
		/**
		 * Fades the sound to the specified volume over the specified amount of time.
		 *
		 * @param $name The string identifier of the sound
		 * @param $targVolume The target volume to fade to, between 0 and 1 (default: 0)
		 * @param $fadeLength The time to fade over, in seconds (default: 1)
		 *
		 * @return void
		 */
		public function fadeSound($name:String, $targVolume:Number = 0, $fadeLength:Number = 1):void
		{
			var fadeChannel:SoundChannel = this._soundsDict[$name].channel;
			SoundShortcuts.init();
			Tweener.addTween(fadeChannel, { _sound_volume: $targVolume, time: $fadeLength, transition:"linear" } );
			//TweenLite.to(fadeChannel, $fadeLength, {volume: $targVolume});
		}
		/**
		 * Mutes the volume for all sounds in the sound dictionary.
		 *
		 * @return void
		 */
		public function muteAllSounds():void
		{
			for (var i:int = 0; i < this._sounds.length; i++)
			{
				var id:String = this._sounds[i].name;
				this.setSoundVolume(id, 0);
			}
		}
		/**
		 * Resets the volume to their original setting for all sounds in the sound dictionary.
		 *
		 * @return void
		 */
		public function unmuteAllSounds():void
		{
			for (var i:int = 0; i < this._sounds.length; i++)
			{
				var id:String = this._sounds[i].name;
				var snd:Object = this._soundsDict[id];
				var curTransform:SoundTransform = snd.channel.soundTransform;
				curTransform.volume = snd.volume;
				snd.channel.soundTransform = curTransform;
			}
		}
		/**
		 * Sets the volume of the specified sound.
		 *
		 * @param $name The string identifier of the sound
		 * @param $volume The volume, between 0 and 1, to set the sound to
		 *
		 * @return void
		 */
		public function setSoundVolume($name:String, $volume:Number):void
		{
			var snd:Object = this._soundsDict[$name];
			var curTransform:SoundTransform = snd.channel.soundTransform;
			curTransform.volume = $volume;
			snd.channel.soundTransform = curTransform;
		}
		/**
		 * Gets the volume of the specified sound.
		 *
		 * @param $name The string identifier of the sound
		 *
		 * @return Number The current volume of the sound
		 */
		public function getSoundVolume($name:String):Number
		{
			return this._soundsDict[$name].channel.soundTransform.volume;
		}
		/**
		 * Gets the position of the specified sound.
		 *
		 * @param $name The string identifier of the sound
		 *
		 * @return Number The current position of the sound, in milliseconds
		 */
		public function getSoundPosition($name:String):Number
		{
			return this._soundsDict[$name].channel.position;
		}
		/**
		 * Gets the duration of the specified sound.
		 *
		 * @param $name The string identifier of the sound
		 *
		 * @return Number The length of the sound, in milliseconds
		 */
		public function getSoundDuration($name:String):Number
		{
			return this._soundsDict[$name].sound.length;
		}
		/**
		 * Gets the sound object of the specified sound.
		 *
		 * @param $name The string identifier of the sound
		 *
		 * @return Sound The sound object
		 */
		public function getSoundObject($name:String):Sound
		{
			return this._soundsDict[$name].sound;
		}
		/**
		 * Identifies if the sound is paused or not.
		 *
		 * @param $name The string identifier of the sound
		 *
		 * @return Boolean The boolean value of paused or not paused
		 */
		public function isSoundPaused($name:String):Boolean
		{
			return this._soundsDict[$name].paused;
		}
		/**
		 * Identifies if the sound was paused or stopped by calling the stopAllSounds() or pauseAllSounds() methods.
		 *
		 * @param $name The string identifier of the sound
		 *
		 * @return Number The boolean value of pausedByAll or not pausedByAll
		 */
		public function isSoundPausedByAll($name:String):Boolean
		{
			return this._soundsDict[$name].pausedByAll;
		}
//- EVENT HANDLERS ----------------------------------------------------------------------------------------
//- GETTERS & SETTERS -------------------------------------------------------------------------------------
		public function get sounds():Array
		{
			return this._sounds;
		}
//- HELPERS -----------------------------------------------------------------------------------------------
		public function toString():String
		{
			return getQualifiedClassName(this);
		}
//- END CLASS ---------------------------------------------------------------------------------------------
	}
}

List of 2008 Unity3D Games and Recently Launched Minotaur China Shop by Flashbang Studios

Sunday, December 14th, 2008

Unity3D is a great platform for developing 3d games where you need hardware acceleration beyond what Flash 3d can give you for the web.

There are lots of great independent gaming companies and web gaming companies realizing this and here in the #phx Arizona market a few good ones including Flashbang Studios on their Unity3D gaming site Blurst. I have been developing Unity3D for about 6 months and it is great where you want 3d environments over 2000 polys for the web.  The power of 3d hardware rendering on the web combined with a great development environment is making it possible to make really fun games with unity3d.

Unity3D Games Released Recently

Flashbang recently released Minotaur China Shop to add to their Blurst.com site of Unity3D games and community. They detailed the launch day at their blog.  It is a pretty fun game and once you get further into the game design with different paths, selling products or thrashing your china shop for insurance and strategic upgrades it has legs to keep interest.

Minotaur China Shop Trailer

[vimeo]http://vimeo.com/2474951[/vimeo]

There are lots of great Unity 3d games out there here is a list of the best of 2008:

      [source]

      Google Now in the Casual Game Ads Market

      Thursday, October 9th, 2008

      Google has entered the flash gaming ads market.  Right now that is pretty much owned by MochiAds for flash game devleopers at least pre-game ads anyways.  Advertising can be annoying but MochiAds has pulled it off where the ads are usually advertising other games or interesting things and it monetizes game development for Flash, Unity3D, Director and others, which is a win.  There are many flash gaming sites that are great fun that use ads almost stylistically like Nitrome and typically the ads are pretty fast when they are during the game loading.

      Although advertisements in games have long been a scurge on gamers fun when they are trying to insert them into fat client, immersive MMOGs where it totally takes away from the experience, that doesn’t work.

      What does work is stuff like MochiAds and possibly Second Life type sponsorships, where advertisements are almost nostalgic or fun and integrated. Developers and publishers have to make money somehow, the better the experience the more impactful and the more games for all. The key is making the integration a good user experience.

      We shall see how Google plans to do this.  This might go along with their Lively strategy. The ad market entrance in games is possibly what started the rumors that Google was going to buy Valve for Steam, rumors which quickly died down.

      Anyways, the one good thing about this announcement is advertisments go to where the eyes and crowds are going or already at, they are apparantly going massively to online web games and causal experiences make for easy advertisment integration. TV, Radio and many other industries have been supported by advertisement interest due to consumers using and buying the content.  So online gaming is just another one of those entertainment industries and it will grow further with this news.

      Hardware of the Casual Gamer Revisited from Unity3d Creators

      Friday, September 12th, 2008

      A few weeks ago the makers of Unity3d released some really valuable information about casual gaming and general hardware of users that play online games.  It was an interesting report and very beneficial to developers on the Unity platform and others.  We wish other plugin makers would do the same in such a thorough method.

      Unity 3d creators listened to the market and have now posted updated numbers and information as well as a page that quarterly stats will be updated. Check the new, quarterly, hardware of the casual gamer stats.

      I would have seen this earlier but I have been deep in a Unity 3d project myself :) .  I am a big fan of all web based gaming platforms and Unity is almost a dream come true for 3d web gaming.  For the company to be this open that is a very good sign.

      What can you do with Unity3D?  Here is a list of games made with Unity3D on the web.  The one great thing about this platform is that is was made for gaming specifically from the start.  Simulations and game development with Unity3D is very fun and productive. I still love Flash, Director etc but Unity3D development is now very much in my rotation.

      Games made with Unity3D:

      Hancock Movie Games

      Tennis Stars Cup

      Duckateers

      Temploe (ninjas attack you)

      RC Laser Warrior

      Urban Race Star

      FlashBang studios

      TraceON

      EPIC Tower Defense

      InvinciCar

      Besmashed (multi)

      Global Conflicts

      Phoenix Final

      Doom Siege

      Mario Galaxy like run (third one down)

      Zombie Drive

      Pocket Piglets

      ChickenDemo

      Castle Conquest

      AS3 Creative Papervision 3D Flash Games

      Monday, May 12th, 2008

      Recently on the papervision lists there have been some really creative uses of pv3d in games. I will highlight two here:

      The Bowling Buddies game is made by the very creative Playfish.com company (more on the release at their blog). They have some great facebook/social network games combined with flash. With bowling buddies they created a game similar to Wii bowling (even with customize characters) and the best part is how they have scaled down versions. You can play in 2D, 3D and at different levels of quality to make it accessible to everyone. I think that will probably be needed with 3d flash games (Shockwave Director has LOD (Level of Detail) that helps with scaling down to slower machines but you have to do that yourself with the state of 3d engines in flash so far).

      Bowling buddies and most playfish games are Facebook/Social Network based. You might say, why? (especially if you aren’t in the US where facebook is the biggest social network). But even Activision’s CEO calls facebook a threat to online gaming as we know it, this is because of the community aspect and the ability to play with friends and multiplayer games easily. Rather than setting up your own player find mechanism, facebook has it built in and all the viral aspects you need to garner more fans. So those into facebook and gaming are possibly ahead, but also it will be extremely competitive.

      [ try bowling buddies ]

      Airship is a really creative game that has been impressive to watch grow over the last weeks. It is now textured and performs pretty well. The best part is the Airship model and the fans. Very neat and I hope this one is seen through to a launched game. It is a bit like a RTS/Strategy overhead game that would be very cool to play multiplayer with Red5 server as well (just need the TIME!).

      [ try airship demo ]

      The best part is you can see after a year+ of release papervision and the other 3d engines are really changing the way gaming is done online. What was once a Java or Shockwave only capability, flash now has with evolving 3d engines, and there are playable fun games to prove it that are commercial ready.

      Get your game on!


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