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/*! |
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* howler.js v2.2.1 |
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* howlerjs.com |
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* |
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* (c) 2013-2020, 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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/** 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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// Create a global ID counter. |
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self._counter = 1000; |
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// Pool of unlocked HTML5 Audio objects. |
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self._html5AudioPool = []; |
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self.html5PoolSize = 10; |
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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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self._canPlayEvent = 'canplaythrough'; |
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self._navigator = (typeof window !== 'undefined' && window.navigator) ? window.navigator : null; |
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// Public properties. |
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self.masterGain = null; |
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self.noAudio = false; |
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self.usingWebAudio = true; |
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self.autoSuspend = true; |
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self.ctx = null; |
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// Set to false to disable the auto audio unlocker. |
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self.autoUnlock = true; |
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// Setup the various state values for global tracking. |
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self._setup(); |
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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 we don't have an AudioContext created yet, run the setup. |
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if (!self.ctx) { |
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setupAudioContext(); |
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} |
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if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) { |
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self._volume = vol; |
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// Don't update any of the nodes if we are muted. |
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if (self._muted) { |
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return self; |
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} |
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// When using Web Audio, we just need to adjust the master gain. |
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if (self.usingWebAudio) { |
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self.masterGain.gain.setValueAtTime(vol, Howler.ctx.currentTime); |
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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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// If we don't have an AudioContext created yet, run the setup. |
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if (!self.ctx) { |
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setupAudioContext(); |
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} |
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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 (self.usingWebAudio) { |
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self.masterGain.gain.setValueAtTime(muted ? 0 : self._volume, Howler.ctx.currentTime); |
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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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* Handle stopping all sounds globally. |
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*/ |
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stop: function() { |
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var self = this || Howler; |
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// Loop through all Howls and stop them. |
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for (var i=0; i<self._howls.length; i++) { |
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self._howls[i].stop(); |
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} |
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return self; |
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}, |
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/** |
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* Unload and destroy all currently loaded Howl objects. |
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* @return {Howler} |
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*/ |
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unload: function() { |
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var self = this || Howler; |
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for (var i=self._howls.length-1; i>=0; i--) { |
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self._howls[i].unload(); |
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} |
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// Create a new AudioContext to make sure it is fully reset. |
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if (self.usingWebAudio && self.ctx && typeof self.ctx.close !== 'undefined') { |
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self.ctx.close(); |
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self.ctx = null; |
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setupAudioContext(); |
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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.replace(/^x-/, '')]; |
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}, |
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/** |
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* Setup various state values for global tracking. |
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* @return {Howler} |
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*/ |
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_setup: function() { |
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var self = this || Howler; |
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// Keeps track of the suspend/resume state of the AudioContext. |
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self.state = self.ctx ? self.ctx.state || 'suspended' : 'suspended'; |
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// Automatically begin the 30-second suspend process |
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self._autoSuspend(); |
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// Check if audio is available. |
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if (!self.usingWebAudio) { |
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// No audio is available on this system if noAudio is set to true. |
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if (typeof Audio !== 'undefined') { |
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try { |
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var test = new Audio(); |
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// Check if the canplaythrough event is available. |
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if (typeof test.oncanplaythrough === 'undefined') { |
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self._canPlayEvent = 'canplay'; |
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} |
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} catch(e) { |
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self.noAudio = true; |
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} |
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} else { |
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self.noAudio = true; |
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} |
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} |
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// Test to make sure audio isn't disabled in Internet Explorer. |
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try { |
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var test = new Audio(); |
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if (test.muted) { |
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self.noAudio = true; |
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} |
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} catch (e) {} |
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// Check for supported codecs. |
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if (!self.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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* 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 = null; |
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// Must wrap in a try/catch because IE11 in server mode throws an error. |
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try { |
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audioTest = (typeof Audio !== 'undefined') ? new Audio() : null; |
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} catch (err) { |
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return self; |
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} |
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if (!audioTest || typeof audioTest.canPlayType !== 'function') { |
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return self; |
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} |
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var mpegTest = audioTest.canPlayType('audio/mpeg;').replace(/^no$/, ''); |
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// Opera version <33 has mixed MP3 support, so we need to check for and block it. |
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var checkOpera = self._navigator && self._navigator.userAgent.match(/OPR\/([0-6].)/g); |
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var isOldOpera = (checkOpera && parseInt(checkOpera[0].split('/')[1], 10) < 33); |
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self._codecs = { |
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mp3: !!(!isOldOpera && (mpegTest || audioTest.canPlayType('audio/mp3;').replace(/^no$/, ''))), |
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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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oga: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''), |
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wav: !!(audioTest.canPlayType('audio/wav; codecs="1"') || audioTest.canPlayType('audio/wav')).replace(/^no$/, ''), |
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aac: !!audioTest.canPlayType('audio/aac;').replace(/^no$/, ''), |
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caf: !!audioTest.canPlayType('audio/x-caf;').replace(/^no$/, ''), |
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m4a: !!(audioTest.canPlayType('audio/x-m4a;') || audioTest.canPlayType('audio/m4a;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''), |
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m4b: !!(audioTest.canPlayType('audio/x-m4b;') || audioTest.canPlayType('audio/m4b;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''), |
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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$/, ''), |
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dolby: !!audioTest.canPlayType('audio/mp4; codecs="ec-3"').replace(/^no$/, ''), |
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flac: !!(audioTest.canPlayType('audio/x-flac;') || audioTest.canPlayType('audio/flac;')).replace(/^no$/, '') |
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}; |
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return self; |
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}, |
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/** |
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* Some browsers/devices 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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_unlockAudio: function() { |
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var self = this || Howler; |
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// Only run this if Web Audio is supported and it hasn't already been unlocked. |
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if (self._audioUnlocked || !self.ctx) { |
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return; |
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} |
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self._audioUnlocked = false; |
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self.autoUnlock = false; |
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// Some mobile devices/platforms have distortion issues when opening/closing tabs and/or web views. |
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// Bugs in the browser (especially Mobile Safari) can cause the sampleRate to change from 44100 to 48000. |
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// By calling Howler.unload(), we create a new AudioContext with the correct sampleRate. |
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if (!self._mobileUnloaded && self.ctx.sampleRate !== 44100) { |
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self._mobileUnloaded = true; |
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self.unload(); |
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} |
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// Scratch buffer for enabling iOS to dispose of web audio buffers correctly, as per: |
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// http://stackoverflow.com/questions/24119684 |
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self._scratchBuffer = self.ctx.createBuffer(1, 1, 22050); |
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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, Android, etc. |
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var unlock = function(e) { |
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// Create a pool of unlocked HTML5 Audio objects that can |
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// be used for playing sounds without user interaction. HTML5 |
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// Audio objects must be individually unlocked, as opposed |
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// to the WebAudio API which only needs a single activation. |
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// This must occur before WebAudio setup or the source.onended |
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// event will not fire. |
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while (self._html5AudioPool.length < self.html5PoolSize) { |
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try { |
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var audioNode = new Audio(); |
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// Mark this Audio object as unlocked to ensure it can get returned |
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// to the unlocked pool when released. |
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audioNode._unlocked = true; |
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// Add the audio node to the pool. |
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self._releaseHtml5Audio(audioNode); |
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} catch (e) { |
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self.noAudio = true; |
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break; |
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} |
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} |
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// Loop through any assigned audio nodes and unlock them. |
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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 unlock the audio nodes. |
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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 && !sound._node._unlocked) { |
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sound._node._unlocked = true; |
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sound._node.load(); |
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} |
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} |
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} |
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} |
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// Fix Android can not play in suspend state. |
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self._autoResume(); |
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// Create an empty buffer. |
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var source = self.ctx.createBufferSource(); |
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source.buffer = self._scratchBuffer; |
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source.connect(self.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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// Calling resume() on a stack initiated by user gesture is what actually unlocks the audio on Android Chrome >= 55. |
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if (typeof self.ctx.resume === 'function') { |
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self.ctx.resume(); |
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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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source.onended = function() { |
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source.disconnect(0); |
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// Update the unlocked state and prevent this check from happening again. |
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self._audioUnlocked = true; |
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// Remove the touch start listener. |
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document.removeEventListener('touchstart', unlock, true); |
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document.removeEventListener('touchend', unlock, true); |
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document.removeEventListener('click', unlock, true); |
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// Let all sounds know that audio has been unlocked. |
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for (var i=0; i<self._howls.length; i++) { |
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self._howls[i]._emit('unlock'); |
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} |
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}; |
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}; |
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// Setup a touch start listener to attempt an unlock in. |
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document.addEventListener('touchstart', unlock, true); |
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document.addEventListener('touchend', unlock, true); |
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document.addEventListener('click', unlock, true); |
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return self; |
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}, |
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/** |
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* Get an unlocked HTML5 Audio object from the pool. If none are left, |
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* return a new Audio object and throw a warning. |
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* @return {Audio} HTML5 Audio object. |
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*/ |
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_obtainHtml5Audio: function() { |
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var self = this || Howler; |
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// Return the next object from the pool if one exists. |
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if (self._html5AudioPool.length) { |
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return self._html5AudioPool.pop(); |
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} |
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//.Check if the audio is locked and throw a warning. |
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var testPlay = new Audio().play(); |
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if (testPlay && typeof Promise !== 'undefined' && (testPlay instanceof Promise || typeof testPlay.then === 'function')) { |
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testPlay.catch(function() { |
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console.warn('HTML5 Audio pool exhausted, returning potentially locked audio object.'); |
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}); |
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} |
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return new Audio(); |
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}, |
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/** |
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* Return an activated HTML5 Audio object to the pool. |
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* @return {Howler} |
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*/ |
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_releaseHtml5Audio: function(audio) { |
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var self = this || Howler; |
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// Don't add audio to the pool if we don't know if it has been unlocked. |
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if (audio._unlocked) { |
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self._html5AudioPool.push(audio); |
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} |
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return self; |
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}, |
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/** |
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* Automatically suspend the Web Audio AudioContext after no sound has played for 30 seconds. |
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* This saves processing/energy and fixes various browser-specific bugs with audio getting stuck. |
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* @return {Howler} |
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*/ |
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_autoSuspend: function() { |
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var self = this; |
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if (!self.autoSuspend || !self.ctx || typeof self.ctx.suspend === 'undefined' || !Howler.usingWebAudio) { |
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return; |
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} |
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// Check if any sounds are playing. |
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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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for (var j=0; j<self._howls[i]._sounds.length; j++) { |
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if (!self._howls[i]._sounds[j]._paused) { |
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return self; |
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} |
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} |
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} |
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} |
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if (self._suspendTimer) { |
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clearTimeout(self._suspendTimer); |
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} |
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// If no sound has played after 30 seconds, suspend the context. |
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self._suspendTimer = setTimeout(function() { |
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if (!self.autoSuspend) { |
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return; |
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} |
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self._suspendTimer = null; |
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self.state = 'suspending'; |
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// Handle updating the state of the audio context after suspending. |
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var handleSuspension = function() { |
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self.state = 'suspended'; |
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if (self._resumeAfterSuspend) { |
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delete self._resumeAfterSuspend; |
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self._autoResume(); |
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} |
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}; |
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// Either the state gets suspended or it is interrupted. |
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// Either way, we need to update the state to suspended. |
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self.ctx.suspend().then(handleSuspension, handleSuspension); |
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}, 30000); |
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return self; |
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}, |
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/** |
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* Automatically resume the Web Audio AudioContext when a new sound is played. |
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* @return {Howler} |
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*/ |
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_autoResume: function() { |
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var self = this; |
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if (!self.ctx || typeof self.ctx.resume === 'undefined' || !Howler.usingWebAudio) { |
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return; |
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} |
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if (self.state === 'running' && self.ctx.state !== 'interrupted' && self._suspendTimer) { |
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clearTimeout(self._suspendTimer); |
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self._suspendTimer = null; |
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} else if (self.state === 'suspended' || self.state === 'running' && self.ctx.state === 'interrupted') { |
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self.ctx.resume().then(function() { |
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self.state = 'running'; |
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// Emit to all Howls that the audio has resumed. |
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for (var i=0; i<self._howls.length; i++) { |
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self._howls[i]._emit('resume'); |
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} |
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}); |
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if (self._suspendTimer) { |
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clearTimeout(self._suspendTimer); |
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self._suspendTimer = null; |
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} |
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} else if (self.state === 'suspending') { |
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self._resumeAfterSuspend = true; |
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} |
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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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|
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// If we don't have an AudioContext created yet, run the setup. |
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if (!Howler.ctx) { |
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setupAudioContext(); |
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} |
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|
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// Setup user-defined default properties. |
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self._autoplay = o.autoplay || false; |
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self._format = (typeof o.format !== 'string') ? o.format : [o.format]; |
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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 === 'metadata') ? 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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self._xhr = { |
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method: o.xhr && o.xhr.method ? o.xhr.method : 'GET', |
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headers: o.xhr && o.xhr.headers ? o.xhr.headers : null, |
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withCredentials: o.xhr && o.xhr.withCredentials ? o.xhr.withCredentials : false, |
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}; |
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|
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// Setup all other default properties. |
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self._duration = 0; |
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self._state = 'unloaded'; |
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self._sounds = []; |
|
self._endTimers = {}; |
|
self._queue = []; |
|
self._playLock = false; |
|
|
|
// Setup event listeners. |
|
self._onend = o.onend ? [{fn: o.onend}] : []; |
|
self._onfade = o.onfade ? [{fn: o.onfade}] : []; |
|
self._onload = o.onload ? [{fn: o.onload}] : []; |
|
self._onloaderror = o.onloaderror ? [{fn: o.onloaderror}] : []; |
|
self._onplayerror = o.onplayerror ? [{fn: o.onplayerror}] : []; |
|
self._onpause = o.onpause ? [{fn: o.onpause}] : []; |
|
self._onplay = o.onplay ? [{fn: o.onplay}] : []; |
|
self._onstop = o.onstop ? [{fn: o.onstop}] : []; |
|
self._onmute = o.onmute ? [{fn: o.onmute}] : []; |
|
self._onvolume = o.onvolume ? [{fn: o.onvolume}] : []; |
|
self._onrate = o.onrate ? [{fn: o.onrate}] : []; |
|
self._onseek = o.onseek ? [{fn: o.onseek}] : []; |
|
self._onunlock = o.onunlock ? [{fn: o.onunlock}] : []; |
|
self._onresume = []; |
|
|
|
// Web Audio or HTML5 Audio? |
|
self._webAudio = Howler.usingWebAudio && !self._html5; |
|
|
|
// Automatically try to enable audio. |
|
if (typeof Howler.ctx !== 'undefined' && Howler.ctx && Howler.autoUnlock) { |
|
Howler._unlockAudio(); |
|
} |
|
|
|
// Keep track of this Howl group in the global controller. |
|
Howler._howls.push(self); |
|
|
|
// If they selected autoplay, add a play event to the load queue. |
|
if (self._autoplay) { |
|
self._queue.push({ |
|
event: 'play', |
|
action: function() { |
|
self.play(); |
|
} |
|
}); |
|
} |
|
|
|
// Load the source file unless otherwise specified. |
|
if (self._preload && self._preload !== 'none') { |
|
self.load(); |
|
} |
|
|
|
return self; |
|
}, |
|
|
|
/** |
|
* Load the audio file. |
|
* @return {Howler} |
|
*/ |
|
load: function() { |
|
var self = this; |
|
var url = null; |
|
|
|
// If no audio is available, quit immediately. |
|
if (Howler.noAudio) { |
|
self._emit('loaderror', null, 'No audio support.'); |
|
return; |
|
} |
|
|
|
// Make sure our source is in an array. |
|
if (typeof self._src === 'string') { |
|
self._src = [self._src]; |
|
} |
|
|
|
// Loop through the sources and pick the first one that is compatible. |
|
for (var i=0; i<self._src.length; i++) { |
|
var ext, str; |
|
|
|
if (self._format && self._format[i]) { |
|
// If an extension was specified, use that instead. |
|
ext = self._format[i]; |
|
} else { |
|
// Make sure the source is a string. |
|
str = self._src[i]; |
|
if (typeof str !== 'string') { |
|
self._emit('loaderror', null, 'Non-string found in selected audio sources - ignoring.'); |
|
continue; |
|
} |
|
|
|
// Extract the file extension from the URL or base64 data URI. |
|
ext = /^data:audio\/([^;,]+);/i.exec(str); |
|
if (!ext) { |
|
ext = /\.([^.]+)$/.exec(str.split('?', 1)[0]); |
|
} |
|
|
|
if (ext) { |
|
ext = ext[1].toLowerCase(); |
|
} |
|
} |
|
|
|
// Log a warning if no extension was found. |
|
if (!ext) { |
|
console.warn('No file extension was found. Consider using the "format" property or specify an extension.'); |
|
} |
|
|
|
// Check if this extension is available. |
|
if (ext && Howler.codecs(ext)) { |
|
url = self._src[i]; |
|
break; |
|
} |
|
} |
|
|
|
if (!url) { |
|
self._emit('loaderror', null, 'No codec support for selected audio sources.'); |
|
return; |
|
} |
|
|
|
self._src = url; |
|
self._state = 'loading'; |
|
|
|
// If the hosting page is HTTPS and the source isn't, |
|
// drop down to HTML5 Audio to avoid Mixed Content errors. |
|
if (window.location.protocol === 'https:' && url.slice(0, 5) === 'http:') { |
|
self._html5 = true; |
|
self._webAudio = false; |
|
} |
|
|
|
// Create a new sound object and add it to the pool. |
|
new Sound(self); |
|
|
|
// Load and decode the audio data for playback. |
|
if (self._webAudio) { |
|
loadBuffer(self); |
|
} |
|
|
|
return self; |
|
}, |
|
|
|
/** |
|
* Play a sound or resume previous playback. |
|
* @param {String/Number} sprite Sprite name for sprite playback or sound id to continue previous. |
|
* @param {Boolean} internal Internal Use: true prevents event firing. |
|
* @return {Number} Sound ID. |
|
*/ |
|
play: function(sprite, internal) { |
|
var self = this; |
|
var id = null; |
|
|
|
// Determine if a sprite, sound id or nothing was passed |
|
if (typeof sprite === 'number') { |
|
id = sprite; |
|
sprite = null; |
|
} else if (typeof sprite === 'string' && self._state === 'loaded' && !self._sprite[sprite]) { |
|
// If the passed sprite doesn't exist, do nothing. |
|
return null; |
|
} else if (typeof sprite === 'undefined') { |
|
// Use the default sound sprite (plays the full audio length). |
|
sprite = '__default'; |
|
|
|
// Check if there is a single paused sound that isn't ended. |
|
// If there is, play that sound. If not, continue as usual. |
|
if (!self._playLock) { |
|
var num = 0; |
|
for (var i=0; i<self._sounds.length; i++) { |
|
if (self._sounds[i]._paused && !self._sounds[i]._ended) { |
|
num++; |
|
id = self._sounds[i]._id; |
|
} |
|
} |
|
|
|
if (num === 1) { |
|
sprite = null; |
|
} else { |
|
id = null; |
|
} |
|
} |
|
} |
|
|
|
// Get the selected node, or get one from the pool. |
|
var sound = id ? self._soundById(id) : self._inactiveSound(); |
|
|
|
// If the sound doesn't exist, do nothing. |
|
if (!sound) { |
|
return null; |
|
} |
|
|
|
// Select the sprite definition. |
|
if (id && !sprite) { |
|
sprite = sound._sprite || '__default'; |
|
} |
|
|
|
// If the sound hasn't loaded, we must wait to get the audio's duration. |
|
// We also need to wait to make sure we don't run into race conditions with |
|
// the order of function calls. |
|
if (self._state !== 'loaded') { |
|
// Set the sprite value on this sound. |
|
sound._sprite = sprite; |
|
|
|
// Mark this sound as not ended in case another sound is played before this one loads. |
|
sound._ended = false; |
|
|
|
// Add the sound to the queue to be played on load. |
|
var soundId = sound._id; |
|
self._queue.push({ |
|
event: 'play', |
|
action: function() { |
|
self.play(soundId); |
|
} |
|
}); |
|
|
|
return soundId; |
|
} |
|
|
|
// Don't play the sound if an id was passed and it is already playing. |
|
if (id && !sound._paused) { |
|
// Trigger the play event, in order to keep iterating through queue. |
|
if (!internal) { |
|
self._loadQueue('play'); |
|
} |
|
|
|
return sound._id; |
|
} |
|
|
|
// Make sure the AudioContext isn't suspended, and resume it if it is. |
|
if (self._webAudio) { |
|
Howler._autoResume(); |
|
} |
|
|
|
// Determine how long to play for and where to start playing. |
|
var seek = Math.max(0, sound._seek > 0 ? sound._seek : self._sprite[sprite][0] / 1000); |
|
var duration = Math.max(0, ((self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000) - seek); |
|
var timeout = (duration * 1000) / Math.abs(sound._rate); |
|
var start = self._sprite[sprite][0] / 1000; |
|
var stop = (self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000; |
|
sound._sprite = sprite; |
|
|
|
// Mark the sound as ended instantly so that this async playback |
|
// doesn't get grabbed by another call to play while this one waits to start. |
|
sound._ended = false; |
|
|
|
// Update the parameters of the sound. |
|
var setParams = function() { |
|
sound._paused = false; |
|
sound._seek = seek; |
|
sound._start = start; |
|
sound._stop = stop; |
|
sound._loop = !!(sound._loop || self._sprite[sprite][2]); |
|
}; |
|
|
|
// End the sound instantly if seek is at the end. |
|
if (seek >= stop) { |
|
self._ended(sound); |
|
return; |
|
} |
|
|
|
// Begin the actual playback. |
|
var node = sound._node; |
|
if (self._webAudio) { |
|
// Fire this when the sound is ready to play to begin Web Audio playback. |
|
var playWebAudio = function() { |
|
self._playLock = false; |
|
setParams(); |
|
self._refreshBuffer(sound); |
|
|
|
// Setup the playback params. |
|
var vol = (sound._muted || self._muted) ? 0 : sound._volume; |
|
node.gain.setValueAtTime(vol, Howler.ctx.currentTime); |
|
sound._playStart = Howler.ctx.currentTime; |
|
|
|
// Play the sound using the supported method. |
|
if (typeof node.bufferSource.start === 'undefined') { |
|
sound._loop ? node.bufferSource.noteGrainOn(0, seek, 86400) : node.bufferSource.noteGrainOn(0, seek, duration); |
|
} else { |
|
sound._loop ? node.bufferSource.start(0, seek, 86400) : node.bufferSource.start(0, seek, duration); |
|
} |
|
|
|
// Start a new timer if none is present. |
|
if (timeout !== Infinity) { |
|
self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); |
|
} |
|
|
|
if (!internal) { |
|
setTimeout(function() { |
|
self._emit('play', sound._id); |
|
self._loadQueue(); |
|
}, 0); |
|
} |
|
}; |
|
|
|
if (Howler.state === 'running' && Howler.ctx.state !== 'interrupted') { |
|
playWebAudio(); |
|
} else { |
|
self._playLock = true; |
|
|
|
// Wait for the audio context to resume before playing. |
|
self.once('resume', playWebAudio); |
|
|
|
// Cancel the end timer. |
|
self._clearTimer(sound._id); |
|
} |
|
} else { |
|
// Fire this when the sound is ready to play to begin HTML5 Audio playback. |
|
var playHtml5 = function() { |
|
node.currentTime = seek; |
|
node.muted = sound._muted || self._muted || Howler._muted || node.muted; |
|
node.volume = sound._volume * Howler.volume(); |
|
node.playbackRate = sound._rate; |
|
|
|
// Some browsers will throw an error if this is called without user interaction. |
|
try { |
|
var play = node.play(); |
|
|
|
// Support older browsers that don't support promises, and thus don't have this issue. |
|
if (play && typeof Promise !== 'undefined' && (play instanceof Promise || typeof play.then === 'function')) { |
|
// Implements a lock to prevent DOMException: The play() request was interrupted by a call to pause(). |
|
self._playLock = true; |
|
|
|
// Set param values immediately. |
|
setParams(); |
|
|
|
// Releases the lock and executes queued actions. |
|
play |
|
.then(function() { |
|
self._playLock = false; |
|
node._unlocked = true; |
|
if (!internal) { |
|
self._emit('play', sound._id); |
|
self._loadQueue(); |
|
} |
|
}) |
|
.catch(function() { |
|
self._playLock = false; |
|
self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' + |
|
'on mobile devices and Chrome where playback was not within a user interaction.'); |
|
|
|
// Reset the ended and paused values. |
|
sound._ended = true; |
|
sound._paused = true; |
|
}); |
|
} else if (!internal) { |
|
self._playLock = false; |
|
setParams(); |
|
self._emit('play', sound._id); |
|
self._loadQueue(); |
|
} |
|
|
|
// Setting rate before playing won't work in IE, so we set it again here. |
|
node.playbackRate = sound._rate; |
|
|
|
// If the node is still paused, then we can assume there was a playback issue. |
|
if (node.paused) { |
|
self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' + |
|
'on mobile devices and Chrome where playback was not within a user interaction.'); |
|
return; |
|
} |
|
|
|
// Setup the end timer on sprites or listen for the ended event. |
|
if (sprite !== '__default' || sound._loop) { |
|
self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); |
|
} else { |
|
self._endTimers[sound._id] = function() { |
|
// Fire ended on this audio node. |
|
self._ended(sound); |
|
|
|
// Clear this listener. |
|
node.removeEventListener('ended', self._endTimers[sound._id], false); |
|
}; |
|
node.addEventListener('ended', self._endTimers[sound._id], false); |
|
} |
|
} catch (err) { |
|
self._emit('playerror', sound._id, err); |
|
} |
|
}; |
|
|
|
// If this is streaming audio, make sure the src is set and load again. |
|
if (node.src === 'data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA') { |
|
node.src = self._src; |
|
node.load(); |
|
} |
|
|
|
// Play immediately if ready, or wait for the 'canplaythrough'e vent. |
|
var loadedNoReadyState = (window && window.ejecta) || (!node.readyState && Howler._navigator.isCocoonJS); |
|
if (node.readyState >= 3 || loadedNoReadyState) { |
|
playHtml5(); |
|
} else { |
|
self._playLock = true; |
|
|
|
var listener = function() { |
|
// Begin playback. |
|
playHtml5(); |
|
|
|
// Clear this listener. |
|
node.removeEventListener(Howler._canPlayEvent, listener, false); |
|
}; |
|
node.addEventListener(Howler._canPlayEvent, 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; |
|
|
|
// If the sound hasn't loaded or a play() promise is pending, add it to the load queue to pause when capable. |
|
if (self._state !== 'loaded' || self._playLock) { |
|
self._queue.push({ |
|
event: 'pause', |
|
action: 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._rateSeek = 0; |
|
sound._paused = true; |
|
|
|
// Stop currently running fades. |
|
self._stopFade(ids[i]); |
|
|
|
if (sound._node) { |
|
if (self._webAudio) { |
|
// Make sure the sound has been created. |
|
if (!sound._node.bufferSource) { |
|
continue; |
|
} |
|
|
|
if (typeof sound._node.bufferSource.stop === 'undefined') { |
|
sound._node.bufferSource.noteOff(0); |
|
} else { |
|
sound._node.bufferSource.stop(0); |
|
} |
|
|
|
// Clean up the buffer source. |
|
self._cleanBuffer(sound._node); |
|
} else if (!isNaN(sound._node.duration) || sound._node.duration === Infinity) { |
|
sound._node.pause(); |
|
} |
|
} |
|
} |
|
|
|
// Fire the pause event, unless `true` is passed as the 2nd argument. |
|
if (!arguments[1]) { |
|
self._emit('pause', sound ? sound._id : null); |
|
} |
|
} |
|
|
|
return self; |
|
}, |
|
|
|
/** |
|
* Stop playback and reset to start. |
|
* @param {Number} id The sound ID (empty to stop all in group). |
|
* @param {Boolean} internal Internal Use: true prevents event firing. |
|
* @return {Howl} |
|
*/ |
|
stop: function(id, internal) { |
|
var self = this; |
|
|
|
// If the sound hasn't loaded, add it to the load queue to stop when capable. |
|
if (self._state !== 'loaded' || self._playLock) { |
|
self._queue.push({ |
|
event: 'stop', |
|
action: 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) { |
|
// Reset the seek position. |
|
sound._seek = sound._start || 0; |
|
sound._rateSeek = 0; |
|
sound._paused = true; |
|
sound._ended = true; |
|
|
|
// Stop currently running fades. |
|
self._stopFade(ids[i]); |
|
|
|
if (sound._node) { |
|
if (self._webAudio) { |
|
// Make sure the sound's AudioBufferSourceNode has been created. |
|
if (sound._node.bufferSource) { |
|
if (typeof sound._node.bufferSource.stop === 'undefined') { |
|
sound._node.bufferSource.noteOff(0); |
|
} else { |
|
sound._node.bufferSource.stop(0); |
|
} |
|
|
|
// Clean up the buffer source. |
|
self._cleanBuffer(sound._node); |
|
} |
|
} else if (!isNaN(sound._node.duration) || sound._node.duration === Infinity) { |
|
sound._node.currentTime = sound._start || 0; |
|
sound._node.pause(); |
|
|
|
// If this is a live stream, stop download once the audio is stopped. |
|
if (sound._node.duration === Infinity) { |
|
self._clearSound(sound._node); |
|
} |
|
} |
|
} |
|
|
|
if (!internal) { |
|
self._emit('stop', sound._id); |
|
} |
|
} |
|
} |
|
|
|
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; |
|
|
|
// If the sound hasn't loaded, add it to the load queue to mute when capable. |
|
if (self._state !== 'loaded'|| self._playLock) { |
|
self._queue.push({ |
|
event: 'mute', |
|
action: 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; |
|
|
|
// Cancel active fade and set the volume to the end value. |
|
if (sound._interval) { |
|
self._stopFade(sound._id); |
|
} |
|
|
|
if (self._webAudio && sound._node) { |
|
sound._node.gain.setValueAtTime(muted ? 0 : sound._volume, Howler.ctx.currentTime); |
|
} else if (sound._node) { |
|
sound._node.muted = Howler._muted ? true : muted; |
|
} |
|
|
|
self._emit('mute', sound._id); |
|
} |
|
} |
|
|
|
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 || args.length === 2 && typeof args[1] === 'undefined') { |
|
// 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) { |
|
// If the sound hasn't loaded, add it to the load queue to change volume when capable. |
|
if (self._state !== 'loaded'|| self._playLock) { |
|
self._queue.push({ |
|
event: 'volume', |
|
action: 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; |
|
|
|
// Stop currently running fades. |
|
if (!args[2]) { |
|
self._stopFade(id[i]); |
|
} |
|
|
|
if (self._webAudio && sound._node && !sound._muted) { |
|
sound._node.gain.setValueAtTime(vol, Howler.ctx.currentTime); |
|
} else if (sound._node && !sound._muted) { |
|
sound._node.volume = vol * Howler.volume(); |
|
} |
|
|
|
self._emit('volume', sound._id); |
|
} |
|
} |
|
} 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 passed, 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; |
|
|
|
// If the sound hasn't loaded, add it to the load queue to fade when capable. |
|
if (self._state !== 'loaded' || self._playLock) { |
|
self._queue.push({ |
|
event: 'fade', |
|
action: function() { |
|
self.fade(from, to, len, id); |
|
} |
|
}); |
|
|
|
return self; |
|
} |
|
|
|
// Make sure the to/from/len values are numbers. |
|
from = Math.min(Math.max(0, parseFloat(from)), 1); |
|
to = Math.min(Math.max(0, parseFloat(to)), 1); |
|
len = parseFloat(len); |
|
|
|
// 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) { |
|
// Stop the previous fade if no sprite is being used (otherwise, volume handles this). |
|
if (!id) { |
|
self._stopFade(ids[i]); |
|
} |
|
|
|
// If we are using Web Audio, let the native methods do the actual fade. |
|
if (self._webAudio && !sound._muted) { |
|
var currentTime = Howler.ctx.currentTime; |
|
var end = currentTime + (len / 1000); |
|
sound._volume = from; |
|
sound._node.gain.setValueAtTime(from, currentTime); |
|
sound._node.gain.linearRampToValueAtTime(to, end); |
|
} |
|
|
|
self._startFadeInterval(sound, from, to, len, ids[i], typeof id === 'undefined'); |
|
} |
|
} |
|
|
|
return self; |
|
}, |
|
|
|
/** |
|
* Starts the internal interval to fade a sound. |
|
* @param {Object} sound Reference to sound to 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 to fade. |
|
* @param {Boolean} isGroup If true, set the volume on the group. |
|
*/ |
|
_startFadeInterval: function(sound, from, to, len, id, isGroup) { |
|
var self = this; |
|
var vol = from; |
|
var diff = to - from; |
|
var steps = Math.abs(diff / 0.01); |
|
var stepLen = Math.max(4, (steps > 0) ? len / steps : len); |
|
var lastTick = Date.now(); |
|
|
|
// Store the value being faded to. |
|
sound._fadeTo = to; |
|
|
|
// Update the volume value on each interval tick. |
|
sound._interval = setInterval(function() { |
|
// Update the volume based on the time since the last tick. |
|
var tick = (Date.now() - lastTick) / len; |
|
lastTick = Date.now(); |
|
vol += diff * tick; |
|
|
|
// Round to within 2 decimal points. |
|
vol = Math.round(vol * 100) / 100; |
|
|
|
// Make sure the volume is in the right bounds. |
|
if (diff < 0) { |
|
vol = Math.max(to, vol); |
|
} else { |
|
vol = Math.min(to, vol); |
|
} |
|
|
|
// Change the volume. |
|
if (self._webAudio) { |
|
sound._volume = vol; |
|
} else { |
|
self.volume(vol, sound._id, true); |
|
} |
|
|
|
// Set the group's volume. |
|
if (isGroup) { |
|
self._volume = vol; |
|
} |
|
|
|
// When the fade is complete, stop it and fire event. |
|
if ((to < from && vol <= to) || (to > from && vol >= to)) { |
|
clearInterval(sound._interval); |
|
sound._interval = null; |
|
sound._fadeTo = null; |
|
self.volume(to, sound._id); |
|
self._emit('fade', sound._id); |
|
} |
|
}, stepLen); |
|
}, |
|
|
|
/** |
|
* Internal method that stops the currently playing fade when |
|
* a new fade starts, volume is changed or the sound is stopped. |
|
* @param {Number} id The sound id. |
|
* @return {Howl} |
|
*/ |
|
_stopFade: function(id) { |
|
var self = this; |
|
var sound = self._soundById(id); |
|
|
|
if (sound && sound._interval) { |
|
if (self._webAudio) { |
|
sound._node.gain.cancelScheduledValues(Howler.ctx.currentTime); |
|
} |
|
|
|
clearInterval(sound._interval); |
|
sound._interval = null; |
|
self.volume(sound._fadeTo, id); |
|
sound._fadeTo = null; |
|
self._emit('fade', id); |
|
} |
|
|
|
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) { |
|
sound._node.bufferSource.loop = loop; |
|
if (loop) { |
|
sound._node.bufferSource.loopStart = sound._start || 0; |
|
sound._node.bufferSource.loopEnd = sound._stop; |
|
} |
|
} |
|
} |
|
} |
|
|
|
return self; |
|
}, |
|
|
|
/** |
|
* Get/set the playback rate of a sound. This method can optionally take 0, 1 or 2 arguments. |
|
* rate() -> Returns the first sound node's current playback rate. |
|
* rate(id) -> Returns the sound id's current playback rate. |
|
* rate(rate) -> Sets the playback rate of all sounds in this Howl group. |
|
* rate(rate, id) -> Sets the playback rate of passed sound id. |
|
* @return {Howl/Number} Returns self or the current playback rate. |
|
*/ |
|
rate: function() { |
|
var self = this; |
|
var args = arguments; |
|
var rate, id; |
|
|
|
// Determine the values based on arguments. |
|
if (args.length === 0) { |
|
// We will simply return the current rate 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 rate value. |
|
var ids = self._getSoundIds(); |
|
var index = ids.indexOf(args[0]); |
|
if (index >= 0) { |
|
id = parseInt(args[0], 10); |
|
} else { |
|
rate = parseFloat(args[0]); |
|
} |
|
} else if (args.length === 2) { |
|
rate = parseFloat(args[0]); |
|
id = parseInt(args[1], 10); |
|
} |
|
|
|
// Update the playback rate or return the current value. |
|
var sound; |
|
if (typeof rate === 'number') { |
|
// If the sound hasn't loaded, add it to the load queue to change playback rate when capable. |
|
if (self._state !== 'loaded' || self._playLock) { |
|
self._queue.push({ |
|
event: 'rate', |
|
action: function() { |
|
self.rate.apply(self, args); |
|
} |
|
}); |
|
|
|
return self; |
|
} |
|
|
|
// Set the group rate. |
|
if (typeof id === 'undefined') { |
|
self._rate = rate; |
|
} |
|
|
|
// 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) { |
|
// Keep track of our position when the rate changed and update the playback |
|
// start position so we can properly adjust the seek position for time elapsed. |
|
if (self.playing(id[i])) { |
|
sound._rateSeek = self.seek(id[i]); |
|
sound._playStart = self._webAudio ? Howler.ctx.currentTime : sound._playStart; |
|
} |
|
sound._rate = rate; |
|
|
|
// Change the playback rate. |
|
if (self._webAudio && sound._node && sound._node.bufferSource) { |
|
sound._node.bufferSource.playbackRate.setValueAtTime(rate, Howler.ctx.currentTime); |
|
} else if (sound._node) { |
|
sound._node.playbackRate = rate; |
|
} |
|
|
|
// Reset the timers. |
|
var seek = self.seek(id[i]); |
|
var duration = ((self._sprite[sound._sprite][0] + self._sprite[sound._sprite][1]) / 1000) - seek; |
|
var timeout = (duration * 1000) / Math.abs(sound._rate); |
|
|
|
// Start a new end timer if sound is already playing. |
|
if (self._endTimers[id[i]] || !sound._paused) { |
|
self._clearTimer(id[i]); |
|
self._endTimers[id[i]] = setTimeout(self._ended.bind(self, sound), timeout); |
|
} |
|
|
|
self._emit('rate', sound._id); |
|
} |
|
} |
|
} else { |
|
sound = self._soundById(id); |
|
return sound ? sound._rate : self._rate; |
|
} |
|
|
|
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 if (self._sounds.length) { |
|
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; |
|
} |
|
|
|
// If the sound hasn't loaded, add it to the load queue to seek when capable. |
|
if (typeof seek === 'number' && (self._state !== 'loaded' || self._playLock)) { |
|
self._queue.push({ |
|
event: 'seek', |
|
action: function() { |
|
self.seek.apply(self, args); |
|
} |
|
}); |
|
|
|
return self; |
|
} |
|
|
|
// Get the sound. |
|
var sound = self._soundById(id); |
|
|
|
if (sound) { |
|
if (typeof seek === 'number' && 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; |
|
sound._ended = false; |
|
self._clearTimer(id); |
|
|
|
// Update the seek position for HTML5 Audio. |
|
if (!self._webAudio && sound._node && !isNaN(sound._node.duration)) { |
|
sound._node.currentTime = seek; |
|
} |
|
|
|
// Seek and emit when ready. |
|
var seekAndEmit = function() { |
|
self._emit('seek', id); |
|
|
|
// Restart the playback if the sound was playing. |
|
if (playing) { |
|
self.play(id, true); |
|
} |
|
}; |
|
|
|
// Wait for the play lock to be unset before emitting (HTML5 Audio). |
|
if (playing && !self._webAudio) { |
|
var emitSeek = function() { |
|
if (!self._playLock) { |
|
seekAndEmit(); |
|
} else { |
|
setTimeout(emitSeek, 0); |
|
} |
|
}; |
|
setTimeout(emitSeek, 0); |
|
} else { |
|
seekAndEmit(); |
|
} |
|
} else { |
|
if (self._webAudio) { |
|
var realTime = self.playing(id) ? Howler.ctx.currentTime - sound._playStart : 0; |
|
var rateSeek = sound._rateSeek ? sound._rateSeek - sound._seek : 0; |
|
return sound._seek + (rateSeek + realTime * Math.abs(sound._rate)); |
|
} else { |
|
return sound._node.currentTime; |
|
} |
|
} |
|
} |
|
|
|
return self; |
|
}, |
|
|
|
/** |
|
* Check if a specific sound is currently playing or not (if id is provided), or check if at least one of the sounds in the group is playing or not. |
|
* @param {Number} id The sound id to check. If none is passed, the whole sound group is checked. |
|
* @return {Boolean} True if playing and false if not. |
|
*/ |
|
playing: function(id) { |
|
var self = this; |
|
|
|
// Check the passed sound ID (if any). |
|
if (typeof id === 'number') { |
|
var sound = self._soundById(id); |
|
return sound ? !sound._paused : false; |
|
} |
|
|
|
// Otherwise, loop through all sounds and check if any are playing. |
|
for (var i=0; i<self._sounds.length; i++) { |
|
if (!self._sounds[i]._paused) { |
|
return true; |
|
} |
|
} |
|
|
|
return false; |
|
}, |
|
|
|
/** |
|
* Get the duration of this sound. Passing a sound id will return the sprite duration. |
|
* @param {Number} id The sound id to check. If none is passed, return full source duration. |
|
* @return {Number} Audio duration in seconds. |
|
*/ |
|
duration: function(id) { |
|
var self = this; |
|
var duration = self._duration; |
|
|
|
// If we pass an ID, get the sound and return the sprite length. |
|
var sound = self._soundById(id); |
|
if (sound) { |
|
duration = self._sprite[sound._sprite][1] / 1000; |
|
} |
|
|
|
return duration; |
|
}, |
|
|
|
/** |
|
* Returns the current loaded state of this Howl. |
|
* @return {String} 'unloaded', 'loading', 'loaded' |
|
*/ |
|
state: function() { |
|
return this._state; |
|
}, |
|
|
|
/** |
|
* 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); |
|
} |
|
|
|
// Remove the source or disconnect. |
|
if (!self._webAudio) { |
|
// Set the source to 0-second silence to stop any downloading (except in IE). |
|
self._clearSound(sounds[i]._node); |
|
|
|
// Remove any event listeners. |
|
sounds[i]._node.removeEventListener('error', sounds[i]._errorFn, false); |
|
sounds[i]._node.removeEventListener(Howler._canPlayEvent, sounds[i]._loadFn, false); |
|
sounds[i]._node.removeEventListener('ended', sounds[i]._endFn, false); |
|
|
|
// Release the Audio object back to the pool. |
|
Howler._releaseHtml5Audio(sounds[i]._node); |
|
} |
|
|
|
// 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 no other Howl is using it). |
|
var remCache = true; |
|
for (i=0; i<Howler._howls.length; i++) { |
|
if (Howler._howls[i]._src === self._src || self._src.indexOf(Howler._howls[i]._src) >= 0) { |
|
remCache = false; |
|
break; |
|
} |
|
} |
|
|
|
if (cache && remCache) { |
|
delete cache[self._src]; |
|
} |
|
|
|
// Clear global errors. |
|
Howler.noAudio = false; |
|
|
|
// Clear out `self`. |
|
self._state = 'unloaded'; |
|
self._sounds = []; |
|
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. |
|
* @param {Number} once (INTERNAL) Marks event to fire only once. |
|
* @return {Howl} |
|
*/ |
|
on: function(event, fn, id, once) { |
|
var self = this; |
|
var events = self['_on' + event]; |
|
|
|
if (typeof fn === 'function') { |
|
events.push(once ? {id: id, fn: fn, once: once} : {id: id, fn: fn}); |
|
} |
|
|
|
return self; |
|
}, |
|
|
|
/** |
|
* Remove a custom event. Call without parameters to remove all events. |
|
* @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]; |
|
var i = 0; |
|
|
|
// Allow passing just an event and ID. |
|
if (typeof fn === 'number') { |
|
id = fn; |
|
fn = null; |
|
} |
|
|
|
if (fn || id) { |
|
// Loop through event store and remove the passed function. |
|
for (i=0; i<events.length; i++) { |
|
var isId = (id === events[i].id); |
|
if (fn === events[i].fn && isId || !fn && isId) { |
|
events.splice(i, 1); |
|
break; |
|
} |
|
} |
|
} else if (event) { |
|
// Clear out all events of this type. |
|
self['_on' + event] = []; |
|
} else { |
|
// Clear out all events of every type. |
|
var keys = Object.keys(self); |
|
for (i=0; i<keys.length; i++) { |
|
if ((keys[i].indexOf('_on') === 0) && Array.isArray(self[keys[i]])) { |
|
self[keys[i]] = []; |
|
} |
|
} |
|
} |
|
|
|
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; |
|
|
|
// Setup the event listener. |
|
self.on(event, fn, id, 1); |
|
|
|
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=events.length-1; i>=0; i--) { |
|
// Only fire the listener if the correct ID is used. |
|
if (!events[i].id || events[i].id === id || event === 'load') { |
|
setTimeout(function(fn) { |
|
fn.call(this, id, msg); |
|
}.bind(self, events[i].fn), 0); |
|
|
|
// If this event was setup with `once`, remove it. |
|
if (events[i].once) { |
|
self.off(event, events[i].fn, events[i].id); |
|
} |
|
} |
|
} |
|
|
|
// Pass the event type into load queue so that it can continue stepping. |
|
self._loadQueue(event); |
|
|
|
return self; |
|
}, |
|
|
|
/** |
|
* Queue of actions initiated before the sound has loaded. |
|
* These will be called in sequence, with the next only firing |
|
* after the previous has finished executing (even if async like play). |
|
* @return {Howl} |
|
*/ |
|
_loadQueue: function(event) { |
|
var self = this; |
|
|
|
if (self._queue.length > 0) { |
|
var task = self._queue[0]; |
|
|
|
// Remove this task if a matching event was passed. |
|
if (task.event === event) { |
|
self._queue.shift(); |
|
self._loadQueue(); |
|
} |
|
|
|
// Run the task if no event type is passed. |
|
if (!event) { |
|
task.action(); |
|
} |
|
} |
|
|
|
return self; |
|
}, |
|
|
|
/** |
|
* Fired when playback ends at the end of the duration. |
|
* @param {Sound} sound The sound object to work with. |
|
* @return {Howl} |
|
*/ |
|
_ended: function(sound) { |
|
var self = this; |
|
var sprite = sound._sprite; |
|
|
|
// If we are using IE and there was network latency we may be clipping |
|
// audio before it completes playing. Lets check the node to make sure it |
|
// believes it has completed, before ending the playback. |
|
if (!self._webAudio && sound._node && !sound._node.paused && !sound._node.ended && sound._node.currentTime < sound._stop) { |
|
setTimeout(self._ended.bind(self, sound), 100); |
|
return self; |
|
} |
|
|
|
// Should this sound loop? |
|
var loop = !!(sound._loop || self._sprite[sprite][2]); |
|
|
|
// Fire the ended event. |
|
self._emit('end', sound._id); |
|
|
|
// Restart the playback for HTML5 Audio loop. |
|
if (!self._webAudio && loop) { |
|
self.stop(sound._id, true).play(sound._id); |
|
} |
|
|
|
// Restart this timer if on a Web Audio loop. |
|
if (self._webAudio && loop) { |
|
self._emit('play', sound._id); |
|
sound._seek = sound._start || 0; |
|
sound._rateSeek = 0; |
|
sound._playStart = Howler.ctx.currentTime; |
|
|
|
var timeout = ((sound._stop - sound._start) * 1000) / Math.abs(sound._rate); |
|
self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); |
|
} |
|
|
|
// Mark the node as paused. |
|
if (self._webAudio && !loop) { |
|
sound._paused = true; |
|
sound._ended = true; |
|
sound._seek = sound._start || 0; |
|
sound._rateSeek = 0; |
|
self._clearTimer(sound._id); |
|
|
|
// Clean up the buffer source. |
|
self._cleanBuffer(sound._node); |
|
|
|
// Attempt to auto-suspend AudioContext if no sounds are still playing. |
|
Howler._autoSuspend(); |
|
} |
|
|
|
// When using a sprite, end the track. |
|
if (!self._webAudio && !loop) { |
|
self.stop(sound._id, true); |
|
} |
|
|
|
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]) { |
|
// Clear the timeout or remove the ended listener. |
|
if (typeof self._endTimers[id] !== 'function') { |
|
clearTimeout(self._endTimers[id]); |
|
} else { |
|
var sound = self._soundById(id); |
|
if (sound && sound._node) { |
|
sound._node.removeEventListener('ended', self._endTimers[id], false); |
|
} |
|
} |
|
|
|
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 = Howler.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 || 0; |
|
} |
|
sound._node.bufferSource.playbackRate.setValueAtTime(sound._rate, Howler.ctx.currentTime); |
|
|
|
return self; |
|
}, |
|
|
|
/** |
|
* Prevent memory leaks by cleaning up the buffer source after playback. |
|
* @param {Object} node Sound's audio node containing the buffer source. |
|
* @return {Howl} |
|
*/ |
|
_cleanBuffer: function(node) { |
|
var self = this; |
|
var isIOS = Howler._navigator && Howler._navigator.vendor.indexOf('Apple') >= 0; |
|
|
|
if (Howler._scratchBuffer && node.bufferSource) { |
|
node.bufferSource.onended = null; |
|
node.bufferSource.disconnect(0); |
|
if (isIOS) { |
|
try { node.bufferSource.buffer = Howler._scratchBuffer; } catch(e) {} |
|
} |
|
} |
|
node.bufferSource = null; |
|
|
|
return self; |
|
}, |
|
|
|
/** |
|
* Set the source to a 0-second silence to stop any downloading (except in IE). |
|
* @param {Object} node Audio node to clear. |
|
*/ |
|
_clearSound: function(node) { |
|
var checkIE = /MSIE |Trident\//.test(Howler._navigator && Howler._navigator.userAgent); |
|
if (!checkIE) { |
|
node.src = 'data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA'; |
|
} |
|
} |
|
}; |
|
|
|
/** 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._rate = parent._rate; |
|
self._seek = 0; |
|
self._paused = true; |
|
self._ended = true; |
|
self._sprite = '__default'; |
|
|
|
// Generate a unique ID for this sound. |
|
self._id = ++Howler._counter; |
|
|
|
// 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; |
|
|
|
if (parent._webAudio) { |
|
// Create the gain node for controlling volume (the source will connect to this). |
|
self._node = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain(); |
|
self._node.gain.setValueAtTime(volume, Howler.ctx.currentTime); |
|
self._node.paused = true; |
|
self._node.connect(Howler.masterGain); |
|
} else if (!Howler.noAudio) { |
|
// Get an unlocked Audio object from the pool. |
|
self._node = Howler._obtainHtml5Audio(); |
|
|
|
// 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(Howler._canPlayEvent, self._loadFn, false); |
|
|
|
// Listen for the 'ended' event on the sound to account for edge-case where |
|
// a finite sound has a duration of Infinity. |
|
self._endFn = self._endListener.bind(self); |
|
self._node.addEventListener('ended', self._endFn, false); |
|
|
|
// Setup the new audio node. |
|
self._node.src = parent._src; |
|
self._node.preload = parent._preload === true ? 'auto' : parent._preload; |
|
self._node.volume = volume * Howler.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._rate = parent._rate; |
|
self._seek = 0; |
|
self._rateSeek = 0; |
|
self._paused = true; |
|
self._ended = true; |
|
self._sprite = '__default'; |
|
|
|
// Generate a new ID so that it isn't confused with the previous sound. |
|
self._id = ++Howler._counter; |
|
|
|
return self; |
|
}, |
|
|
|
/** |
|
* HTML5 Audio error listener callback. |
|
*/ |
|
_errorListener: function() { |
|
var self = this; |
|
|
|
// 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._errorFn, 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._state !== 'loaded') { |
|
parent._state = 'loaded'; |
|
parent._emit('load'); |
|
parent._loadQueue(); |
|
} |
|
|
|
// Clear the event listener. |
|
self._node.removeEventListener(Howler._canPlayEvent, self._loadFn, false); |
|
}, |
|
|
|
/** |
|
* HTML5 Audio ended listener callback. |
|
*/ |
|
_endListener: function() { |
|
var self = this; |
|
var parent = self._parent; |
|
|
|
// Only handle the `ended`` event if the duration is Infinity. |
|
if (parent._duration === Infinity) { |
|
// Update the parent duration to match the real audio duration. |
|
// Round up the duration to account for the lower precision in HTML5 Audio. |
|
parent._duration = Math.ceil(self._node.duration * 10) / 10; |
|
|
|
// Update the sprite that corresponds to the real duration. |
|
if (parent._sprite.__default[1] === Infinity) { |
|
parent._sprite.__default[1] = parent._duration * 1000; |
|
} |
|
|
|
// Run the regular ended method. |
|
parent._ended(self); |
|
} |
|
|
|
// Clear the event listener since the duration is now correct. |
|
self._node.removeEventListener('ended', self._endFn, false); |
|
} |
|
}; |
|
|
|
/** Helper Methods **/ |
|
/***************************************************************************/ |
|
|
|
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)) { |
|
// 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(self._xhr.method, url, true); |
|
xhr.withCredentials = self._xhr.withCredentials; |
|
xhr.responseType = 'arraybuffer'; |
|
|
|
// Apply any custom headers to the request. |
|
if (self._xhr.headers) { |
|
Object.keys(self._xhr.headers).forEach(function(key) { |
|
xhr.setRequestHeader(key, self._xhr.headers[key]); |
|
}); |
|
} |
|
|
|
xhr.onload = function() { |
|
// Make sure we get a successful response back. |
|
var code = (xhr.status + '')[0]; |
|
if (code !== '0' && code !== '2' && code !== '3') { |
|
self._emit('loaderror', null, 'Failed loading audio file with status: ' + xhr.status + '.'); |
|
return; |
|
} |
|
|
|
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) { |
|
// Fire a load error if something broke. |
|
var error = function() { |
|
self._emit('loaderror', null, 'Decoding audio data failed.'); |
|
}; |
|
|
|
// Load the sound on success. |
|
var success = function(buffer) { |
|
if (buffer && self._sounds.length > 0) { |
|
cache[self._src] = buffer; |
|
loadSound(self, buffer); |
|
} else { |
|
error(); |
|
} |
|
}; |
|
|
|
// Decode the buffer into an audio source. |
|
if (typeof Promise !== 'undefined' && Howler.ctx.decodeAudioData.length === 1) { |
|
Howler.ctx.decodeAudioData(arraybuffer).then(success).catch(error); |
|
} else { |
|
Howler.ctx.decodeAudioData(arraybuffer, success, error); |
|
} |
|
} |
|
|
|
/** |
|
* 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._state !== 'loaded') { |
|
self._state = 'loaded'; |
|
self._emit('load'); |
|
self._loadQueue(); |
|
} |
|
}; |
|
|
|
/** |
|
* Setup the audio context when available, or switch to HTML5 Audio mode. |
|
*/ |
|
var setupAudioContext = function() { |
|
// If we have already detected that Web Audio isn't supported, don't run this step again. |
|
if (!Howler.usingWebAudio) { |
|
return; |
|
} |
|
|
|
// Check if we are using Web Audio and setup the AudioContext if we are. |
|
try { |
|
if (typeof AudioContext !== 'undefined') { |
|
Howler.ctx = new AudioContext(); |
|
} else if (typeof webkitAudioContext !== 'undefined') { |
|
Howler.ctx = new webkitAudioContext(); |
|
} else { |
|
Howler.usingWebAudio = false; |
|
} |
|
} catch(e) { |
|
Howler.usingWebAudio = false; |
|
} |
|
|
|
// If the audio context creation still failed, set using web audio to false. |
|
if (!Howler.ctx) { |
|
Howler.usingWebAudio = false; |
|
} |
|
|
|
// Check if a webview is being used on iOS8 or earlier (rather than the browser). |
|
// If it is, disable Web Audio as it causes crashing. |
|
var iOS = (/iP(hone|od|ad)/.test(Howler._navigator && Howler._navigator.platform)); |
|
var appVersion = Howler._navigator && Howler._navigator.appVersion.match(/OS (\d+)_(\d+)_?(\d+)?/); |
|
var version = appVersion ? parseInt(appVersion[1], 10) : null; |
|
if (iOS && version && version < 9) { |
|
var safari = /safari/.test(Howler._navigator && Howler._navigator.userAgent.toLowerCase()); |
|
if (Howler._navigator && !safari) { |
|
Howler.usingWebAudio = false; |
|
} |
|
} |
|
|
|
// Create and expose the master GainNode when using Web Audio (useful for plugins or advanced usage). |
|
if (Howler.usingWebAudio) { |
|
Howler.masterGain = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain(); |
|
Howler.masterGain.gain.setValueAtTime(Howler._muted ? 0 : Howler._volume, Howler.ctx.currentTime); |
|
Howler.masterGain.connect(Howler.ctx.destination); |
|
} |
|
|
|
// Re-run the setup on Howler. |
|
Howler._setup(); |
|
}; |
|
|
|
// 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; |
|
} |
|
|
|
// Add to global in Node.js (for testing, etc). |
|
if (typeof global !== 'undefined') { |
|
global.HowlerGlobal = HowlerGlobal; |
|
global.Howler = Howler; |
|
global.Howl = Howl; |
|
global.Sound = Sound; |
|
} else if (typeof window !== 'undefined') { // Define globally in case AMD is not available or unused. |
|
window.HowlerGlobal = HowlerGlobal; |
|
window.Howler = Howler; |
|
window.Howl = Howl; |
|
window.Sound = Sound; |
|
} |
|
})(); |
|
|
|
|
|
/*! |
|
* Spatial Plugin - Adds support for stereo and 3D audio where Web Audio is supported. |
|
* |
|
* howler.js v2.2.1 |
|
* howlerjs.com |
|
* |
|
* (c) 2013-2020, James Simpson of GoldFire Studios |
|
* goldfirestudios.com |
|
* |
|
* MIT License |
|
*/ |
|
|
|
(function() { |
|
|
|
'use strict'; |
|
|
|
// Setup default properties. |
|
HowlerGlobal.prototype._pos = [0, 0, 0]; |
|
HowlerGlobal.prototype._orientation = [0, 0, -1, 0, 1, 0]; |
|
|
|
/** Global Methods **/ |
|
/***************************************************************************/ |
|
|
|
/** |
|
* Helper method to update the stereo panning position of all current Howls. |
|
* Future Howls will not use this value unless explicitly set. |
|
* @param {Number} pan A value of -1.0 is all the way left and 1.0 is all the way right. |
|
* @return {Howler/Number} Self or current stereo panning value. |
|
*/ |
|
HowlerGlobal.prototype.stereo = function(pan) { |
|
var self = this; |
|
|
|
// Stop right here if not using Web Audio. |
|
if (!self.ctx || !self.ctx.listener) { |
|
return self; |
|
} |
|
|
|
// Loop through all Howls and update their stereo panning. |
|
for (var i=self._howls.length-1; i>=0; i--) { |
|
self._howls[i].stereo(pan); |
|
} |
|
|
|
return self; |
|
}; |
|
|
|
/** |
|
* Get/set the position of the listener in 3D cartesian space. Sounds using |
|
* 3D position will be relative to the listener's position. |
|
* @param {Number} x The x-position of the listener. |
|
* @param {Number} y The y-position of the listener. |
|
* @param {Number} z The z-position of the listener. |
|
* @return {Howler/Array} Self or current listener position. |
|
*/ |
|
HowlerGlobal.prototype.pos = function(x, y, z) { |
|
var self = this; |
|
|
|
// Stop right here if not using Web Audio. |
|
if (!self.ctx || !self.ctx.listener) { |
|
return self; |
|
} |
|
|
|
// Set the defaults for optional 'y' & 'z'. |
|
y = (typeof y !== 'number') ? self._pos[1] : y; |
|
z = (typeof z !== 'number') ? self._pos[2] : z; |
|
|
|
if (typeof x === 'number') { |
|
self._pos = [x, y, z]; |
|
|
|
if (typeof self.ctx.listener.positionX !== 'undefined') { |
|
self.ctx.listener.positionX.setTargetAtTime(self._pos[0], Howler.ctx.currentTime, 0.1); |
|
self.ctx.listener.positionY.setTargetAtTime(self._pos[1], Howler.ctx.currentTime, 0.1); |
|
self.ctx.listener.positionZ.setTargetAtTime(self._pos[2], Howler.ctx.currentTime, 0.1); |
|
} else { |
|
self.ctx.listener.setPosition(self._pos[0], self._pos[1], self._pos[2]); |
|
} |
|
} else { |
|
return self._pos; |
|
} |
|
|
|
return self; |
|
}; |
|
|
|
/** |
|
* Get/set the direction the listener is pointing in the 3D cartesian space. |
|
* A front and up vector must be provided. The front is the direction the |
|
* face of the listener is pointing, and up is the direction the top of the |
|
* listener is pointing. Thus, these values are expected to be at right angles |
|
* from each other. |
|
* @param {Number} x The x-orientation of the listener. |
|
* @param {Number} y The y-orientation of the listener. |
|
* @param {Number} z The z-orientation of the listener. |
|
* @param {Number} xUp The x-orientation of the top of the listener. |
|
* @param {Number} yUp The y-orientation of the top of the listener. |
|
* @param {Number} zUp The z-orientation of the top of the listener. |
|
* @return {Howler/Array} Returns self or the current orientation vectors. |
|
*/ |
|
HowlerGlobal.prototype.orientation = function(x, y, z, xUp, yUp, zUp) { |
|
var self = this; |
|
|
|
// Stop right here if not using Web Audio. |
|
if (!self.ctx || !self.ctx.listener) { |
|
return self; |
|
} |
|
|
|
// Set the defaults for optional 'y' & 'z'. |
|
var or = self._orientation; |
|
y = (typeof y !== 'number') ? or[1] : y; |
|
z = (typeof z !== 'number') ? or[2] : z; |
|
xUp = (typeof xUp !== 'number') ? or[3] : xUp; |
|
yUp = (typeof yUp !== 'number') ? or[4] : yUp; |
|
zUp = (typeof zUp !== 'number') ? or[5] : zUp; |
|
|
|
if (typeof x === 'number') { |
|
self._orientation = [x, y, z, xUp, yUp, zUp]; |
|
|
|
if (typeof self.ctx.listener.forwardX !== 'undefined') { |
|
self.ctx.listener.forwardX.setTargetAtTime(x, Howler.ctx.currentTime, 0.1); |
|
self.ctx.listener.forwardY.setTargetAtTime(y, Howler.ctx.currentTime, 0.1); |
|
self.ctx.listener.forwardZ.setTargetAtTime(z, Howler.ctx.currentTime, 0.1); |
|
self.ctx.listener.upX.setTargetAtTime(xUp, Howler.ctx.currentTime, 0.1); |
|
self.ctx.listener.upY.setTargetAtTime(yUp, Howler.ctx.currentTime, 0.1); |
|
self.ctx.listener.upZ.setTargetAtTime(zUp, Howler.ctx.currentTime, 0.1); |
|
} else { |
|
self.ctx.listener.setOrientation(x, y, z, xUp, yUp, zUp); |
|
} |
|
} else { |
|
return or; |
|
} |
|
|
|
return self; |
|
}; |
|
|
|
/** Group Methods **/ |
|
/***************************************************************************/ |
|
|
|
/** |
|
* Add new properties to the core init. |
|
* @param {Function} _super Core init method. |
|
* @return {Howl} |
|
*/ |
|
Howl.prototype.init = (function(_super) { |
|
return function(o) { |
|
var self = this; |
|
|
|
// Setup user-defined default properties. |
|
self._orientation = o.orientation || [1, 0, 0]; |
|
self._stereo = o.stereo || null; |
|
self._pos = o.pos || null; |
|
self._pannerAttr = { |
|
coneInnerAngle: typeof o.coneInnerAngle !== 'undefined' ? o.coneInnerAngle : 360, |
|
coneOuterAngle: typeof o.coneOuterAngle !== 'undefined' ? o.coneOuterAngle : 360, |
|
coneOuterGain: typeof o.coneOuterGain !== 'undefined' ? o.coneOuterGain : 0, |
|
distanceModel: typeof o.distanceModel !== 'undefined' ? o.distanceModel : 'inverse', |
|
maxDistance: typeof o.maxDistance !== 'undefined' ? o.maxDistance : 10000, |
|
panningModel: typeof o.panningModel !== 'undefined' ? o.panningModel : 'HRTF', |
|
refDistance: typeof o.refDistance !== 'undefined' ? o.refDistance : 1, |
|
rolloffFactor: typeof o.rolloffFactor !== 'undefined' ? o.rolloffFactor : 1 |
|
}; |
|
|
|
// Setup event listeners. |
|
self._onstereo = o.onstereo ? [{fn: o.onstereo}] : []; |
|
self._onpos = o.onpos ? [{fn: o.onpos}] : []; |
|
self._onorientation = o.onorientation ? [{fn: o.onorientation}] : []; |
|
|
|
// Complete initilization with howler.js core's init function. |
|
return _super.call(this, o); |
|
}; |
|
})(Howl.prototype.init); |
|
|
|
/** |
|
* Get/set the stereo panning of the audio source for this sound or all in the group. |
|
* @param {Number} pan A value of -1.0 is all the way left and 1.0 is all the way right. |
|
* @param {Number} id (optional) The sound ID. If none is passed, all in group will be updated. |
|
* @return {Howl/Number} Returns self or the current stereo panning value. |
|
*/ |
|
Howl.prototype.stereo = function(pan, id) { |
|
var self = this; |
|
|
|
// Stop right here if not using Web Audio. |
|
if (!self._webAudio) { |
|
return self; |
|
} |
|
|
|
// If the sound hasn't loaded, add it to the load queue to change stereo pan when capable. |
|
if (self._state !== 'loaded') { |
|
self._queue.push({ |
|
event: 'stereo', |
|
action: function() { |
|
self.stereo(pan, id); |
|
} |
|
}); |
|
|
|
return self; |
|
} |
|
|
|
// Check for PannerStereoNode support and fallback to PannerNode if it doesn't exist. |
|
var pannerType = (typeof Howler.ctx.createStereoPanner === 'undefined') ? 'spatial' : 'stereo'; |
|
|
|
// Setup the group's stereo panning if no ID is passed. |
|
if (typeof id === 'undefined') { |
|
// Return the group's stereo panning if no parameters are passed. |
|
if (typeof pan === 'number') { |
|
self._stereo = pan; |
|
self._pos = [pan, 0, 0]; |
|
} else { |
|
return self._stereo; |
|
} |
|
} |
|
|
|
// Change the streo panning of one or all sounds in group. |
|
var ids = self._getSoundIds(id); |
|
for (var i=0; i<ids.length; i++) { |
|
// Get the sound. |
|
var sound = self._soundById(ids[i]); |
|
|
|
if (sound) { |
|
if (typeof pan === 'number') { |
|
sound._stereo = pan; |
|
sound._pos = [pan, 0, 0]; |
|
|
|
if (sound._node) { |
|
// If we are falling back, make sure the panningModel is equalpower. |
|
sound._pannerAttr.panningModel = 'equalpower'; |
|
|
|
// Check if there is a panner setup and create a new one if not. |
|
if (!sound._panner || !sound._panner.pan) { |
|
setupPanner(sound, pannerType); |
|
} |
|
|
|
if (pannerType === 'spatial') { |
|
if (typeof sound._panner.positionX !== 'undefined') { |
|
sound._panner.positionX.setValueAtTime(pan, Howler.ctx.currentTime); |
|
sound._panner.positionY.setValueAtTime(0, Howler.ctx.currentTime); |
|
sound._panner.positionZ.setValueAtTime(0, Howler.ctx.currentTime); |
|
} else { |
|
sound._panner.setPosition(pan, 0, 0); |
|
} |
|
} else { |
|
sound._panner.pan.setValueAtTime(pan, Howler.ctx.currentTime); |
|
} |
|
} |
|
|
|
self._emit('stereo', sound._id); |
|
} else { |
|
return sound._stereo; |
|
} |
|
} |
|
} |
|
|
|
return self; |
|
}; |
|
|
|
/** |
|
* Get/set the 3D spatial position of the audio source for this sound or group relative to the global listener. |
|
* @param {Number} x The x-position of the audio source. |
|
* @param {Number} y The y-position of the audio source. |
|
* @param {Number} z The z-position of the audio source. |
|
* @param {Number} id (optional) The sound ID. If none is passed, all in group will be updated. |
|
* @return {Howl/Array} Returns self or the current 3D spatial position: [x, y, z]. |
|
*/ |
|
Howl.prototype.pos = function(x, y, z, id) { |
|
var self = this; |
|
|
|
// Stop right here if not using Web Audio. |
|
if (!self._webAudio) { |
|
return self; |
|
} |
|
|
|
// If the sound hasn't loaded, add it to the load queue to change position when capable. |
|
if (self._state !== 'loaded') { |
|
self._queue.push({ |
|
event: 'pos', |
|
action: function() { |
|
self.pos(x, y, z, id); |
|
} |
|
}); |
|
|
|
return self; |
|
} |
|
|
|
// Set the defaults for optional 'y' & 'z'. |
|
y = (typeof y !== 'number') ? 0 : y; |
|
z = (typeof z !== 'number') ? -0.5 : z; |
|
|
|
// Setup the group's spatial position if no ID is passed. |
|
if (typeof id === 'undefined') { |
|
// Return the group's spatial position if no parameters are passed. |
|
if (typeof x === 'number') { |
|
self._pos = [x, y, z]; |
|
} else { |
|
return self._pos; |
|
} |
|
} |
|
|
|
// Change the spatial position of one or all sounds in group. |
|
var ids = self._getSoundIds(id); |
|
for (var i=0; i<ids.length; i++) { |
|
// Get the sound. |
|
var sound = self._soundById(ids[i]); |
|
|
|
if (sound) { |
|
if (typeof x === 'number') { |
|
sound._pos = [x, y, z]; |
|
|
|
if (sound._node) { |
|
// Check if there is a panner setup and create a new one if not. |
|
if (!sound._panner || sound._panner.pan) { |
|
setupPanner(sound, 'spatial'); |
|
} |
|
|
|
if (typeof sound._panner.positionX !== 'undefined') { |
|
sound._panner.positionX.setValueAtTime(x, Howler.ctx.currentTime); |
|
sound._panner.positionY.setValueAtTime(y, Howler.ctx.currentTime); |
|
sound._panner.positionZ.setValueAtTime(z, Howler.ctx.currentTime); |
|
} else { |
|
sound._panner.setPosition(x, y, z); |
|
} |
|
} |
|
|
|
self._emit('pos', sound._id); |
|
} else { |
|
return sound._pos; |
|
} |
|
} |
|
} |
|
|
|
return self; |
|
}; |
|
|
|
/** |
|
* Get/set the direction the audio source is pointing in the 3D cartesian coordinate |
|
* space. Depending on how direction the sound is, based on the `cone` attributes, |
|
* a sound pointing away from the listener can be quiet or silent. |
|
* @param {Number} x The x-orientation of the source. |
|
* @param {Number} y The y-orientation of the source. |
|
* @param {Number} z The z-orientation of the source. |
|
* @param {Number} id (optional) The sound ID. If none is passed, all in group will be updated. |
|
* @return {Howl/Array} Returns self or the current 3D spatial orientation: [x, y, z]. |
|
*/ |
|
Howl.prototype.orientation = function(x, y, z, id) { |
|
var self = this; |
|
|
|
// Stop right here if not using Web Audio. |
|
if (!self._webAudio) { |
|
return self; |
|
} |
|
|
|
// If the sound hasn't loaded, add it to the load queue to change orientation when capable. |
|
if (self._state !== 'loaded') { |
|
self._queue.push({ |
|
event: 'orientation', |
|
action: function() { |
|
self.orientation(x, y, z, id); |
|
} |
|
}); |
|
|
|
return self; |
|
} |
|
|
|
// Set the defaults for optional 'y' & 'z'. |
|
y = (typeof y !== 'number') ? self._orientation[1] : y; |
|
z = (typeof z !== 'number') ? self._orientation[2] : z; |
|
|
|
// Setup the group's spatial orientation if no ID is passed. |
|
if (typeof id === 'undefined') { |
|
// Return the group's spatial orientation if no parameters are passed. |
|
if (typeof x === 'number') { |
|
self._orientation = [x, y, z]; |
|
} else { |
|
return self._orientation; |
|
} |
|
} |
|
|
|
// Change the spatial orientation of one or all sounds in group. |
|
var ids = self._getSoundIds(id); |
|
for (var i=0; i<ids.length; i++) { |
|
// Get the sound. |
|
var sound = self._soundById(ids[i]); |
|
|
|
if (sound) { |
|
if (typeof x === 'number') { |
|
sound._orientation = [x, y, z]; |
|
|
|
if (sound._node) { |
|
// Check if there is a panner setup and create a new one if not. |
|
if (!sound._panner) { |
|
// Make sure we have a position to setup the node with. |
|
if (!sound._pos) { |
|
sound._pos = self._pos || [0, 0, -0.5]; |
|
} |
|
|
|
setupPanner(sound, 'spatial'); |
|
} |
|
|
|
if (typeof sound._panner.orientationX !== 'undefined') { |
|
sound._panner.orientationX.setValueAtTime(x, Howler.ctx.currentTime); |
|
sound._panner.orientationY.setValueAtTime(y, Howler.ctx.currentTime); |
|
sound._panner.orientationZ.setValueAtTime(z, Howler.ctx.currentTime); |
|
} else { |
|
sound._panner.setOrientation(x, y, z); |
|
} |
|
} |
|
|
|
self._emit('orientation', sound._id); |
|
} else { |
|
return sound._orientation; |
|
} |
|
} |
|
} |
|
|
|
return self; |
|
}; |
|
|
|
/** |
|
* Get/set the panner node's attributes for a sound or group of sounds. |
|
* This method can optionall take 0, 1 or 2 arguments. |
|
* pannerAttr() -> Returns the group's values. |
|
* pannerAttr(id) -> Returns the sound id's values. |
|
* pannerAttr(o) -> Set's the values of all sounds in this Howl group. |
|
* pannerAttr(o, id) -> Set's the values of passed sound id. |
|
* |
|
* Attributes: |
|
* coneInnerAngle - (360 by default) A parameter for directional audio sources, this is an angle, in degrees, |
|
* inside of which there will be no volume reduction. |
|
* coneOuterAngle - (360 by default) A parameter for directional audio sources, this is an angle, in degrees, |
|
* outside of which the volume will be reduced to a constant value of `coneOuterGain`. |
|
* coneOuterGain - (0 by default) A parameter for directional audio sources, this is the gain outside of the |
|
* `coneOuterAngle`. It is a linear value in the range `[0, 1]`. |
|
* distanceModel - ('inverse' by default) Determines algorithm used to reduce volume as audio moves away from |
|
* listener. Can be `linear`, `inverse` or `exponential. |
|
* maxDistance - (10000 by default) The maximum distance between source and listener, after which the volume |
|
* will not be reduced any further. |
|
* refDistance - (1 by default) A reference distance for reducing volume as source moves further from the listener. |
|
* This is simply a variable of the distance model and has a different effect depending on which model |
|
* is used and the scale of your coordinates. Generally, volume will be equal to 1 at this distance. |
|
* rolloffFactor - (1 by default) How quickly the volume reduces as source moves from listener. This is simply a |
|
* variable of the distance model and can be in the range of `[0, 1]` with `linear` and `[0, ∞]` |
|
* with `inverse` and `exponential`. |
|
* panningModel - ('HRTF' by default) Determines which spatialization algorithm is used to position audio. |
|
* Can be `HRTF` or `equalpower`. |
|
* |
|
* @return {Howl/Object} Returns self or current panner attributes. |
|
*/ |
|
Howl.prototype.pannerAttr = function() { |
|
var self = this; |
|
var args = arguments; |
|
var o, id, sound; |
|
|
|
// Stop right here if not using Web Audio. |
|
if (!self._webAudio) { |
|
return self; |
|
} |
|
|
|
// Determine the values based on arguments. |
|
if (args.length === 0) { |
|
// Return the group's panner attribute values. |
|
return self._pannerAttr; |
|
} else if (args.length === 1) { |
|
if (typeof args[0] === 'object') { |
|
o = args[0]; |
|
|
|
// Set the grou's panner attribute values. |
|
if (typeof id === 'undefined') { |
|
if (!o.pannerAttr) { |
|
o.pannerAttr = { |
|
coneInnerAngle: o.coneInnerAngle, |
|
coneOuterAngle: o.coneOuterAngle, |
|
coneOuterGain: o.coneOuterGain, |
|
distanceModel: o.distanceModel, |
|
maxDistance: o.maxDistance, |
|
refDistance: o.refDistance, |
|
rolloffFactor: o.rolloffFactor, |
|
panningModel: o.panningModel |
|
}; |
|
} |
|
|
|
self._pannerAttr = { |
|
coneInnerAngle: typeof o.pannerAttr.coneInnerAngle !== 'undefined' ? o.pannerAttr.coneInnerAngle : self._coneInnerAngle, |
|
coneOuterAngle: typeof o.pannerAttr.coneOuterAngle !== 'undefined' ? o.pannerAttr.coneOuterAngle : self._coneOuterAngle, |
|
coneOuterGain: typeof o.pannerAttr.coneOuterGain !== 'undefined' ? o.pannerAttr.coneOuterGain : self._coneOuterGain, |
|
distanceModel: typeof o.pannerAttr.distanceModel !== 'undefined' ? o.pannerAttr.distanceModel : self._distanceModel, |
|
maxDistance: typeof o.pannerAttr.maxDistance !== 'undefined' ? o.pannerAttr.maxDistance : self._maxDistance, |
|
refDistance: typeof o.pannerAttr.refDistance !== 'undefined' ? o.pannerAttr.refDistance : self._refDistance, |
|
rolloffFactor: typeof o.pannerAttr.rolloffFactor !== 'undefined' ? o.pannerAttr.rolloffFactor : self._rolloffFactor, |
|
panningModel: typeof o.pannerAttr.panningModel !== 'undefined' ? o.pannerAttr.panningModel : self._panningModel |
|
}; |
|
} |
|
} else { |
|
// Return this sound's panner attribute values. |
|
sound = self._soundById(parseInt(args[0], 10)); |
|
return sound ? sound._pannerAttr : self._pannerAttr; |
|
} |
|
} else if (args.length === 2) { |
|
o = args[0]; |
|
id = parseInt(args[1], 10); |
|
} |
|
|
|
// Update the values of the specified sounds. |
|
var ids = self._getSoundIds(id); |
|
for (var i=0; i<ids.length; i++) { |
|
sound = self._soundById(ids[i]); |
|
|
|
if (sound) { |
|
// Merge the new values into the sound. |
|
var pa = sound._pannerAttr; |
|
pa = { |
|
coneInnerAngle: typeof o.coneInnerAngle !== 'undefined' ? o.coneInnerAngle : pa.coneInnerAngle, |
|
coneOuterAngle: typeof o.coneOuterAngle !== 'undefined' ? o.coneOuterAngle : pa.coneOuterAngle, |
|
coneOuterGain: typeof o.coneOuterGain !== 'undefined' ? o.coneOuterGain : pa.coneOuterGain, |
|
distanceModel: typeof o.distanceModel !== 'undefined' ? o.distanceModel : pa.distanceModel, |
|
maxDistance: typeof o.maxDistance !== 'undefined' ? o.maxDistance : pa.maxDistance, |
|
refDistance: typeof o.refDistance !== 'undefined' ? o.refDistance : pa.refDistance, |
|
rolloffFactor: typeof o.rolloffFactor !== 'undefined' ? o.rolloffFactor : pa.rolloffFactor, |
|
panningModel: typeof o.panningModel !== 'undefined' ? o.panningModel : pa.panningModel |
|
}; |
|
|
|
// Update the panner values or create a new panner if none exists. |
|
var panner = sound._panner; |
|
if (panner) { |
|
panner.coneInnerAngle = pa.coneInnerAngle; |
|
panner.coneOuterAngle = pa.coneOuterAngle; |
|
panner.coneOuterGain = pa.coneOuterGain; |
|
panner.distanceModel = pa.distanceModel; |
|
panner.maxDistance = pa.maxDistance; |
|
panner.refDistance = pa.refDistance; |
|
panner.rolloffFactor = pa.rolloffFactor; |
|
panner.panningModel = pa.panningModel; |
|
} else { |
|
// Make sure we have a position to setup the node with. |
|
if (!sound._pos) { |
|
sound._pos = self._pos || [0, 0, -0.5]; |
|
} |
|
|
|
// Create a new panner node. |
|
setupPanner(sound, 'spatial'); |
|
} |
|
} |
|
} |
|
|
|
return self; |
|
}; |
|
|
|
/** Single Sound Methods **/ |
|
/***************************************************************************/ |
|
|
|
/** |
|
* Add new properties to the core Sound init. |
|
* @param {Function} _super Core Sound init method. |
|
* @return {Sound} |
|
*/ |
|
Sound.prototype.init = (function(_super) { |
|
return function() { |
|
var self = this; |
|
var parent = self._parent; |
|
|
|
// Setup user-defined default properties. |
|
self._orientation = parent._orientation; |
|
self._stereo = parent._stereo; |
|
self._pos = parent._pos; |
|
self._pannerAttr = parent._pannerAttr; |
|
|
|
// Complete initilization with howler.js core Sound's init function. |
|
_super.call(this); |
|
|
|
// If a stereo or position was specified, set it up. |
|
if (self._stereo) { |
|
parent.stereo(self._stereo); |
|
} else if (self._pos) { |
|
parent.pos(self._pos[0], self._pos[1], self._pos[2], self._id); |
|
} |
|
}; |
|
})(Sound.prototype.init); |
|
|
|
/** |
|
* Override the Sound.reset method to clean up properties from the spatial plugin. |
|
* @param {Function} _super Sound reset method. |
|
* @return {Sound} |
|
*/ |
|
Sound.prototype.reset = (function(_super) { |
|
return function() { |
|
var self = this; |
|
var parent = self._parent; |
|
|
|
// Reset all spatial plugin properties on this sound. |
|
self._orientation = parent._orientation; |
|
self._stereo = parent._stereo; |
|
self._pos = parent._pos; |
|
self._pannerAttr = parent._pannerAttr; |
|
|
|
// If a stereo or position was specified, set it up. |
|
if (self._stereo) { |
|
parent.stereo(self._stereo); |
|
} else if (self._pos) { |
|
parent.pos(self._pos[0], self._pos[1], self._pos[2], self._id); |
|
} else if (self._panner) { |
|
// Disconnect the panner. |
|
self._panner.disconnect(0); |
|
self._panner = undefined; |
|
parent._refreshBuffer(self); |
|
} |
|
|
|
// Complete resetting of the sound. |
|
return _super.call(this); |
|
}; |
|
})(Sound.prototype.reset); |
|
|
|
/** Helper Methods **/ |
|
/***************************************************************************/ |
|
|
|
/** |
|
* Create a new panner node and save it on the sound. |
|
* @param {Sound} sound Specific sound to setup panning on. |
|
* @param {String} type Type of panner to create: 'stereo' or 'spatial'. |
|
*/ |
|
var setupPanner = function(sound, type) { |
|
type = type || 'spatial'; |
|
|
|
// Create the new panner node. |
|
if (type === 'spatial') { |
|
sound._panner = Howler.ctx.createPanner(); |
|
sound._panner.coneInnerAngle = sound._pannerAttr.coneInnerAngle; |
|
sound._panner.coneOuterAngle = sound._pannerAttr.coneOuterAngle; |
|
sound._panner.coneOuterGain = sound._pannerAttr.coneOuterGain; |
|
sound._panner.distanceModel = sound._pannerAttr.distanceModel; |
|
sound._panner.maxDistance = sound._pannerAttr.maxDistance; |
|
sound._panner.refDistance = sound._pannerAttr.refDistance; |
|
sound._panner.rolloffFactor = sound._pannerAttr.rolloffFactor; |
|
sound._panner.panningModel = sound._pannerAttr.panningModel; |
|
|
|
if (typeof sound._panner.positionX !== 'undefined') { |
|
sound._panner.positionX.setValueAtTime(sound._pos[0], Howler.ctx.currentTime); |
|
sound._panner.positionY.setValueAtTime(sound._pos[1], Howler.ctx.currentTime); |
|
sound._panner.positionZ.setValueAtTime(sound._pos[2], Howler.ctx.currentTime); |
|
} else { |
|
sound._panner.setPosition(sound._pos[0], sound._pos[1], sound._pos[2]); |
|
} |
|
|
|
if (typeof sound._panner.orientationX !== 'undefined') { |
|
sound._panner.orientationX.setValueAtTime(sound._orientation[0], Howler.ctx.currentTime); |
|
sound._panner.orientationY.setValueAtTime(sound._orientation[1], Howler.ctx.currentTime); |
|
sound._panner.orientationZ.setValueAtTime(sound._orientation[2], Howler.ctx.currentTime); |
|
} else { |
|
sound._panner.setOrientation(sound._orientation[0], sound._orientation[1], sound._orientation[2]); |
|
} |
|
} else { |
|
sound._panner = Howler.ctx.createStereoPanner(); |
|
sound._panner.pan.setValueAtTime(sound._stereo, Howler.ctx.currentTime); |
|
} |
|
|
|
sound._panner.connect(sound._node); |
|
|
|
// Update the connections. |
|
if (!sound._paused) { |
|
sound._parent.pause(sound._id, true).play(sound._id, true); |
|
} |
|
}; |
|
})(); |