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- /*!
- * howler.js v1.1.25
- * howlerjs.com
- *
- * (c) 2013-2014, James Simpson of GoldFire Studios
- * goldfirestudios.com
- *
- * MIT License
- */
-
- (function() {
- // setup
- var cache = {};
-
- // setup the audio context
- var ctx = null,
- usingWebAudio = true,
- noAudio = false;
- 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;
- }
- }
-
- // create a master gain node
- if (usingWebAudio) {
- var masterGain = (typeof ctx.createGain === 'undefined') ? ctx.createGainNode() : ctx.createGain();
- masterGain.gain.value = 1;
- masterGain.connect(ctx.destination);
- }
-
- // create global controller
- var HowlerGlobal = function(codecs) {
- this._volume = 1;
- this._muted = false;
- this.usingWebAudio = usingWebAudio;
- this.ctx = ctx;
- this.noAudio = noAudio;
- this._howls = [];
- this._codecs = codecs;
- this.iOSAutoEnable = true;
- };
- HowlerGlobal.prototype = {
- /**
- * Get/set the global volume for all sounds.
- * @param {Float} vol Volume from 0.0 to 1.0.
- * @return {Howler/Float} Returns self or current volume.
- */
- volume: function(vol) {
- var self = this;
-
- // make sure volume is a number
- vol = parseFloat(vol);
-
- if (vol >= 0 && vol <= 1) {
- self._volume = vol;
-
- if (usingWebAudio) {
- masterGain.gain.value = vol;
- }
-
- // loop through cache and change volume of all nodes that are using HTML5 Audio
- for (var key in self._howls) {
- if (self._howls.hasOwnProperty(key) && self._howls[key]._webAudio === false) {
- // loop through the audio nodes
- for (var i=0; i<self._howls[key]._audioNode.length; i++) {
- self._howls[key]._audioNode[i].volume = self._howls[key]._volume * self._volume;
- }
- }
- }
-
- return self;
- }
-
- // return the current global volume
- return (usingWebAudio) ? masterGain.gain.value : self._volume;
- },
-
- /**
- * Mute all sounds.
- * @return {Howler}
- */
- mute: function() {
- this._setMuted(true);
-
- return this;
- },
-
- /**
- * Unmute all sounds.
- * @return {Howler}
- */
- unmute: function() {
- this._setMuted(false);
-
- return this;
- },
-
- /**
- * Handle muting and unmuting globally.
- * @param {Boolean} muted Is muted or not.
- */
- _setMuted: function(muted) {
- var self = this;
-
- self._muted = muted;
-
- if (usingWebAudio) {
- masterGain.gain.value = muted ? 0 : self._volume;
- }
-
- for (var key in self._howls) {
- if (self._howls.hasOwnProperty(key) && self._howls[key]._webAudio === false) {
- // loop through the audio nodes
- for (var i=0; i<self._howls[key]._audioNode.length; i++) {
- self._howls[key]._audioNode[i].muted = muted;
- }
- }
- }
- },
-
- /**
- * Check for codec support.
- * @param {String} ext Audio file extention.
- * @return {Boolean}
- */
- codecs: function(ext) {
- return this._codecs[ext];
- },
-
- /**
- * iOS will only allow audio to be played after a user interaction.
- * Attempt to automatically unlock audio on the first user interaction.
- * Concept from: http://paulbakaus.com/tutorials/html5/web-audio-on-ios/
- * @return {Howler}
- */
- _enableiOSAudio: function() {
- var self = this;
-
- // only run this on iOS if audio isn't already eanbled
- if (ctx && (self._iOSEnabled || !/iPhone|iPad|iPod/i.test(navigator.userAgent))) {
- return;
- }
-
- self._iOSEnabled = false;
-
- // call this method on touch start to create and play a buffer,
- // then check if the audio actually played to determine if
- // audio has now been unlocked on iOS
- var unlock = function() {
- // create an empty buffer
- var buffer = ctx.createBuffer(1, 1, 22050);
- var source = ctx.createBufferSource();
- source.buffer = buffer;
- source.connect(ctx.destination);
-
- // play the empty buffer
- if (typeof source.start === 'undefined') {
- source.noteOn(0);
- } else {
- source.start(0);
- }
-
- // setup a timeout to check that we are unlocked on the next event loop
- setTimeout(function() {
- if ((source.playbackState === source.PLAYING_STATE || source.playbackState === source.FINISHED_STATE)) {
- // update the unlocked state and prevent this check from happening again
- self._iOSEnabled = true;
- self.iOSAutoEnable = false;
-
- // remove the touch start listener
- window.removeEventListener('touchstart', unlock, false);
- }
- }, 0);
- };
-
- // setup a touch start listener to attempt an unlock in
- window.addEventListener('touchstart', unlock, false);
-
- return self;
- }
- };
-
- // check for browser codec support
- var audioTest = null;
- var codecs = {};
- if (!noAudio) {
- audioTest = new Audio();
- codecs = {
- mp3: !!audioTest.canPlayType('audio/mpeg;').replace(/^no$/, ''),
- opus: !!audioTest.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, ''),
- ogg: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''),
- wav: !!audioTest.canPlayType('audio/wav; codecs="1"').replace(/^no$/, ''),
- aac: !!audioTest.canPlayType('audio/aac;').replace(/^no$/, ''),
- m4a: !!(audioTest.canPlayType('audio/x-m4a;') || audioTest.canPlayType('audio/m4a;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''),
- mp4: !!(audioTest.canPlayType('audio/x-mp4;') || audioTest.canPlayType('audio/mp4;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''),
- weba: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, '')
- };
- }
-
- // allow access to the global audio controls
- var Howler = new HowlerGlobal(codecs);
-
- // setup the audio object
- var Howl = function(o) {
- var self = this;
-
- // setup the defaults
- self._autoplay = o.autoplay || false;
- self._buffer = o.buffer || false;
- self._duration = o.duration || 0;
- self._format = o.format || null;
- self._loop = o.loop || false;
- self._loaded = false;
- self._sprite = o.sprite || {};
- self._src = o.src || '';
- self._pos3d = o.pos3d || [0, 0, -0.5];
- self._volume = o.volume !== undefined ? o.volume : 1;
- self._urls = o.urls || [];
- self._rate = o.rate || 1;
-
- // allow forcing of a specific panningModel ('equalpower' or 'HRTF'),
- // if none is specified, defaults to 'equalpower' and switches to 'HRTF'
- // if 3d sound is used
- self._model = o.model || null;
-
- // setup event functions
- self._onload = [o.onload || function() {}];
- self._onloaderror = [o.onloaderror || function() {}];
- self._onend = [o.onend || function() {}];
- self._onpause = [o.onpause || function() {}];
- self._onplay = [o.onplay || function() {}];
-
- self._onendTimer = [];
-
- // Web Audio or HTML5 Audio?
- self._webAudio = usingWebAudio && !self._buffer;
-
- // check if we need to fall back to HTML5 Audio
- self._audioNode = [];
- if (self._webAudio) {
- self._setupAudioNode();
- }
-
- // automatically try to enable audio on iOS
- if (typeof ctx !== 'undefined' && ctx && Howler.iOSAutoEnable) {
- Howler._enableiOSAudio();
- }
-
- // add this to an array of Howl's to allow global control
- Howler._howls.push(self);
-
- // load the track
- self.load();
- };
-
- // setup all of the methods
- Howl.prototype = {
- /**
- * Load an audio file.
- * @return {Howl}
- */
- load: function() {
- var self = this,
- url = null;
-
- // if no audio is available, quit immediately
- if (noAudio) {
- self.on('loaderror');
- return;
- }
-
- // loop through source URLs and pick the first one that is compatible
- for (var i=0; i<self._urls.length; i++) {
- var ext, urlItem;
-
- if (self._format) {
- // use specified audio format if available
- ext = self._format;
- } else {
- // figure out the filetype (whether an extension or base64 data)
- urlItem = self._urls[i];
- ext = /^data:audio\/([^;,]+);/i.exec(urlItem);
- if (!ext) {
- ext = /\.([^.]+)$/.exec(urlItem.split('?', 1)[0]);
- }
-
- if (ext) {
- ext = ext[1].toLowerCase();
- } else {
- self.on('loaderror');
- return;
- }
- }
-
- if (codecs[ext]) {
- url = self._urls[i];
- break;
- }
- }
-
- if (!url) {
- self.on('loaderror');
- return;
- }
-
- self._src = url;
-
- if (self._webAudio) {
- loadBuffer(self, url);
- } else {
- var newNode = new Audio();
-
- // listen for errors with HTML5 audio (http://dev.w3.org/html5/spec-author-view/spec.html#mediaerror)
- newNode.addEventListener('error', function () {
- if (newNode.error && newNode.error.code === 4) {
- HowlerGlobal.noAudio = true;
- }
-
- self.on('loaderror', {type: newNode.error ? newNode.error.code : 0});
- }, false);
-
- self._audioNode.push(newNode);
-
- // setup the new audio node
- newNode.src = url;
- newNode._pos = 0;
- newNode.preload = 'auto';
- newNode.volume = (Howler._muted) ? 0 : self._volume * Howler.volume();
-
- // setup the event listener to start playing the sound
- // as soon as it has buffered enough
- var listener = function() {
- // round up the duration when using HTML5 Audio to account for the lower precision
- self._duration = Math.ceil(newNode.duration * 10) / 10;
-
- // setup a sprite if none is defined
- if (Object.getOwnPropertyNames(self._sprite).length === 0) {
- self._sprite = {_default: [0, self._duration * 1000]};
- }
-
- if (!self._loaded) {
- self._loaded = true;
- self.on('load');
- }
-
- if (self._autoplay) {
- self.play();
- }
-
- // clear the event listener
- newNode.removeEventListener('canplaythrough', listener, false);
- };
- newNode.addEventListener('canplaythrough', listener, false);
- newNode.load();
- }
-
- return self;
- },
-
- /**
- * Get/set the URLs to be pulled from to play in this source.
- * @param {Array} urls Arry of URLs to load from
- * @return {Howl} Returns self or the current URLs
- */
- urls: function(urls) {
- var self = this;
-
- if (urls) {
- self.stop();
- self._urls = (typeof urls === 'string') ? [urls] : urls;
- self._loaded = false;
- self.load();
-
- return self;
- } else {
- return self._urls;
- }
- },
-
- /**
- * Play a sound from the current time (0 by default).
- * @param {String} sprite (optional) Plays from the specified position in the sound sprite definition.
- * @param {Function} callback (optional) Returns the unique playback id for this sound instance.
- * @return {Howl}
- */
- play: function(sprite, callback) {
- var self = this;
-
- // if no sprite was passed but a callback was, update the variables
- if (typeof sprite === 'function') {
- callback = sprite;
- }
-
- // use the default sprite if none is passed
- if (!sprite || typeof sprite === 'function') {
- sprite = '_default';
- }
-
- // if the sound hasn't been loaded, add it to the event queue
- if (!self._loaded) {
- self.on('load', function() {
- self.play(sprite, callback);
- });
-
- return self;
- }
-
- // if the sprite doesn't exist, play nothing
- if (!self._sprite[sprite]) {
- if (typeof callback === 'function') callback();
- return self;
- }
-
- // get the node to playback
- self._inactiveNode(function(node) {
- // persist the sprite being played
- node._sprite = sprite;
-
- // determine where to start playing from
- var pos = (node._pos > 0) ? node._pos : self._sprite[sprite][0] / 1000;
-
- // determine how long to play for
- var duration = 0;
- if (self._webAudio) {
- duration = self._sprite[sprite][1] / 1000 - node._pos;
- if (node._pos > 0) {
- pos = self._sprite[sprite][0] / 1000 + pos;
- }
- } else {
- duration = self._sprite[sprite][1] / 1000 - (pos - self._sprite[sprite][0] / 1000);
- }
-
- // determine if this sound should be looped
- var loop = !!(self._loop || self._sprite[sprite][2]);
-
- // set timer to fire the 'onend' event
- var soundId = (typeof callback === 'string') ? callback : Math.round(Date.now() * Math.random()) + '',
- timerId;
- (function() {
- var data = {
- id: soundId,
- sprite: sprite,
- loop: loop
- };
- timerId = setTimeout(function() {
- // if looping, restart the track
- if (!self._webAudio && loop) {
- self.stop(data.id).play(sprite, data.id);
- }
-
- // set web audio node to paused at end
- if (self._webAudio && !loop) {
- self._nodeById(data.id).paused = true;
- self._nodeById(data.id)._pos = 0;
-
- // clear the end timer
- self._clearEndTimer(data.id);
- }
-
- // end the track if it is HTML audio and a sprite
- if (!self._webAudio && !loop) {
- self.stop(data.id);
- }
-
- // fire ended event
- self.on('end', soundId);
- }, duration * 1000);
-
- // store the reference to the timer
- self._onendTimer.push({timer: timerId, id: data.id});
- })();
-
- if (self._webAudio) {
- var loopStart = self._sprite[sprite][0] / 1000,
- loopEnd = self._sprite[sprite][1] / 1000;
-
- // set the play id to this node and load into context
- node.id = soundId;
- node.paused = false;
- refreshBuffer(self, [loop, loopStart, loopEnd], soundId);
- self._playStart = ctx.currentTime;
- node.gain.value = self._volume;
-
- if (typeof node.bufferSource.start === 'undefined') {
- node.bufferSource.noteGrainOn(0, pos, duration);
- } else {
- node.bufferSource.start(0, pos, duration);
- }
- } else {
- if (node.readyState === 4 || !node.readyState && navigator.isCocoonJS) {
- node.readyState = 4;
- node.id = soundId;
- node.currentTime = pos;
- node.muted = Howler._muted || node.muted;
- node.volume = self._volume * Howler.volume();
- setTimeout(function() { node.play(); }, 0);
- } else {
- self._clearEndTimer(soundId);
-
- (function(){
- var sound = self,
- playSprite = sprite,
- fn = callback,
- newNode = node;
- var listener = function() {
- sound.play(playSprite, fn);
-
- // clear the event listener
- newNode.removeEventListener('canplaythrough', listener, false);
- };
- newNode.addEventListener('canplaythrough', listener, false);
- })();
-
- return self;
- }
- }
-
- // fire the play event and send the soundId back in the callback
- self.on('play');
- if (typeof callback === 'function') callback(soundId);
-
- return self;
- });
-
- return self;
- },
-
- /**
- * Pause playback and save the current position.
- * @param {String} id (optional) The play instance ID.
- * @return {Howl}
- */
- pause: function(id) {
- var self = this;
-
- // if the sound hasn't been loaded, add it to the event queue
- if (!self._loaded) {
- self.on('play', function() {
- self.pause(id);
- });
-
- return self;
- }
-
- // clear 'onend' timer
- self._clearEndTimer(id);
-
- var activeNode = (id) ? self._nodeById(id) : self._activeNode();
- if (activeNode) {
- activeNode._pos = self.pos(null, id);
-
- if (self._webAudio) {
- // make sure the sound has been created
- if (!activeNode.bufferSource || activeNode.paused) {
- return self;
- }
-
- activeNode.paused = true;
- if (typeof activeNode.bufferSource.stop === 'undefined') {
- activeNode.bufferSource.noteOff(0);
- } else {
- activeNode.bufferSource.stop(0);
- }
- } else {
- activeNode.pause();
- }
- }
-
- self.on('pause');
-
- return self;
- },
-
- /**
- * Stop playback and reset to start.
- * @param {String} id (optional) The play instance ID.
- * @return {Howl}
- */
- stop: function(id) {
- var self = this;
-
- // if the sound hasn't been loaded, add it to the event queue
- if (!self._loaded) {
- self.on('play', function() {
- self.stop(id);
- });
-
- return self;
- }
-
- // clear 'onend' timer
- self._clearEndTimer(id);
-
- var activeNode = (id) ? self._nodeById(id) : self._activeNode();
- if (activeNode) {
- activeNode._pos = 0;
-
- if (self._webAudio) {
- // make sure the sound has been created
- if (!activeNode.bufferSource || activeNode.paused) {
- return self;
- }
-
- activeNode.paused = true;
-
- if (typeof activeNode.bufferSource.stop === 'undefined') {
- activeNode.bufferSource.noteOff(0);
- } else {
- activeNode.bufferSource.stop(0);
- }
- } else if (!isNaN(activeNode.duration)) {
- activeNode.pause();
- activeNode.currentTime = 0;
- }
- }
-
- return self;
- },
-
- /**
- * Mute this sound.
- * @param {String} id (optional) The play instance ID.
- * @return {Howl}
- */
- mute: function(id) {
- var self = this;
-
- // if the sound hasn't been loaded, add it to the event queue
- if (!self._loaded) {
- self.on('play', function() {
- self.mute(id);
- });
-
- return self;
- }
-
- var activeNode = (id) ? self._nodeById(id) : self._activeNode();
- if (activeNode) {
- if (self._webAudio) {
- activeNode.gain.value = 0;
- } else {
- activeNode.muted = true;
- }
- }
-
- return self;
- },
-
- /**
- * Unmute this sound.
- * @param {String} id (optional) The play instance ID.
- * @return {Howl}
- */
- unmute: function(id) {
- var self = this;
-
- // if the sound hasn't been loaded, add it to the event queue
- if (!self._loaded) {
- self.on('play', function() {
- self.unmute(id);
- });
-
- return self;
- }
-
- var activeNode = (id) ? self._nodeById(id) : self._activeNode();
- if (activeNode) {
- if (self._webAudio) {
- activeNode.gain.value = self._volume;
- } else {
- activeNode.muted = false;
- }
- }
-
- return self;
- },
-
- /**
- * Get/set volume of this sound.
- * @param {Float} vol Volume from 0.0 to 1.0.
- * @param {String} id (optional) The play instance ID.
- * @return {Howl/Float} Returns self or current volume.
- */
- volume: function(vol, id) {
- var self = this;
-
- // make sure volume is a number
- vol = parseFloat(vol);
-
- if (vol >= 0 && vol <= 1) {
- self._volume = vol;
-
- // if the sound hasn't been loaded, add it to the event queue
- if (!self._loaded) {
- self.on('play', function() {
- self.volume(vol, id);
- });
-
- return self;
- }
-
- var activeNode = (id) ? self._nodeById(id) : self._activeNode();
- if (activeNode) {
- if (self._webAudio) {
- activeNode.gain.value = vol;
- } else {
- activeNode.volume = vol * Howler.volume();
- }
- }
-
- return self;
- } else {
- return self._volume;
- }
- },
-
- /**
- * Get/set whether to loop the sound.
- * @param {Boolean} loop To loop or not to loop, that is the question.
- * @return {Howl/Boolean} Returns self or current looping value.
- */
- loop: function(loop) {
- var self = this;
-
- if (typeof loop === 'boolean') {
- self._loop = loop;
-
- return self;
- } else {
- return self._loop;
- }
- },
-
- /**
- * Get/set sound sprite definition.
- * @param {Object} sprite Example: {spriteName: [offset, duration, loop]}
- * @param {Integer} offset Where to begin playback in milliseconds
- * @param {Integer} duration How long to play in milliseconds
- * @param {Boolean} loop (optional) Set true to loop this sprite
- * @return {Howl} Returns current sprite sheet or self.
- */
- sprite: function(sprite) {
- var self = this;
-
- if (typeof sprite === 'object') {
- self._sprite = sprite;
-
- return self;
- } else {
- return self._sprite;
- }
- },
-
- /**
- * Get/set the position of playback.
- * @param {Float} pos The position to move current playback to.
- * @param {String} id (optional) The play instance ID.
- * @return {Howl/Float} Returns self or current playback position.
- */
- pos: function(pos, id) {
- var self = this;
-
- // if the sound hasn't been loaded, add it to the event queue
- if (!self._loaded) {
- self.on('load', function() {
- self.pos(pos);
- });
-
- return typeof pos === 'number' ? self : self._pos || 0;
- }
-
- // make sure we are dealing with a number for pos
- pos = parseFloat(pos);
-
- var activeNode = (id) ? self._nodeById(id) : self._activeNode();
- if (activeNode) {
- if (pos >= 0) {
- self.pause(id);
- activeNode._pos = pos;
- self.play(activeNode._sprite, id);
-
- return self;
- } else {
- return self._webAudio ? activeNode._pos + (ctx.currentTime - self._playStart) : activeNode.currentTime;
- }
- } else if (pos >= 0) {
- return self;
- } else {
- // find the first inactive node to return the pos for
- for (var i=0; i<self._audioNode.length; i++) {
- if (self._audioNode[i].paused && self._audioNode[i].readyState === 4) {
- return (self._webAudio) ? self._audioNode[i]._pos : self._audioNode[i].currentTime;
- }
- }
- }
- },
-
- /**
- * Get/set the 3D position of the audio source.
- * The most common usage is to set the 'x' position
- * to affect the left/right ear panning. Setting any value higher than
- * 1.0 will begin to decrease the volume of the sound as it moves further away.
- * NOTE: This only works with Web Audio API, HTML5 Audio playback
- * will not be affected.
- * @param {Float} x The x-position of the playback from -1000.0 to 1000.0
- * @param {Float} y The y-position of the playback from -1000.0 to 1000.0
- * @param {Float} z The z-position of the playback from -1000.0 to 1000.0
- * @param {String} id (optional) The play instance ID.
- * @return {Howl/Array} Returns self or the current 3D position: [x, y, z]
- */
- pos3d: function(x, y, z, id) {
- var self = this;
-
- // set a default for the optional 'y' & 'z'
- y = (typeof y === 'undefined' || !y) ? 0 : y;
- z = (typeof z === 'undefined' || !z) ? -0.5 : z;
-
- // if the sound hasn't been loaded, add it to the event queue
- if (!self._loaded) {
- self.on('play', function() {
- self.pos3d(x, y, z, id);
- });
-
- return self;
- }
-
- if (x >= 0 || x < 0) {
- if (self._webAudio) {
- var activeNode = (id) ? self._nodeById(id) : self._activeNode();
- if (activeNode) {
- self._pos3d = [x, y, z];
- activeNode.panner.setPosition(x, y, z);
- activeNode.panner.panningModel = self._model || 'HRTF';
- }
- }
- } else {
- return self._pos3d;
- }
-
- return self;
- },
-
- /**
- * Fade a currently playing sound between two volumes.
- * @param {Number} from The volume 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 {Function} callback (optional) Fired when the fade is complete.
- * @param {String} id (optional) The play instance ID.
- * @return {Howl}
- */
- fade: function(from, to, len, callback, id) {
- var self = this,
- diff = Math.abs(from - to),
- dir = from > to ? 'down' : 'up',
- steps = diff / 0.01,
- stepTime = len / steps;
-
- // if the sound hasn't been loaded, add it to the event queue
- if (!self._loaded) {
- self.on('load', function() {
- self.fade(from, to, len, callback, id);
- });
-
- return self;
- }
-
- // set the volume to the start position
- self.volume(from, id);
-
- for (var i=1; i<=steps; i++) {
- (function() {
- var change = self._volume + (dir === 'up' ? 0.01 : -0.01) * i,
- vol = Math.round(1000 * change) / 1000,
- toVol = to;
-
- setTimeout(function() {
- self.volume(vol, id);
-
- if (vol === toVol) {
- if (callback) callback();
- }
- }, stepTime * i);
- })();
- }
- },
-
- /**
- * [DEPRECATED] Fade in the current sound.
- * @param {Float} to Volume to fade to (0.0 to 1.0).
- * @param {Number} len Time in milliseconds to fade.
- * @param {Function} callback
- * @return {Howl}
- */
- fadeIn: function(to, len, callback) {
- return this.volume(0).play().fade(0, to, len, callback);
- },
-
- /**
- * [DEPRECATED] Fade out the current sound and pause when finished.
- * @param {Float} to Volume to fade to (0.0 to 1.0).
- * @param {Number} len Time in milliseconds to fade.
- * @param {Function} callback
- * @param {String} id (optional) The play instance ID.
- * @return {Howl}
- */
- fadeOut: function(to, len, callback, id) {
- var self = this;
-
- return self.fade(self._volume, to, len, function() {
- if (callback) callback();
- self.pause(id);
-
- // fire ended event
- self.on('end');
- }, id);
- },
-
- /**
- * Get an audio node by ID.
- * @return {Howl} Audio node.
- */
- _nodeById: function(id) {
- var self = this,
- node = self._audioNode[0];
-
- // find the node with this ID
- for (var i=0; i<self._audioNode.length; i++) {
- if (self._audioNode[i].id === id) {
- node = self._audioNode[i];
- break;
- }
- }
-
- return node;
- },
-
- /**
- * Get the first active audio node.
- * @return {Howl} Audio node.
- */
- _activeNode: function() {
- var self = this,
- node = null;
-
- // find the first playing node
- for (var i=0; i<self._audioNode.length; i++) {
- if (!self._audioNode[i].paused) {
- node = self._audioNode[i];
- break;
- }
- }
-
- // remove excess inactive nodes
- self._drainPool();
-
- return node;
- },
-
- /**
- * Get the first inactive audio node.
- * If there is none, create a new one and add it to the pool.
- * @param {Function} callback Function to call when the audio node is ready.
- */
- _inactiveNode: function(callback) {
- var self = this,
- node = null;
-
- // find first inactive node to recycle
- for (var i=0; i<self._audioNode.length; i++) {
- if (self._audioNode[i].paused && self._audioNode[i].readyState === 4) {
- // send the node back for use by the new play instance
- callback(self._audioNode[i]);
- node = true;
- break;
- }
- }
-
- // remove excess inactive nodes
- self._drainPool();
-
- if (node) {
- return;
- }
-
- // create new node if there are no inactives
- var newNode;
- if (self._webAudio) {
- newNode = self._setupAudioNode();
- callback(newNode);
- } else {
- self.load();
- newNode = self._audioNode[self._audioNode.length - 1];
-
- // listen for the correct load event and fire the callback
- var listenerEvent = navigator.isCocoonJS ? 'canplaythrough' : 'loadedmetadata';
- var listener = function() {
- newNode.removeEventListener(listenerEvent, listener, false);
- callback(newNode);
- };
- newNode.addEventListener(listenerEvent, listener, false);
- }
- },
-
- /**
- * If there are more than 5 inactive audio nodes in the pool, clear out the rest.
- */
- _drainPool: function() {
- var self = this,
- inactive = 0,
- i;
-
- // count the number of inactive nodes
- for (i=0; i<self._audioNode.length; i++) {
- if (self._audioNode[i].paused) {
- inactive++;
- }
- }
-
- // remove excess inactive nodes
- for (i=self._audioNode.length-1; i>=0; i--) {
- if (inactive <= 5) {
- break;
- }
-
- if (self._audioNode[i].paused) {
- // disconnect the audio source if using Web Audio
- if (self._webAudio) {
- self._audioNode[i].disconnect(0);
- }
-
- inactive--;
- self._audioNode.splice(i, 1);
- }
- }
- },
-
- /**
- * Clear 'onend' timeout before it ends.
- * @param {String} soundId The play instance ID.
- */
- _clearEndTimer: function(soundId) {
- var self = this,
- index = 0;
-
- // loop through the timers to find the one associated with this sound
- for (var i=0; i<self._onendTimer.length; i++) {
- if (self._onendTimer[i].id === soundId) {
- index = i;
- break;
- }
- }
-
- var timer = self._onendTimer[index];
- if (timer) {
- clearTimeout(timer.timer);
- self._onendTimer.splice(index, 1);
- }
- },
-
- /**
- * Setup the gain node and panner for a Web Audio instance.
- * @return {Object} The new audio node.
- */
- _setupAudioNode: function() {
- var self = this,
- node = self._audioNode,
- index = self._audioNode.length;
-
- // create gain node
- node[index] = (typeof ctx.createGain === 'undefined') ? ctx.createGainNode() : ctx.createGain();
- node[index].gain.value = self._volume;
- node[index].paused = true;
- node[index]._pos = 0;
- node[index].readyState = 4;
- node[index].connect(masterGain);
-
- // create the panner
- node[index].panner = ctx.createPanner();
- node[index].panner.panningModel = self._model || 'equalpower';
- node[index].panner.setPosition(self._pos3d[0], self._pos3d[1], self._pos3d[2]);
- node[index].panner.connect(node[index]);
-
- return node[index];
- },
-
- /**
- * Call/set custom events.
- * @param {String} event Event type.
- * @param {Function} fn Function to call.
- * @return {Howl}
- */
- on: function(event, fn) {
- var self = this,
- events = self['_on' + event];
-
- if (typeof fn === 'function') {
- events.push(fn);
- } else {
- for (var i=0; i<events.length; i++) {
- if (fn) {
- events[i].call(self, fn);
- } else {
- events[i].call(self);
- }
- }
- }
-
- return self;
- },
-
- /**
- * Remove a custom event.
- * @param {String} event Event type.
- * @param {Function} fn Listener to remove.
- * @return {Howl}
- */
- off: function(event, fn) {
- var self = this,
- events = self['_on' + event],
- fnString = fn ? fn.toString() : null;
-
- if (fnString) {
- // loop through functions in the event for comparison
- for (var i=0; i<events.length; i++) {
- if (fnString === events[i].toString()) {
- events.splice(i, 1);
- break;
- }
- }
- } else {
- self['_on' + event] = [];
- }
-
- return self;
- },
-
- /**
- * Unload and destroy the current Howl object.
- * This will immediately stop all play instances attached to this sound.
- */
- unload: function() {
- var self = this;
-
- // stop playing any active nodes
- var nodes = self._audioNode;
- for (var i=0; i<self._audioNode.length; i++) {
- // stop the sound if it is currently playing
- if (!nodes[i].paused) {
- self.stop(nodes[i].id);
- self.on('end', nodes[i].id);
- }
-
- if (!self._webAudio) {
- // remove the source if using HTML5 Audio
- nodes[i].src = '';
- } else {
- // disconnect the output from the master gain
- nodes[i].disconnect(0);
- }
- }
-
- // make sure all timeouts are cleared
- for (i=0; i<self._onendTimer.length; i++) {
- clearTimeout(self._onendTimer[i].timer);
- }
-
- // remove the reference in the global Howler object
- var index = Howler._howls.indexOf(self);
- if (index !== null && index >= 0) {
- Howler._howls.splice(index, 1);
- }
-
- // delete this sound from the cache
- delete cache[self._src];
- self = null;
- }
-
- };
-
- // only define these functions when using WebAudio
- if (usingWebAudio) {
-
- /**
- * Buffer a sound from URL (or from cache) and decode to audio source (Web Audio API).
- * @param {Object} obj The Howl object for the sound to load.
- * @param {String} url The path to the sound file.
- */
- var loadBuffer = function(obj, url) {
- // check if the buffer has already been cached
- if (url in cache) {
- // set the duration from the cache
- obj._duration = cache[url].duration;
-
- // load the sound into this object
- loadSound(obj);
- return;
- }
-
- if (/^data:[^;]+;base64,/.test(url)) {
- // Decode base64 data-URIs because some browsers cannot load data-URIs with XMLHttpRequest.
- 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, obj, url);
- } 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, obj, url);
- };
- xhr.onerror = function() {
- // if there is an error, switch the sound to HTML Audio
- if (obj._webAudio) {
- obj._buffer = true;
- obj._webAudio = false;
- obj._audioNode = [];
- delete obj._gainNode;
- delete cache[url];
- obj.load();
- }
- };
- try {
- xhr.send();
- } catch (e) {
- xhr.onerror();
- }
- }
- };
-
- /**
- * Decode audio data from an array buffer.
- * @param {ArrayBuffer} arraybuffer The audio data.
- * @param {Object} obj The Howl object for the sound to load.
- * @param {String} url The path to the sound file.
- */
- var decodeAudioData = function(arraybuffer, obj, url) {
- // decode the buffer into an audio source
- ctx.decodeAudioData(
- arraybuffer,
- function(buffer) {
- if (buffer) {
- cache[url] = buffer;
- loadSound(obj, buffer);
- }
- },
- function(err) {
- obj.on('loaderror');
- }
- );
- };
-
- /**
- * Finishes loading the Web Audio API sound and fires the loaded event
- * @param {Object} obj The Howl object for the sound to load.
- * @param {Objecct} buffer The decoded buffer sound source.
- */
- var loadSound = function(obj, buffer) {
- // set the duration
- obj._duration = (buffer) ? buffer.duration : obj._duration;
-
- // setup a sprite if none is defined
- if (Object.getOwnPropertyNames(obj._sprite).length === 0) {
- obj._sprite = {_default: [0, obj._duration * 1000]};
- }
-
- // fire the loaded event
- if (!obj._loaded) {
- obj._loaded = true;
- obj.on('load');
- }
-
- if (obj._autoplay) {
- obj.play();
- }
- };
-
- /**
- * Load the sound back into the buffer source.
- * @param {Object} obj The sound to load.
- * @param {Array} loop Loop boolean, pos, and duration.
- * @param {String} id (optional) The play instance ID.
- */
- var refreshBuffer = function(obj, loop, id) {
- // determine which node to connect to
- var node = obj._nodeById(id);
-
- // setup the buffer source for playback
- node.bufferSource = ctx.createBufferSource();
- node.bufferSource.buffer = cache[obj._src];
- node.bufferSource.connect(node.panner);
- node.bufferSource.loop = loop[0];
- if (loop[0]) {
- node.bufferSource.loopStart = loop[1];
- node.bufferSource.loopEnd = loop[1] + loop[2];
- }
- node.bufferSource.playbackRate.value = obj._rate;
- };
-
- }
-
- /**
- * Add support for AMD (Asynchronous Module Definition) libraries such as require.js.
- */
- if (typeof define === 'function' && define.amd) {
- define(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 available but not used
-
- if (typeof window !== 'undefined') {
- window.Howler = Howler;
- window.Howl = Howl;
- }
-
- })();
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