1652 lines
48 KiB
JavaScript
1652 lines
48 KiB
JavaScript
/*!
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* howler.js v2.0.0-beta
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* howlerjs.com
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*
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* (c) 2013-2015, James Simpson of GoldFire Studios
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* goldfirestudios.com
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*
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* MIT License
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*/
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(function() {
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'use strict';
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// Setup our audio context.
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var ctx = null;
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var usingWebAudio = true;
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var noAudio = false;
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setupAudioContext();
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// Create a master gain node.
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if (usingWebAudio) {
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var masterGain = (typeof ctx.createGain === 'undefined') ? ctx.createGainNode() : ctx.createGain();
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masterGain.gain.value = 1;
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masterGain.connect(ctx.destination);
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}
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/** Global Methods **/
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/***************************************************************************/
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/**
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* Create the global controller. All contained methods and properties apply
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* to all sounds that are currently playing or will be in the future.
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*/
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var HowlerGlobal = function() {
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this.init();
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};
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HowlerGlobal.prototype = {
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/**
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* Initialize the global Howler object.
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* @return {Howler}
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*/
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init: function() {
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var self = this || Howler;
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// Internal properties.
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self._codecs = {};
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self._howls = [];
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self._muted = false;
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self._volume = 1;
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// Set to false to disable the auto iOS enabler.
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self.iOSAutoEnable = true;
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// No audio is available on this system if this is set to true.
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self.noAudio = noAudio;
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// This will be true if the Web Audio API is available.
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self.usingWebAudio = usingWebAudio;
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// Expose the AudioContext when using Web Audio.
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self.ctx = ctx;
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// Check for supported codecs.
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if (!noAudio) {
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self._setupCodecs();
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}
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return self;
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},
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/**
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* Get/set the global volume for all sounds.
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* @param {Float} vol Volume from 0.0 to 1.0.
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* @return {Howler/Float} Returns self or current volume.
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*/
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volume: function(vol) {
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var self = this || Howler;
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vol = parseFloat(vol);
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if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) {
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self._volume = vol;
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// When using Web Audio, we just need to adjust the master gain.
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if (usingWebAudio) {
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masterGain.gain.value = vol;
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}
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// Loop through and change volume for all HTML5 audio nodes.
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for (var i=0; i<self._howls.length; i++) {
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if (!self._howls[i]._webAudio) {
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// Get all of the sounds in this Howl group.
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var ids = self._howls[i]._getSoundIds();
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// Loop through all sounds and change the volumes.
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for (var j=0; j<ids.length; j++) {
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var sound = self._howls[i]._soundById(ids[j]);
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if (sound && sound._node) {
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sound._node.volume = sound._volume * vol;
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}
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}
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}
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}
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return self;
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}
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return self._volume;
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},
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/**
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* Handle muting and unmuting globally.
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* @param {Boolean} muted Is muted or not.
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*/
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mute: function(muted) {
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var self = this || Howler;
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self._muted = muted;
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// With Web Audio, we just need to mute the master gain.
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if (usingWebAudio) {
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masterGain.gain.value = muted ? 0 : self._volume;
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}
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// Loop through and mute all HTML5 Audio nodes.
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for (var i=0; i<self._howls.length; i++) {
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if (!self._howls[i]._webAudio) {
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// Get all of the sounds in this Howl group.
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var ids = self._howls[i]._getSoundIds();
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// Loop through all sounds and mark the audio node as muted.
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for (var j=0; j<ids.length; j++) {
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var sound = self._howls[i]._soundById(ids[j]);
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if (sound && sound._node) {
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sound._node.muted = (muted) ? true : sound._muted;
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}
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}
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}
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}
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return self;
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},
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/**
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* Check for codec support of specific extension.
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* @param {String} ext Audio file extention.
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* @return {Boolean}
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*/
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codecs: function(ext) {
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return (this || Howler)._codecs[ext];
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},
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/**
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* Check for browser support for various codecs and cache the results.
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* @return {Howler}
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*/
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_setupCodecs: function() {
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var self = this || Howler;
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var audioTest = new Audio();
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var mpegTest = audioTest.canPlayType('audio/mpeg;').replace(/^no$/, '');
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self._codecs = {
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mp3: !!(mpegTest || audioTest.canPlayType('audio/mp3;').replace(/^no$/, '')),
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mpeg: !!mpegTest,
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opus: !!audioTest.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, ''),
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ogg: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''),
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wav: !!audioTest.canPlayType('audio/wav; codecs="1"').replace(/^no$/, ''),
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aac: !!audioTest.canPlayType('audio/aac;').replace(/^no$/, ''),
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m4a: !!(audioTest.canPlayType('audio/x-m4a;') || audioTest.canPlayType('audio/m4a;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''),
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mp4: !!(audioTest.canPlayType('audio/x-mp4;') || audioTest.canPlayType('audio/mp4;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''),
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weba: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, ''),
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webm: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, '')
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};
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return self;
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},
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/**
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* iOS will only allow audio to be played after a user interaction.
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* Attempt to automatically unlock audio on the first user interaction.
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* Concept from: http://paulbakaus.com/tutorials/html5/web-audio-on-ios/
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* @return {Howler}
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*/
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_enableiOSAudio: function() {
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var self = this || Howler;
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// Only run this on iOS if audio isn't already eanbled.
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if (ctx && (self._iOSEnabled || !/iPhone|iPad|iPod/i.test(navigator.userAgent))) {
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return;
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}
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self._iOSEnabled = false;
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// Call this method on touch start to create and play a buffer,
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// then check if the audio actually played to determine if
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// audio has now been unlocked on iOS.
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var unlock = function() {
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// Create an empty buffer.
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var buffer = ctx.createBuffer(1, 1, 22050);
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var source = ctx.createBufferSource();
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source.buffer = buffer;
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source.connect(ctx.destination);
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// Play the empty buffer.
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if (typeof source.start === 'undefined') {
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source.noteOn(0);
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} else {
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source.start(0);
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}
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// Setup a timeout to check that we are unlocked on the next event loop.
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setTimeout(function() {
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if ((source.playbackState === source.PLAYING_STATE || source.playbackState === source.FINISHED_STATE)) {
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// Update the unlocked state and prevent this check from happening again.
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self._iOSEnabled = true;
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self.iOSAutoEnable = false;
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// Remove the touch start listener.
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window.removeEventListener('touchstart', unlock, false);
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}
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}, 0);
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};
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// Setup a touch start listener to attempt an unlock in.
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window.addEventListener('touchstart', unlock, false);
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return self;
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}
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};
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// Setup the global audio controller.
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var Howler = new HowlerGlobal();
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/** Group Methods **/
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/***************************************************************************/
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/**
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* Create an audio group controller.
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* @param {Object} o Passed in properties for this group.
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*/
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var Howl = function(o) {
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var self = this;
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// Throw an error if no source is provided.
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if (!o.src || o.src.length === 0) {
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console.error('An array of source files must be passed with any new Howl.');
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return;
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}
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self.init(o);
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};
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Howl.prototype = {
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/**
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* Initialize a new Howl group object.
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* @param {Object} o Passed in properties for this group.
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* @return {Howl}
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*/
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init: function(o) {
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var self = this;
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// Setup user-defined default properties.
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self._autoplay = o.autoplay || false;
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self._ext = o.ext || null;
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self._html5 = o.html5 || false;
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self._muted = o.mute || false;
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self._loop = o.loop || false;
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self._pool = o.pool || 5;
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self._preload = (typeof o.preload === 'boolean') ? o.preload : true;
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self._rate = o.rate || 1;
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self._sprite = o.sprite || {};
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self._src = (typeof o.src !== 'string') ? o.src : [o.src];
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self._volume = o.volume !== undefined ? o.volume : 1;
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// Setup all other default properties.
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self._duration = 0;
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self._loaded = false;
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self._sounds = [];
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self._endTimers = {};
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// Setup event listeners.
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self._onend = o.onend ? [{fn: o.onend}] : [];
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self._onfaded = o.onfaded ? [{fn: o.onfaded}] : [];
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self._onload = o.onload ? [{fn: o.onload}] : [];
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self._onloaderror = o.onloaderror ? [{fn: o.onloaderror}] : [];
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self._onpause = o.onpause ? [{fn: o.onpause}] : [];
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self._onplay = o.onplay ? [{fn: o.onplay}] : [];
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// Web Audio or HTML5 Audio?
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self._webAudio = usingWebAudio && !self._html5;
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// Automatically try to enable audio on iOS.
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if (typeof ctx !== 'undefined' && ctx && Howler.iOSAutoEnable) {
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Howler._enableiOSAudio();
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}
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// Keep track of this Howl group in the global controller.
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Howler._howls.push(self);
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// Load the source file unless otherwise specified.
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if (self._preload) {
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self.load();
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}
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return self;
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},
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/**
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* Load the audio file.
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* @return {Howler}
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*/
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load: function() {
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var self = this;
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var url = null;
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// If no audio is available, quit immediately.
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if (noAudio) {
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self._emit('loaderror');
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return;
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}
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// Make sure our source is in an array.
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if (typeof self._src === 'string') {
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self._src = [self._src];
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}
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// Loop through the sources and pick the first one that is compatible.
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for (var i=0; i<self._src.length; i++) {
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var ext, str;
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if (self._ext && self._ext[i]) {
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// If an extension was specified, use that instead.
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ext = self._ext[i];
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} else {
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// Extract the file extension from the URL or base64 data URI.
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str = self._src[i];
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ext = /^data:audio\/([^;,]+);/i.exec(str);
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if (!ext) {
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ext = /\.([^.]+)$/.exec(str.split('?', 1)[0]);
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}
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if (ext) {
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ext = ext[1].toLowerCase();
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}
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}
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// Check if this extension is available.
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if (Howler.codecs(ext)) {
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url = self._src[i];
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break;
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}
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}
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if (!url) {
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self._emit('loaderror');
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return;
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}
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self._src = url;
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// Create a new sound object and add it to the pool.
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new Sound(self);
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// Load and decode the audio data for playback.
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if (self._webAudio) {
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loadBuffer(self);
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}
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return self;
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},
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/**
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* Play a sound or resume previous playback.
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* @param {String/Number} sprite Sprite name for sprite playback or sound id to continue previous.
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* @return {Number} Sound ID.
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*/
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play: function(sprite) {
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var self = this;
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var args = arguments;
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var id = null;
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// Determine if a sprite, sound id or nothing was passed
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if (typeof sprite === 'number') {
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id = sprite;
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sprite = null;
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} else if (typeof sprite === 'undefined') {
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// Use the default sound sprite (plays the full audio length).
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sprite = '__default';
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// Check if there is a single paused sound that isn't ended.
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// If there is, play that sound. If not, continue as usual.
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var num = 0;
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for (var i=0; i<self._sounds.length; i++) {
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if (self._sounds[i]._paused && !self._sounds[i]._ended) {
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num++;
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id = self._sounds[i]._id;
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}
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}
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if (num === 1) {
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sprite = null;
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} else {
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id = null;
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}
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}
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// Get the selected node, or get one from the pool.
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var sound = id ? self._soundById(id) : self._inactiveSound();
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// If the sound doesn't exist, do nothing.
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if (!sound) {
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return null;
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}
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// Select the sprite definition.
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if (id && !sprite) {
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sprite = sound._sprite || '__default';
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}
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// If we have no sprite and the sound hasn't loaded, we must wait
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// for the sound to load to get our audio's duration.
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if (!self._loaded && !self._sprite[sprite]) {
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self.once('load', function() {
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self.play(self._soundById(sound._id) ? sound._id : undefined);
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});
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return sound._id;
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}
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// Don't play the sound if an id was passed and it is already playing.
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if (id && !sound._paused) {
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return sound._id;
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}
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// Determine how long to play for and where to start playing.
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var seek = sound._seek > 0 ? sound._seek : self._sprite[sprite][0] / 1000;
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var duration = ((self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000) - seek;
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// Create a timer to fire at the end of playback or the start of a new loop.
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var ended = function() {
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// Should this sound loop?
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var loop = !!(sound._loop || self._sprite[sprite][2]);
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// Fire the ended event.
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self._emit('end', sound._id);
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// Restart the playback for HTML5 Audio loop.
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if (!self._webAudio && loop) {
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self.stop(sound._id).play(sound._id);
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}
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// Restart this timer if on a Web Audio loop.
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if (self._webAudio && loop) {
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self._emit('play', sound._id);
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sound._seek = sound._start || 0;
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sound._playStart = ctx.currentTime;
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self._endTimers[sound._id] = setTimeout(ended, ((sound._stop - sound._start) * 1000) / Math.abs(self._rate));
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}
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// Mark the node as paused.
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if (self._webAudio && !loop) {
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sound._paused = true;
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sound._ended = true;
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sound._seek = sound._start || 0;
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self._clearTimer(sound._id);
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// Clean up the buffer source.
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sound._node.bufferSource = null;
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}
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// When using a sprite, end the track.
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if (!self._webAudio && !loop) {
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self.stop(sound._id);
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}
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};
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self._endTimers[sound._id] = setTimeout(ended, (duration * 1000) / Math.abs(self._rate));
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// Update the parameters of the sound
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sound._paused = false;
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sound._ended = false;
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sound._sprite = sprite;
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sound._seek = seek;
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sound._start = self._sprite[sprite][0] / 1000;
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sound._stop = (self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000;
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sound._loop = !!(sound._loop || self._sprite[sprite][2]);
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// Begin the actual playback.
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var node = sound._node;
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if (self._webAudio) {
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// Fire this when the sound is ready to play to begin Web Audio playback.
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var playWebAudio = function() {
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self._refreshBuffer(sound);
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// Setup the playback params.
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var vol = (sound._muted || self._muted) ? 0 : sound._volume * Howler.volume();
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node.gain.setValueAtTime(vol, ctx.currentTime);
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sound._playStart = ctx.currentTime;
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// Play the sound using the supported method.
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if (typeof node.bufferSource.start === 'undefined') {
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node.bufferSource.noteGrainOn(0, seek, duration);
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} else {
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node.bufferSource.start(0, seek, duration);
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}
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// Start a new timer if none is present.
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if (!self._endTimers[sound._id]) {
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self._endTimers[sound._id] = setTimeout(ended, (duration * 1000) / Math.abs(self._rate));
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}
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if (!args[1]) {
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setTimeout(function() {
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self._emit('play', sound._id);
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}, 0);
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}
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};
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if (self._loaded) {
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playWebAudio();
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} else {
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// Wait for the audio to load and then begin playback.
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self.once('load', playWebAudio);
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// Cancel the end timer.
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self._clearTimer(sound._id);
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}
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} else {
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// Fire this when the sound is ready to play to begin HTML5 Audio playback.
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var playHtml5 = function() {
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node.currentTime = seek;
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node.muted = sound._muted || self._muted || Howler._muted || node.muted;
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node.volume = sound._volume * Howler.volume();
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node.playbackRate = self._rate;
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setTimeout(function() {
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node.play();
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if (!args[1]) {
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self._emit('play', sound._id);
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}
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}, 0);
|
|
};
|
|
|
|
// Play immediately if ready, or wait for the 'canplaythrough'e vent.
|
|
if (node.readyState === 4 || !node.readyState && navigator.isCocoonJS) {
|
|
playHtml5();
|
|
} else {
|
|
var listener = function() {
|
|
// Setup the new end timer.
|
|
self._endTimers[sound._id] = setTimeout(ended, (duration * 1000) / Math.abs(self._rate));
|
|
|
|
// Begin playback.
|
|
playHtml5();
|
|
|
|
// Clear this listener.
|
|
node.removeEventListener('canplaythrough', listener, false);
|
|
};
|
|
node.addEventListener('canplaythrough', listener, false);
|
|
|
|
// Cancel the end timer.
|
|
self._clearTimer(sound._id);
|
|
}
|
|
}
|
|
|
|
return sound._id;
|
|
},
|
|
|
|
/**
|
|
* Pause playback and save current position.
|
|
* @param {Number} id The sound ID (empty to pause all in group).
|
|
* @return {Howl}
|
|
*/
|
|
pause: function(id) {
|
|
var self = this;
|
|
|
|
// Wait for the sound to begin playing before pausing it.
|
|
if (!self._loaded) {
|
|
self.once('play', function() {
|
|
self.pause(id);
|
|
});
|
|
|
|
return self;
|
|
}
|
|
|
|
// If no id is passed, get all ID's to be paused.
|
|
var ids = self._getSoundIds(id);
|
|
|
|
for (var i=0; i<ids.length; i++) {
|
|
// Clear the end timer.
|
|
self._clearTimer(ids[i]);
|
|
|
|
// Get the sound.
|
|
var sound = self._soundById(ids[i]);
|
|
|
|
if (sound && !sound._paused) {
|
|
// Reset the seek position.
|
|
sound._seek = self.seek(ids[i]);
|
|
sound._paused = true;
|
|
|
|
if (self._webAudio) {
|
|
// make sure the sound has been created
|
|
if (!sound._node.bufferSource) {
|
|
return self;
|
|
}
|
|
|
|
if (typeof sound._node.bufferSource.stop === 'undefined') {
|
|
sound._node.bufferSource.noteOff(0);
|
|
} else {
|
|
sound._node.bufferSource.stop(0);
|
|
}
|
|
|
|
// Clean up the buffer source.
|
|
sound._node.bufferSource = null;
|
|
} else if (!isNaN(sound._node.duration)) {
|
|
sound._node.pause();
|
|
}
|
|
|
|
// Fire the pause event, unless `true` is passed as the 2nd argument.
|
|
if (!arguments[1]) {
|
|
self._emit('pause', sound._id);
|
|
}
|
|
}
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Stop playback and reset to start.
|
|
* @param {Number} id The sound ID (empty to stop all in group).
|
|
* @return {Howl}
|
|
*/
|
|
stop: function(id) {
|
|
var self = this;
|
|
|
|
// Wait for the sound to begin playing before stopping it.
|
|
if (!self._loaded) {
|
|
if (typeof self._sounds[0]._sprite !== 'undefined') {
|
|
self.once('play', function() {
|
|
self.stop(id);
|
|
});
|
|
}
|
|
|
|
return self;
|
|
}
|
|
|
|
// If no id is passed, get all ID's to be stopped.
|
|
var ids = self._getSoundIds(id);
|
|
|
|
for (var i=0; i<ids.length; i++) {
|
|
// Clear the end timer.
|
|
self._clearTimer(ids[i]);
|
|
|
|
// Get the sound.
|
|
var sound = self._soundById(ids[i]);
|
|
|
|
if (sound && !sound._paused) {
|
|
// Reset the seek position.
|
|
sound._seek = sound._start || 0;
|
|
sound._paused = true;
|
|
sound._ended = true;
|
|
|
|
if (self._webAudio && sound._node) {
|
|
// make sure the sound has been created
|
|
if (!sound._node.bufferSource) {
|
|
return self;
|
|
}
|
|
|
|
if (typeof sound._node.bufferSource.stop === 'undefined') {
|
|
sound._node.bufferSource.noteOff(0);
|
|
} else {
|
|
sound._node.bufferSource.stop(0);
|
|
}
|
|
|
|
// Clean up the buffer source.
|
|
sound._node.bufferSource = null;
|
|
} else if (sound._node && !isNaN(sound._node.duration)) {
|
|
sound._node.pause();
|
|
sound._node.currentTime = sound._start || 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Mute/unmute a single sound or all sounds in this Howl group.
|
|
* @param {Boolean} muted Set to true to mute and false to unmute.
|
|
* @param {Number} id The sound ID to update (omit to mute/unmute all).
|
|
* @return {Howl}
|
|
*/
|
|
mute: function(muted, id) {
|
|
var self = this;
|
|
|
|
// Wait for the sound to begin playing before muting it.
|
|
if (!self._loaded) {
|
|
self.once('play', function() {
|
|
self.mute(muted, id);
|
|
});
|
|
|
|
return self;
|
|
}
|
|
|
|
// If applying mute/unmute to all sounds, update the group's value.
|
|
if (typeof id === 'undefined') {
|
|
if (typeof muted === 'boolean') {
|
|
self._muted = muted;
|
|
} else {
|
|
return self._muted;
|
|
}
|
|
}
|
|
|
|
// If no id is passed, get all ID's to be muted.
|
|
var ids = self._getSoundIds(id);
|
|
|
|
for (var i=0; i<ids.length; i++) {
|
|
// Get the sound.
|
|
var sound = self._soundById(ids[i]);
|
|
|
|
if (sound) {
|
|
sound._muted = muted;
|
|
|
|
if (self._webAudio && sound._node) {
|
|
sound._node.gain.setValueAtTime(muted ? 0 : sound._volume * Howler.volume(), ctx.currentTime);
|
|
} else if (sound._node) {
|
|
sound._node.muted = Howler._muted ? true : muted;
|
|
}
|
|
}
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Get/set the volume of this sound or of the Howl group. This method can optionally take 0, 1 or 2 arguments.
|
|
* volume() -> Returns the group's volume value.
|
|
* volume(id) -> Returns the sound id's current volume.
|
|
* volume(vol) -> Sets the volume of all sounds in this Howl group.
|
|
* volume(vol, id) -> Sets the volume of passed sound id.
|
|
* @return {Howl/Number} Returns self or current volume.
|
|
*/
|
|
volume: function() {
|
|
var self = this;
|
|
var args = arguments;
|
|
var vol, id;
|
|
|
|
// Determine the values based on arguments.
|
|
if (args.length === 0) {
|
|
// Return the value of the groups' volume.
|
|
return self._volume;
|
|
} else if (args.length === 1) {
|
|
// First check if this is an ID, and if not, assume it is a new volume.
|
|
var ids = self._getSoundIds();
|
|
var index = ids.indexOf(args[0]);
|
|
if (index >= 0) {
|
|
id = parseInt(args[0], 10);
|
|
} else {
|
|
vol = parseFloat(args[0]);
|
|
}
|
|
} else if (args.length === 2) {
|
|
vol = parseFloat(args[0]);
|
|
id = parseInt(args[1], 10);
|
|
}
|
|
|
|
// Update the volume or return the current volume.
|
|
var sound;
|
|
if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) {
|
|
// Wait for the sound to begin playing before changing the volume.
|
|
if (!self._loaded) {
|
|
self.once('play', function() {
|
|
self.volume.apply(self, args);
|
|
});
|
|
|
|
return self;
|
|
}
|
|
|
|
// Set the group volume.
|
|
if (typeof id === 'undefined') {
|
|
self._volume = vol;
|
|
}
|
|
|
|
// Update one or all volumes.
|
|
id = self._getSoundIds(id);
|
|
for (var i=0; i<id.length; i++) {
|
|
// Get the sound.
|
|
sound = self._soundById(id[i]);
|
|
|
|
if (sound) {
|
|
sound._volume = vol;
|
|
|
|
if (self._webAudio && sound._node) {
|
|
sound._node.gain.setValueAtTime(vol * Howler.volume(), ctx.currentTime);
|
|
} else if (sound._node) {
|
|
sound._node.volume = vol * Howler.volume();
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
sound = id ? self._soundById(id) : self._sounds[0];
|
|
return sound ? sound._volume : 0;
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Fade a currently playing sound between two volumes (if no id is passsed, all sounds will fade).
|
|
* @param {Number} from The value to fade from (0.0 to 1.0).
|
|
* @param {Number} to The volume to fade to (0.0 to 1.0).
|
|
* @param {Number} len Time in milliseconds to fade.
|
|
* @param {Number} id The sound id (omit to fade all sounds).
|
|
* @return {Howl}
|
|
*/
|
|
fade: function(from, to, len, id) {
|
|
var self = this;
|
|
|
|
// Wait for the sound to play before fading.
|
|
if (!self._loaded) {
|
|
self.once('play', function() {
|
|
self.fade(from, to, len, id);
|
|
});
|
|
|
|
return self;
|
|
}
|
|
|
|
// Set the volume to the start position.
|
|
self.volume(from, id);
|
|
|
|
// Fade the volume of one or all sounds.
|
|
var ids = self._getSoundIds(id);
|
|
for (var i=0; i<ids.length; i++) {
|
|
// Get the sound.
|
|
var sound = self._soundById(ids[i]);
|
|
|
|
// Create a linear fade or fall back to timeouts with HTML5 Audio.
|
|
if (sound) {
|
|
if (self._webAudio) {
|
|
var currentTime = ctx.currentTime;
|
|
var end = currentTime + (len / 1000);
|
|
sound._volume = from;
|
|
sound._node.gain.setValueAtTime(from, currentTime);
|
|
sound._node.gain.linearRampToValueAtTime(to, end);
|
|
|
|
// Fire the event when complete.
|
|
setTimeout(function(id, sound) {
|
|
setTimeout(function() {
|
|
sound._volume = to;
|
|
self._emit('faded', id);
|
|
}, end - ctx.currentTime > 0 ? Math.ceil((end - ctx.currentTime) * 1000) : 0);
|
|
}.bind(self, ids[i], sound), len);
|
|
} else {
|
|
var diff = Math.abs(from - to);
|
|
var dir = from > to ? 'out' : 'in';
|
|
var steps = diff / 0.01;
|
|
var stepLen = len / steps;
|
|
|
|
(function() {
|
|
var vol = from;
|
|
var interval = setInterval(function(id) {
|
|
// Update the volume amount.
|
|
vol += (dir === 'in' ? 0.01 : -0.01);
|
|
|
|
// Make sure the volume is in the right bounds.
|
|
vol = Math.max(0, vol);
|
|
vol = Math.min(1, vol);
|
|
|
|
// Round to within 2 decimal points.
|
|
vol = Math.round(vol * 100) / 100;
|
|
|
|
// Change the volume.
|
|
self.volume(vol, id);
|
|
|
|
// When the fade is complete, stop it and fire event.
|
|
if (vol === to) {
|
|
clearInterval(interval);
|
|
self._emit('faded', id);
|
|
}
|
|
}.bind(self, ids[i]), stepLen);
|
|
})();
|
|
}
|
|
}
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Get/set the loop parameter on a sound. This method can optionally take 0, 1 or 2 arguments.
|
|
* loop() -> Returns the group's loop value.
|
|
* loop(id) -> Returns the sound id's loop value.
|
|
* loop(loop) -> Sets the loop value for all sounds in this Howl group.
|
|
* loop(loop, id) -> Sets the loop value of passed sound id.
|
|
* @return {Howl/Boolean} Returns self or current loop value.
|
|
*/
|
|
loop: function() {
|
|
var self = this;
|
|
var args = arguments;
|
|
var loop, id, sound;
|
|
|
|
// Determine the values for loop and id.
|
|
if (args.length === 0) {
|
|
// Return the grou's loop value.
|
|
return self._loop;
|
|
} else if (args.length === 1) {
|
|
if (typeof args[0] === 'boolean') {
|
|
loop = args[0];
|
|
self._loop = loop;
|
|
} else {
|
|
// Return this sound's loop value.
|
|
sound = self._soundById(parseInt(args[0], 10));
|
|
return sound ? sound._loop : false;
|
|
}
|
|
} else if (args.length === 2) {
|
|
loop = args[0];
|
|
id = parseInt(args[1], 10);
|
|
}
|
|
|
|
// If no id is passed, get all ID's to be looped.
|
|
var ids = self._getSoundIds(id);
|
|
for (var i=0; i<ids.length; i++) {
|
|
sound = self._soundById(ids[i]);
|
|
|
|
if (sound) {
|
|
sound._loop = loop;
|
|
if (self._webAudio && sound._node) {
|
|
sound._node.bufferSource.loop = loop;
|
|
}
|
|
}
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Get/set the seek position of a sound. This method can optionally take 0, 1 or 2 arguments.
|
|
* seek() -> Returns the first sound node's current seek position.
|
|
* seek(id) -> Returns the sound id's current seek position.
|
|
* seek(seek) -> Sets the seek position of the first sound node.
|
|
* seek(seek, id) -> Sets the seek position of passed sound id.
|
|
* @return {Howl/Number} Returns self or the current seek position.
|
|
*/
|
|
seek: function() {
|
|
var self = this;
|
|
var args = arguments;
|
|
var seek, id;
|
|
|
|
// Determine the values based on arguments.
|
|
if (args.length === 0) {
|
|
// We will simply return the current position of the first node.
|
|
id = self._sounds[0]._id;
|
|
} else if (args.length === 1) {
|
|
// First check if this is an ID, and if not, assume it is a new seek position.
|
|
var ids = self._getSoundIds();
|
|
var index = ids.indexOf(args[0]);
|
|
if (index >= 0) {
|
|
id = parseInt(args[0], 10);
|
|
} else {
|
|
id = self._sounds[0]._id;
|
|
seek = parseFloat(args[0]);
|
|
}
|
|
} else if (args.length === 2) {
|
|
seek = parseFloat(args[0]);
|
|
id = parseInt(args[1], 10);
|
|
}
|
|
|
|
// If there is no ID, bail out.
|
|
if (typeof id === 'undefined') {
|
|
return self;
|
|
}
|
|
|
|
// Wait for the sound to load before seeking it.
|
|
if (!self._loaded) {
|
|
self.once('load', function() {
|
|
self.seek.apply(self, args);
|
|
});
|
|
|
|
return self;
|
|
}
|
|
|
|
// Get the sound.
|
|
var sound = self._soundById(id);
|
|
|
|
if (sound) {
|
|
if (seek >= 0) {
|
|
// Pause the sound and update position for restarting playback.
|
|
var playing = self.playing(id);
|
|
if (playing) {
|
|
self.pause(id, true);
|
|
}
|
|
|
|
// Move the position of the track and cancel timer.
|
|
sound._seek = seek;
|
|
self._clearTimer(id);
|
|
|
|
// Restart the playback if the sound was playing.
|
|
if (playing) {
|
|
self.play(id, true);
|
|
}
|
|
} else {
|
|
if (self._webAudio) {
|
|
return (sound._seek + self.playing(id) ? ctx.currentTime - sound._playStart : 0);
|
|
} else {
|
|
return sound._node.currentTime;
|
|
}
|
|
}
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Check if a specific sound is currently playing or not.
|
|
* @param {Number} id The sound id to check. If none is passed, first sound is used.
|
|
* @return {Boolean} True if playing and false if not.
|
|
*/
|
|
playing: function(id) {
|
|
var self = this;
|
|
var sound = self._soundById(id) || self._sounds[0];
|
|
|
|
return sound ? !sound._paused : false;
|
|
},
|
|
|
|
/**
|
|
* Get the duration of this sound.
|
|
* @return {Number} Audio duration.
|
|
*/
|
|
duration: function() {
|
|
return this._duration;
|
|
},
|
|
|
|
/**
|
|
* Unload and destroy the current Howl object.
|
|
* This will immediately stop all sound instances attached to this group.
|
|
*/
|
|
unload: function() {
|
|
var self = this;
|
|
|
|
// Stop playing any active sounds.
|
|
var sounds = self._sounds;
|
|
for (var i=0; i<sounds.length; i++) {
|
|
// Stop the sound if it is currently playing.
|
|
if (!sounds[i]._paused) {
|
|
self.stop(sounds[i]._id);
|
|
self._emit('end', sounds[i]._id);
|
|
}
|
|
|
|
// Remove the source or disconnect.
|
|
if (!self._webAudio) {
|
|
// Set the source to an empty string to stop any downloading.
|
|
sounds[i]._node.src = '';
|
|
|
|
// Remove any event listeners.
|
|
sounds[i]._node.removeEventListener('error', sounds[i]._errorFn, false);
|
|
sounds[i]._node.removeEventListener('canplaythrough', sounds[i]._loadFn, false);
|
|
}
|
|
|
|
// Empty out all of the nodes.
|
|
delete sounds[i]._node;
|
|
|
|
// Make sure all timers are cleared out.
|
|
self._clearTimer(sounds[i]._id);
|
|
|
|
// Remove the references in the global Howler object.
|
|
var index = Howler._howls.indexOf(self);
|
|
if (index >= 0) {
|
|
Howler._howls.splice(index, 1);
|
|
}
|
|
}
|
|
|
|
// Delete this sound from the cache.
|
|
if (cache) {
|
|
delete cache[self._src];
|
|
}
|
|
|
|
// Clear out `self`.
|
|
self = null;
|
|
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* Listen to a custom event.
|
|
* @param {String} event Event name.
|
|
* @param {Function} fn Listener to call.
|
|
* @param {Number} id (optional) Only listen to events for this sound.
|
|
* @return {Howl}
|
|
*/
|
|
on: function(event, fn, id) {
|
|
var self = this;
|
|
var events = self['_on' + event];
|
|
|
|
if (typeof fn === 'function') {
|
|
events.push({id: id, fn: fn});
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Remove a custom event.
|
|
* @param {String} event Event name.
|
|
* @param {Function} fn Listener to remove. Leave empty to remove all.
|
|
* @param {Number} id (optional) Only remove events for this sound.
|
|
* @return {Howl}
|
|
*/
|
|
off: function(event, fn, id) {
|
|
var self = this;
|
|
var events = self['_on' + event];
|
|
|
|
if (fn) {
|
|
// Loop through event store and remove the passed function.
|
|
for (var i=0; i<events.length; i++) {
|
|
if (fn === events[i].fn && id === events[i].id) {
|
|
events.splice(i, 1);
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
// Clear out all events of this type.
|
|
events = [];
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Listen to a custom event and remove it once fired.
|
|
* @param {String} event Event name.
|
|
* @param {Function} fn Listener to call.
|
|
* @param {Number} id (optional) Only listen to events for this sound.
|
|
* @return {Howl}
|
|
*/
|
|
once: function(event, fn, id) {
|
|
var self = this;
|
|
|
|
// Create the listener method.
|
|
var listener = function() {
|
|
// Call the passed function.
|
|
fn.apply(self, arguments);
|
|
|
|
// Clear the listener.
|
|
self.off(event, listener, id);
|
|
};
|
|
|
|
// Setup the event listener.
|
|
self.on(event, listener, id);
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Emit all events of a specific type and pass the sound id.
|
|
* @param {String} event Event name.
|
|
* @param {Number} id Sound ID.
|
|
* @param {Number} msg Message to go with event.
|
|
* @return {Howl}
|
|
*/
|
|
_emit: function(event, id, msg) {
|
|
var self = this;
|
|
var events = self['_on' + event];
|
|
|
|
// Loop through event store and fire all functions.
|
|
for (var i=0; i<events.length; i++) {
|
|
if (!events[i].id || events[i].id === id) {
|
|
setTimeout(function(fn) {
|
|
fn.call(this, id, msg);
|
|
}.bind(self, events[i].fn), 0);
|
|
}
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Clear the end timer for a sound playback.
|
|
* @param {Number} id The sound ID.
|
|
* @return {Howl}
|
|
*/
|
|
_clearTimer: function(id) {
|
|
var self = this;
|
|
|
|
if (self._endTimers[id]) {
|
|
clearTimeout(self._endTimers[id]);
|
|
delete self._endTimers[id];
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Return the sound identified by this ID, or return null.
|
|
* @param {Number} id Sound ID
|
|
* @return {Object} Sound object or null.
|
|
*/
|
|
_soundById: function(id) {
|
|
var self = this;
|
|
|
|
// Loop through all sounds and find the one with this ID.
|
|
for (var i=0; i<self._sounds.length; i++) {
|
|
if (id === self._sounds[i]._id) {
|
|
return self._sounds[i];
|
|
}
|
|
}
|
|
|
|
return null;
|
|
},
|
|
|
|
/**
|
|
* Return an inactive sound from the pool or create a new one.
|
|
* @return {Sound} Sound playback object.
|
|
*/
|
|
_inactiveSound: function() {
|
|
var self = this;
|
|
|
|
self._drain();
|
|
|
|
// Find the first inactive node to recycle.
|
|
for (var i=0; i<self._sounds.length; i++) {
|
|
if (self._sounds[i]._ended) {
|
|
return self._sounds[i].reset();
|
|
}
|
|
}
|
|
|
|
// If no inactive node was found, create a new one.
|
|
return new Sound(self);
|
|
},
|
|
|
|
/**
|
|
* Drain excess inactive sounds from the pool.
|
|
*/
|
|
_drain: function() {
|
|
var self = this;
|
|
var limit = self._pool;
|
|
var cnt = 0;
|
|
var i = 0;
|
|
|
|
// If there are less sounds than the max pool size, we are done.
|
|
if (self._sounds.length < limit) {
|
|
return;
|
|
}
|
|
|
|
// Count the number of inactive sounds.
|
|
for (i=0; i<self._sounds.length; i++) {
|
|
if (self._sounds[i]._ended) {
|
|
cnt++;
|
|
}
|
|
}
|
|
|
|
// Remove excess inactive sounds, going in reverse order.
|
|
for (i=self._sounds.length - 1; i>=0; i--) {
|
|
if (cnt <= limit) {
|
|
return;
|
|
}
|
|
|
|
if (self._sounds[i]._ended) {
|
|
// Disconnect the audio source when using Web Audio.
|
|
if (self._webAudio && self._sounds[i]._node) {
|
|
self._sounds[i]._node.disconnect(0);
|
|
}
|
|
|
|
// Remove sounds until we have the pool size.
|
|
self._sounds.splice(i, 1);
|
|
cnt--;
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Get all ID's from the sounds pool.
|
|
* @param {Number} id Only return one ID if one is passed.
|
|
* @return {Array} Array of IDs.
|
|
*/
|
|
_getSoundIds: function(id) {
|
|
var self = this;
|
|
|
|
if (typeof id === 'undefined') {
|
|
var ids = [];
|
|
for (var i=0; i<self._sounds.length; i++) {
|
|
ids.push(self._sounds[i]._id);
|
|
}
|
|
|
|
return ids;
|
|
} else {
|
|
return [id];
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Load the sound back into the buffer source.
|
|
* @param {Sound} sound The sound object to work with.
|
|
* @return {Howl}
|
|
*/
|
|
_refreshBuffer: function(sound) {
|
|
var self = this;
|
|
|
|
// Setup the buffer source for playback.
|
|
sound._node.bufferSource = ctx.createBufferSource();
|
|
sound._node.bufferSource.buffer = cache[self._src];
|
|
|
|
// Connect to the correct node.
|
|
if (sound._panner) {
|
|
sound._node.bufferSource.connect(sound._panner);
|
|
} else {
|
|
sound._node.bufferSource.connect(sound._node);
|
|
}
|
|
|
|
// Setup looping and playback rate.
|
|
sound._node.bufferSource.loop = sound._loop;
|
|
if (sound._loop) {
|
|
sound._node.bufferSource.loopStart = sound._start || 0;
|
|
sound._node.bufferSource.loopEnd = sound._stop;
|
|
}
|
|
sound._node.bufferSource.playbackRate.value = self._rate;
|
|
|
|
return self;
|
|
}
|
|
};
|
|
|
|
/** Single Sound Methods **/
|
|
/***************************************************************************/
|
|
|
|
/**
|
|
* Setup the sound object, which each node attached to a Howl group is contained in.
|
|
* @param {Object} howl The Howl parent group.
|
|
*/
|
|
var Sound = function(howl) {
|
|
this._parent = howl;
|
|
this.init();
|
|
};
|
|
Sound.prototype = {
|
|
/**
|
|
* Initialize a new Sound object.
|
|
* @return {Sound}
|
|
*/
|
|
init: function() {
|
|
var self = this;
|
|
var parent = self._parent;
|
|
|
|
// Setup the default parameters.
|
|
self._muted = parent._muted;
|
|
self._loop = parent._loop;
|
|
self._volume = parent._volume;
|
|
self._muted = parent._muted;
|
|
self._seek = 0;
|
|
self._paused = true;
|
|
self._ended = true;
|
|
|
|
// Generate a unique ID for this sound.
|
|
self._id = Math.round(Date.now() * Math.random());
|
|
|
|
// Add itself to the parent's pool.
|
|
parent._sounds.push(self);
|
|
|
|
// Create the new node.
|
|
self.create();
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Create and setup a new sound object, whether HTML5 Audio or Web Audio.
|
|
* @return {Sound}
|
|
*/
|
|
create: function() {
|
|
var self = this;
|
|
var parent = self._parent;
|
|
var volume = (Howler._muted || self._muted || self._parent._muted) ? 0 : self._volume * Howler.volume();
|
|
|
|
if (parent._webAudio) {
|
|
// Create the gain node for controlling volume (the source will connect to this).
|
|
self._node = (typeof ctx.createGain === 'undefined') ? ctx.createGainNode() : ctx.createGain();
|
|
self._node.gain.setValueAtTime(volume, ctx.currentTime);
|
|
self._node.paused = true;
|
|
self._node.connect(masterGain);
|
|
} else {
|
|
self._node = new Audio();
|
|
|
|
// Listen for errors (http://dev.w3.org/html5/spec-author-view/spec.html#mediaerror).
|
|
self._errorFn = self._errorListener.bind(self);
|
|
self._node.addEventListener('error', self._errorFn, false);
|
|
|
|
// Listen for 'canplaythrough' event to let us know the sound is ready.
|
|
self._loadFn = self._loadListener.bind(self);
|
|
self._node.addEventListener('canplaythrough', self._loadFn, false);
|
|
|
|
// Setup the new audio node.
|
|
self._node.src = parent._src;
|
|
self._node.preload = 'auto';
|
|
self._node.volume = volume;
|
|
|
|
// Begin loading the source.
|
|
self._node.load();
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Reset the parameters of this sound to the original state (for recycle).
|
|
* @return {Sound}
|
|
*/
|
|
reset: function() {
|
|
var self = this;
|
|
var parent = self._parent;
|
|
|
|
// Reset all of the parameters of this sound.
|
|
self._muted = parent._muted;
|
|
self._loop = parent._loop;
|
|
self._volume = parent._volume;
|
|
self._muted = parent._muted;
|
|
self._seek = 0;
|
|
self._paused = true;
|
|
self._ended = true;
|
|
self._sprite = null;
|
|
|
|
// Generate a new ID so that it isn't confused with the previous sound.
|
|
self._id = Math.round(Date.now() * Math.random());
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* HTML5 Audio error listener callback.
|
|
*/
|
|
_errorListener: function() {
|
|
var self = this;
|
|
|
|
if (self._node.error && self._node.error.code === 4) {
|
|
Howler.noAudio = true;
|
|
}
|
|
|
|
// Fire an error event and pass back the code.
|
|
self._parent._emit('loaderror', self._id, self._node.error ? self._node.error.code : 0);
|
|
|
|
// Clear the event listener.
|
|
self._node.removeEventListener('error', self._errorListener, false);
|
|
},
|
|
|
|
/**
|
|
* HTML5 Audio canplaythrough listener callback.
|
|
*/
|
|
_loadListener: function() {
|
|
var self = this;
|
|
var parent = self._parent;
|
|
|
|
// Round up the duration to account for the lower precision in HTML5 Audio.
|
|
parent._duration = Math.ceil(self._node.duration * 10) / 10;
|
|
|
|
// Setup a sprite if none is defined.
|
|
if (Object.keys(parent._sprite).length === 0) {
|
|
parent._sprite = {__default: [0, parent._duration * 1000]};
|
|
}
|
|
|
|
if (!parent._loaded) {
|
|
parent._loaded = true;
|
|
parent._emit('load');
|
|
}
|
|
|
|
if (parent._autoplay) {
|
|
parent.play();
|
|
}
|
|
|
|
// Clear the event listener.
|
|
self._node.removeEventListener('canplaythrough', self._loadFn, false);
|
|
}
|
|
};
|
|
|
|
/** Helper Methods **/
|
|
/***************************************************************************/
|
|
|
|
// Only define these methods when using Web Audio.
|
|
if (usingWebAudio) {
|
|
|
|
var cache = {};
|
|
|
|
/**
|
|
* Buffer a sound from URL, Data URI or cache and decode to audio source (Web Audio API).
|
|
* @param {Howl} self
|
|
*/
|
|
var loadBuffer = function(self) {
|
|
var url = self._src;
|
|
|
|
// Check if the buffer has already been cached and use it instead.
|
|
if (cache[url]) {
|
|
// Set the duration from the cache.
|
|
self._duration = cache[url].duration;
|
|
|
|
// Load the sound into this Howl.
|
|
loadSound(self);
|
|
|
|
return;
|
|
}
|
|
|
|
if (/^data:[^;]+;base64,/.test(url)) {
|
|
// Setup polyfill for window.atob to support IE9.
|
|
// Modified from: https://github.com/davidchambers/Base64.js
|
|
window.atob = window.atob || function(input) {
|
|
var chars = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=';
|
|
var str = String(input).replace(/=+$/, '');
|
|
for (
|
|
var bc = 0, bs, buffer, idx = 0, output = '';
|
|
buffer = str.charAt(idx++);
|
|
~buffer && (bs = bc % 4 ? bs * 64 + buffer : buffer, bc++ % 4) ? output += String.fromCharCode(255 & bs >> (-2 * bc & 6)) : 0
|
|
) {
|
|
buffer = chars.indexOf(buffer);
|
|
}
|
|
|
|
return output;
|
|
};
|
|
|
|
// Decode the base64 data URI without XHR, since some browsers don't support it.
|
|
var data = atob(url.split(',')[1]);
|
|
var dataView = new Uint8Array(data.length);
|
|
for (var i=0; i<data.length; ++i) {
|
|
dataView[i] = data.charCodeAt(i);
|
|
}
|
|
|
|
decodeAudioData(dataView.buffer, self);
|
|
} else {
|
|
// Load the buffer from the URL.
|
|
var xhr = new XMLHttpRequest();
|
|
xhr.open('GET', url, true);
|
|
xhr.responseType = 'arraybuffer';
|
|
xhr.onload = function() {
|
|
decodeAudioData(xhr.response, self);
|
|
};
|
|
xhr.onerror = function() {
|
|
// If there is an error, switch to HTML5 Audio.
|
|
if (self._webAudio) {
|
|
self._html5 = true;
|
|
self._webAudio = false;
|
|
self._sounds = [];
|
|
delete cache[url];
|
|
self.load();
|
|
}
|
|
};
|
|
safeXhrSend(xhr);
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Send the XHR request wrapped in a try/catch.
|
|
* @param {Object} xhr XHR to send.
|
|
*/
|
|
var safeXhrSend = function(xhr) {
|
|
try {
|
|
xhr.send();
|
|
} catch (e) {
|
|
xhr.onerror();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Decode audio data from an array buffer.
|
|
* @param {ArrayBuffer} arraybuffer The audio data.
|
|
* @param {Howl} self
|
|
*/
|
|
var decodeAudioData = function(arraybuffer, self) {
|
|
// Decode the buffer into an audio source.
|
|
ctx.decodeAudioData(arraybuffer, function(buffer) {
|
|
if (buffer) {
|
|
cache[self._src] = buffer;
|
|
loadSound(self, buffer);
|
|
}
|
|
}, function() {
|
|
self._emit('loaderror');
|
|
});
|
|
};
|
|
|
|
/**
|
|
* Sound is now loaded, so finish setting everything up and fire the loaded event.
|
|
* @param {Howl} self
|
|
* @param {Object} buffer The decoded buffer sound source.
|
|
*/
|
|
var loadSound = function(self, buffer) {
|
|
// Set the duration.
|
|
if (buffer && !self._duration) {
|
|
self._duration = buffer.duration;
|
|
}
|
|
|
|
// Setup a sprite if none is defined.
|
|
if (Object.keys(self._sprite).length === 0) {
|
|
self._sprite = {__default: [0, self._duration * 1000]};
|
|
}
|
|
|
|
// Fire the loaded event.
|
|
if (!self._loaded) {
|
|
self._loaded = true;
|
|
self._emit('load');
|
|
}
|
|
|
|
// Begin playback if specified.
|
|
if (self._autoplay) {
|
|
self.play();
|
|
}
|
|
};
|
|
|
|
}
|
|
|
|
/**
|
|
* Setup the audio context when available, or switch to HTML5 Audio mode.
|
|
*/
|
|
function setupAudioContext() {
|
|
try {
|
|
if (typeof AudioContext !== 'undefined') {
|
|
ctx = new AudioContext();
|
|
} else if (typeof webkitAudioContext !== 'undefined') {
|
|
ctx = new webkitAudioContext();
|
|
} else {
|
|
usingWebAudio = false;
|
|
}
|
|
} catch(e) {
|
|
usingWebAudio = false;
|
|
}
|
|
|
|
if (!usingWebAudio) {
|
|
if (typeof Audio !== 'undefined') {
|
|
try {
|
|
new Audio();
|
|
} catch(e) {
|
|
noAudio = true;
|
|
}
|
|
} else {
|
|
noAudio = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Add support for AMD (Asynchronous Module Definition) libraries such as require.js.
|
|
if (typeof define === 'function' && define.amd) {
|
|
define('howler', function() {
|
|
return {
|
|
Howler: Howler,
|
|
Howl: Howl
|
|
};
|
|
});
|
|
}
|
|
|
|
// Add support for CommonJS libraries such as browserify.
|
|
if (typeof exports !== 'undefined') {
|
|
exports.Howler = Howler;
|
|
exports.Howl = Howl;
|
|
}
|
|
|
|
// Define globally in case AMD is not available or unused.
|
|
if (typeof window !== 'undefined') {
|
|
window.HowlerGlobal = HowlerGlobal;
|
|
window.Howler = Howler;
|
|
window.Howl = Howl;
|
|
window.Sound = Sound;
|
|
}
|
|
})();
|