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@lukebitts
Created April 22, 2013 14:21
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/*!
* howler.js v1.1.1
* howlerjs.com
*
* (c) 2013, James Simpson of GoldFire Studios
* goldfirestudios.com
*
* MIT License
*/
var MusicGroup = function(name) {
this.name = name;
this.howls = [];
this.volume = 1;
}
window.sound = new MusicGroup("sounds");
window.music = new MusicGroup("musics");
(function () {
// setup
var cache = {};
var groups = {};
// setup the audio context
var ctx = null,
usingWebAudio = true,
noAudio = false;
if (typeof AudioContext !== 'undefined') {
ctx = new AudioContext();
} else if (typeof webkitAudioContext !== 'undefined') {
ctx = new webkitAudioContext();
} else if (typeof Audio !== 'undefined') {
usingWebAudio = false;
} else {
usingWebAudio = false;
noAudio = true;
}
// create a master gain node
if (usingWebAudio) {
var masterGain = (typeof ctx.createGain === 'undefined') ? ctx.createGainNode() : ctx.createGain();
masterGain.gain.value = 1;
masterGain.connect(ctx.destination);
}
// create global controller
var HowlerGlobal = function () {
this._volume = 1;
this._muted = false;
this.usingWebAudio = usingWebAudio;
};
HowlerGlobal.prototype = {
/**
* Get/set the global volume for all sounds.
* @param {Float} vol Volume from 0.0 to 1.0.
* @return {Object/Float} Returns self or current volume.
*/
volume: function (vol) {
var self = this;
// make sure volume is a number
vol = parseFloat(vol, 10);
if (vol && vol >= 0 && vol <= 1) {
self._volume = vol;
if (usingWebAudio) {
masterGain.gain.value = vol;
}
// loop through cache and change volume of all nodes that are using HTML5 Audio
for (var key in cache) {
if (cache.hasOwnProperty(key) && cache[key]._webAudio === false) {
// loop through the audio nodes
for (var i = 0; i < cache[key]._audioNode.length; i++) {
cache[key]._audioNode[i].volume = cache[key]._volume * self._volume;
}
}
}
return self;
}
// return the current global volume
return (usingWebAudio) ? masterGain.gain.value : self._volume;
},
/**
* Mute all sounds.
* @return {Object}
*/
mute: function () {
var self = this;
self._muted = true;
if (usingWebAudio) {
masterGain.gain.value = 0;
}
for (var key in cache) {
if (cache.hasOwnProperty(key) && cache[key]._webAudio === false) {
// loop through the audio nodes
for (var i = 0; i < cache[key]._audioNode.length; i++) {
cache[key]._audioNode[i].volume = 0;
}
}
}
return self;
},
/**
* Unmute all sounds.
* @return {Object}
*/
unmute: function () {
var self = this;
self._muted = false;
if (usingWebAudio) {
masterGain.gain.value = self._volume;
}
for (var key in cache) {
if (cache.hasOwnProperty(key) && cache[key]._webAudio === false) {
// loop through the audio nodes
for (var i = 0; i < cache[key]._audioNode.length; i++) {
cache[key]._audioNode[i].volume = cache[key]._volume * self._volume;
}
}
}
return self;
},
volumeGroup: function(name,volume) {
if(groups[name]) {
for(var n in groups[name].howls) {
var howl = groups[name].howls[n];
howl.volume(volume);
}
groups[name].volume = volume;
}
else {
groups[name] = new MusicGroup(name);
groups[name].volume = volume;
}
},
groupState: function(group) {
if(groups[group])
return groups[group].volume;
},
clearGroupHowls: function(group) {
if(groups[group])
groups[group].howls = [];
},
removeHowlFromGroup: function(group, howl) {
}
};
// allow access to the global audio controls
var Howler = new HowlerGlobal();
// check for browser codec support
var audioTest = null;
if (!noAudio) {
audioTest = new Audio();
var codecs = {
mp3: !! audioTest.canPlayType('audio/mpeg;').replace(/^no$/, ''),
ogg: !! audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''),
wav: !! audioTest.canPlayType('audio/wav; codecs="1"').replace(/^no$/, ''),
m4a: !! (audioTest.canPlayType('audio/x-m4a;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''),
webm: !! audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, '')
};
}
// setup the audio object
var Howl = function (o) {
var self = this;
// setup the defaults
self._autoplay = o.autoplay || false;
self._buffer = o.buffer || false;
self._duration = o.duration || 0;
self._format = o.format || null;
self._loop = o.loop || false;
self._loaded = false;
self._sprite = o.sprite || {};
self._src = o.src || '';
self._pos3d = o.pos3d || [0, 0, -0.5];
self._volume = o.volume || 1;
self._urls = o.urls || [];
self._group = o.group || ""; //LUCAS
// setup event functions
self._onload = [o.onload || function () {}];
self._onloaderror = [o.onloaderror || function () {}];
self._onend = [o.onend || function () {}];
self._onpause = [o.onpause || function () {}];
self._onplay = [o.onplay || function () {}];
self._onendTimer = [];
// Web Audio or HTML5 Audio?
self._webAudio = usingWebAudio && !self._buffer;
// check if we need to fall back to HTML5 Audio
self._audioNode = [];
if (self._webAudio) {
self._setupAudioNode();
}
//LUCAS
if(self._group) {
if(self._group == "sound") {
window.sound.howls.push(this);
}
else if(self._group == "music") {
window.music.howls.push(this);
}
/*if(!groups[self._group])
groups[self._group] = new MusicGroup(self._group);
groups[self._group].howls.push(self);
self._volume = groups[self._group].volume;
console.log(self._group, self._volume, groups[self._group], groups[self._group].howls.indexOf(this));*/
}
// load the track
self.load();
};
// setup all of the methods
Howl.prototype = {
/**
* Load an audio file.
* @return {Object}
*/
load: function () {
var self = this,
url = null;
// if no audio is available, quit immediately
if (noAudio) {
self.on('loaderror');
return;
}
// loop through source URLs and pick the first one that is compatible
for (var i = 0; i < self._urls.length; i++) {
var ext = self._urls[i].toLowerCase().match(/.+\.([^?]+)(\?|$)/),
canPlay = false;
// figure out the filetype (whether an extension or base64 data)
ext = (ext && ext.length >= 2) ? ext[1] : self._urls[i].toLowerCase().match(/data\:audio\/([^?]+);/)[1];
// set audio file format if specified
if (self._format) {
ext = self._format;
}
switch (ext) {
case 'mp3':
canPlay = codecs.mp3;
break;
case 'ogg':
canPlay = codecs.ogg;
break;
case 'wav':
canPlay = codecs.wav;
break;
case 'm4a':
canPlay = codecs.m4a;
break;
case 'weba':
canPlay = codecs.webm;
break;
}
if (canPlay === true) {
url = self._urls[i];
break;
}
}
if (!url) {
self.on('loaderror');
return;
}
self._src = url;
if (self._webAudio) {
loadBuffer(self, url);
} else {
var newNode = new Audio();
self._audioNode.push(newNode);
// setup the new audio node
newNode.src = url;
newNode._pos = 0;
newNode.preload = 'auto';
newNode.volume = (Howler._muted) ? 0 : self._volume * Howler.volume();
// add this sound to the cache
cache[url] = self;
// setup the event listener to start playing the sound
// as soon as it has buffered enough
var listener = function () {
self._duration = newNode.duration;
// setup a sprite if none is defined
if (Object.getOwnPropertyNames(self._sprite).length === 0) {
self._sprite = {
_default: [0, self._duration * 1000]
};
}
if (!self._loaded) {
self._loaded = true;
self.on('load');
}
if (self._autoplay) {
self.play();
}
// clear the event listener
newNode.removeEventListener('canplaythrough', listener, false);
};
newNode.addEventListener('canplaythrough', listener, false);
newNode.load();
}
return self;
},
/**
* Get/set the URLs to be pulled from to play in this source.
* @param {Array} urls Arry of URLs to load from
* @return {Object} Returns self or the current URLs
*/
urls: function (urls) {
var self = this;
if (urls) {
self._urls = urls;
self.stop();
self.load();
return self;
} else {
return self._urls;
}
},
/**
* Play a sound from the current time (0 by default).
* @param {String} sprite (optional) Plays from the specified position in the sound sprite definition.
* @param {Function} callback (optional) Returns the unique playback id for this sound instance.
* @return {Object}
*/
play: function (sprite, callback) {
var self = this;
// use the default sprite if none is passed
if (!sprite) {
sprite = '_default';
}
// if the sound hasn't been loaded, add it to the event queue
if (!self._loaded) {
self.on('load', function () {
self.play(sprite, callback);
});
return self;
}
// if the sprite doesn't exist, play nothing
if (!self._sprite[sprite]) {
if (typeof callback === 'function') callback();
return self;
}
// get the node to playback
self._inactiveNode(function (node) {
// persist the sprite being played
node._sprite = sprite;
// determine where to start playing from
var pos = (node._pos > 0) ? node._pos : self._sprite[sprite][0] / 1000,
duration = self._sprite[sprite][1] / 1000 - node._pos;
// determine if this sound should be looped
var loop = !! (self._loop || self._sprite[sprite][2]);
// set timer to fire the 'onend' event
var soundId = (typeof callback === 'string') ? callback : Math.round(Date.now() * Math.random()) + '',
timerId;
(function () {
var data = {
id: soundId,
sprite: sprite,
loop: loop
};
timerId = setTimeout(function () {
// if looping, restart the track
if (!self._webAudio && loop) {
self.stop(data.id, data.timer).play(sprite, data.id);
}
// set web audio node to paused at end
if (self._webAudio && !loop) {
self._nodeById(data.id).paused = true;
}
// end the track if it is HTML audio and a sprite
if (!self._webAudio && !loop) {
self.stop(data.id, data.timer);
}
// fire ended event
self.on('end');
}, duration * 1000);
// store the reference to the timer
self._onendTimer.push(timerId);
// remember which timer to cancel
data.timer = self._onendTimer[self._onendTimer.length - 1];
})();
if (self._webAudio) {
// set the play id to this node and load into context
node.id = soundId;
node.paused = false;
refreshBuffer(self, [loop, pos, duration], soundId);
self._playStart = ctx.currentTime;
if (typeof node.bufferSource.start === 'undefined') {
node.bufferSource.noteGrainOn(0, pos, duration);
} else {
node.bufferSource.start(0, pos, duration);
}
} else {
if (node.readyState === 4) {
node.id = soundId;
node.currentTime = pos;
node.play();
} else {
self._clearEndTimer(timerId);
(function () {
var sound = self,
playSprite = sprite,
fn = callback,
newNode = node;
var listener = function () {
sound.play(playSprite, fn);
// clear the event listener
newNode.removeEventListener('canplaythrough', listener, false);
};
newNode.addEventListener('canplaythrough', listener, false);
})();
return self;
}
}
// fire the play event and send the soundId back in the callback
self.on('play');
if (typeof callback === 'function') callback(soundId);
return self;
});
return self;
},
/**
* Pause playback and save the current position.
* @param {String} id (optional) The play instance ID.
* @param {String} id (optional) Clear the correct timeout ID.
* @return {Object}
*/
pause: function (id, timerId) {
var self = this;
// if the sound hasn't been loaded, add it to the event queue
if (!self._loaded) {
self.on('play', function () {
self.pause(id);
});
return self;
}
// clear 'onend' timer
self._clearEndTimer(timerId || 0);
var activeNode = (id) ? self._nodeById(id) : self._activeNode();
if (activeNode) {
if (self._webAudio) {
// make sure the sound has been created
if (!activeNode.bufferSource) {
return self;
}
activeNode.paused = true;
activeNode._pos += ctx.currentTime - self._playStart;
if (typeof activeNode.bufferSource.stop === 'undefined') {
activeNode.bufferSource.noteOff(0);
} else {
activeNode.bufferSource.stop(0);
}
} else {
activeNode._pos = activeNode.currentTime;
activeNode.pause();
}
}
self.on('pause');
return self;
},
/**
* Stop playback and reset to start.
* @param {String} id (optional) The play instance ID.
* @param {String} id (optional) Clear the correct timeout ID.
* @return {Object}
*/
stop: function (id, timerId) {
var self = this;
// if the sound hasn't been loaded, add it to the event queue
if (!self._loaded) {
self.on('play', function () {
self.stop(id);
});
return self;
}
// clear 'onend' timer
self._clearEndTimer(timerId || 0);
var activeNode = (id) ? self._nodeById(id) : self._activeNode();
if (activeNode) {
activeNode._pos = 0;
if (self._webAudio) {
// make sure the sound has been created
if (!activeNode.bufferSource) {
return self;
}
activeNode.paused = true;
if (typeof activeNode.bufferSource.stop === 'undefined') {
activeNode.bufferSource.noteOff(0);
} else {
activeNode.bufferSource.stop(0);
}
} else {
activeNode.pause();
activeNode.currentTime = 0;
}
}
return self;
},
/**
* Mute this sound.
* @param {String} id (optional) The play instance ID.
* @return {Object}
*/
mute: function (id) {
var self = this;
// if the sound hasn't been loaded, add it to the event queue
if (!self._loaded) {
self.on('play', function () {
self.mute(id);
});
return self;
}
var activeNode = (id) ? self._nodeById(id) : self._activeNode();
if (activeNode) {
if (self._webAudio) {
activeNode.gain.value = 0;
} else {
activeNode.volume = 0;
}
}
return self;
},
/**
* Unmute this sound.
* @param {String} id (optional) The play instance ID.
* @return {Object}
*/
unmute: function (id) {
var self = this;
// if the sound hasn't been loaded, add it to the event queue
if (!self._loaded) {
self.on('play', function () {
self.unmute(id);
});
return self;
}
var activeNode = (id) ? self._nodeById(id) : self._activeNode();
if (activeNode) {
if (self._webAudio) {
activeNode.gain.value = self._volume;
} else {
activeNode.volume = self._volume;
}
}
return self;
},
/**
* Get/set volume of this sound.
* @param {Float} vol Volume from 0.0 to 1.0.
* @param {String} id (optional) The play instance ID.
* @return {Object/Float} Returns self or current volume.
*/
volume: function (vol, id) {
var self = this;
// make sure volume is a number
vol = parseFloat(vol, 10);
// if the sound hasn't been loaded, add it to the event queue
if (!self._loaded) {
self.on('play', function () {
self.volume(vol, id);
});
return self;
}
if (vol >= 0 && vol <= 1) {
self._volume = vol;
var activeNode = (id) ? self._nodeById(id) : self._activeNode();
if (activeNode) {
if (self._webAudio) {
activeNode.gain.value = vol;
} else {
activeNode.volume = vol * Howler.volume();
}
}
return self;
} else {
return self._volume;
}
},
/**
* Get/set whether to loop the sound.
* @param {Boolean} loop To loop or not to loop, that is the question.
* @return {Object/Boolean} Returns self or current looping value.
*/
loop: function (loop) {
var self = this;
if (typeof loop === 'boolean') {
self._loop = loop;
return self;
} else {
return self._loop;
}
},
/**
* Get/set sound sprite definition.
* @param {Object} sprite Example: {spriteName: [offset, duration, loop]}
* @param {Integer} offset Where to begin playback in milliseconds
* @param {Integer} duration How long to play in milliseconds
* @param {Boolean} loop (optional) Set true to loop this sprite
* @return {Object} Returns current sprite sheet or self.
*/
sprite: function (sprite) {
var self = this;
if (typeof sprite === 'object') {
self._sprite = sprite;
return self;
} else {
return self._sprite;
}
},
/**
* Get/set the position of playback.
* @param {Float} pos The position to move current playback to.
* @param {String} id (optional) The play instance ID.
* @return {Object/Float} Returns self or current playback position.
*/
pos: function (pos, id) {
var self = this;
// if the sound hasn't been loaded, add it to the event queue
if (!self._loaded) {
self.on('load', function () {
self.pos(pos);
});
return self;
}
var activeNode = (id) ? self._nodeById(id) : self._activeNode();
if (activeNode) {
if (self._webAudio) {
if (pos >= 0) {
activeNode._pos = pos;
self.pause(id).play(activeNode._sprite, id);
return self;
} else {
return activeNode._pos + (ctx.currentTime - self._playStart);
}
} else {
if (pos >= 0) {
activeNode.currentTime = pos;
return self;
} else {
return activeNode.currentTime;
}
}
}
},
/**
* Get/set the 3D position of the audio source.
* The most common usage is to set the 'x' position
* to affect the left/right ear panning. Setting any value higher than
* 1.0 will begin to decrease the volume of the sound as it moves further away.
* NOTE: This only works with Web Audio API, HTML5 Audio playback
* will not be affected.
* @param {Float} x The x-position of the playback from -1000.0 to 1000.0
* @param {Float} y The y-position of the playback from -1000.0 to 1000.0
* @param {Float} z The z-position of the playback from -1000.0 to 1000.0
* @param {String} id (optional) The play instance ID.
* @return {Object/Array} Returns self or the current 3D position: [x, y, z]
*/
pos3d: function (x, y, z, id) {
var self = this;
// set a default for the optional 'y' & 'z'
y = (typeof y === 'undefined' || !y) ? 0 : y;
z = (typeof z === 'undefined' || !z) ? -0.5 : z;
// if the sound hasn't been loaded, add it to the event queue
if (!self._loaded) {
self.on('play', function () {
self.pos3d(x, y, z, id);
});
return self;
}
if (x >= 0 || x < 0) {
if (self._webAudio) {
var activeNode = (id) ? self._nodeById(id) : self._activeNode();
if (activeNode) {
self._pos3d = [x, y, z];
activeNode.panner.setPosition(x, y, z);
}
}
} else {
return self._pos3d;
}
return self;
},
/**
* Fade in the current sound.
* @param {Float} to Volume to fade to (0.0 to 1.0).
* @param {Number} len Time in milliseconds to fade.
* @param {Function} callback
* @return {Object}
*/
fadeIn: function (to, len, callback) {
var self = this,
dist = to,
iterations = dist / 0.01,
hold = len / iterations;
// if the sound hasn't been loaded, add it to the event queue
if (!self._loaded) {
self.on('load', function () {
self.fadeIn(to, len, callback);
});
return self;
}
self.volume(0).play();
for (var i = 1; i <= iterations; i++) {
(function () {
var vol = Math.round(1000 * (self._volume + 0.01 * i)) / 1000,
toVol = to;
setTimeout(function () {
self.volume(vol);
if (vol === toVol) {
if (callback) callback();
}
}, hold * i);
})();
}
return self;
},
/**
* Fade out the current sound and pause when finished.
* @param {Float} to Volume to fade to (0.0 to 1.0).
* @param {Number} len Time in milliseconds to fade.
* @param {Function} callback
* @param {String} id (optional) The play instance ID.
* @return {Object}
*/
fadeOut: function (to, len, callback, id) {
var self = this,
dist = self._volume - to,
iterations = dist / 0.01,
hold = len / iterations;
// if the sound hasn't been loaded, add it to the event queue
if (!self._loaded) {
self.on('play', function () {
self.fadeOut(to, len, callback, id);
});
return self;
}
for (var i = 1; i <= iterations; i++) {
(function () {
var vol = Math.round(1000 * (self._volume - 0.01 * i)) / 1000,
toVol = to;
setTimeout(function () {
self.volume(vol, id);
if (vol === toVol) {
if (callback) callback();
self.pause(id);
// fire ended event
self.on('end');
}
}, hold * i);
})();
}
return self;
},
/**
* Get an audio node by ID.
* @return {Object} Audio node.
*/
_nodeById: function (id) {
var self = this,
node = self._audioNode[0];
// find the node with this ID
for (var i = 0; i < self._audioNode.length; i++) {
if (self._audioNode[i].id === id) {
node = self._audioNode[i];
break;
}
}
return node;
},
/**
* Get the first active audio node.
* @return {Object} Audio node.
*/
_activeNode: function () {
var self = this,
node = null;
// find the first playing node
for (var i = 0; i < self._audioNode.length; i++) {
if (!self._audioNode[i].paused) {
node = self._audioNode[i];
break;
}
}
// remove excess inactive nodes
self._drainPool();
return node;
},
/**
* Get the first inactive audio node.
* If there is none, create a new one and add it to the pool.
* @param {Function} callback Function to call when the audio node is ready.
*/
_inactiveNode: function (callback) {
var self = this,
node = null;
// find first inactive node to recycle
for (var i = 0; i < self._audioNode.length; i++) {
if (self._audioNode[i].paused && self._audioNode[i].readyState === 4) {
callback(self._audioNode[i]);
node = true;
break;
}
}
// remove excess inactive nodes
self._drainPool();
if (node) {
return;
}
// create new node if there are no inactives
var newNode;
if (self._webAudio) {
newNode = self._setupAudioNode();
callback(newNode);
} else {
self.load();
newNode = self._audioNode[self._audioNode.length - 1];
newNode.addEventListener('loadedmetadata', function () {
callback(newNode);
});
}
},
/**
* If there are more than 5 inactive audio nodes in the pool, clear out the rest.
*/
_drainPool: function () {
var self = this,
inactive = 0,
i;
// count the number of inactive nodes
for (i = 0; i < self._audioNode.length; i++) {
if (self._audioNode[i].paused) {
inactive++;
}
}
// remove excess inactive nodes
for (i = 0; i < self._audioNode.length; i++) {
if (inactive <= 5) {
break;
}
if (self._audioNode[i].paused) {
inactive--;
self._audioNode.splice(i, 1);
}
}
},
/**
* Clear 'onend' timeout before it ends.
* @param {Number} timerId The ID of the sound to be cancelled.
*/
_clearEndTimer: function (timerId) {
var self = this,
timer = self._onendTimer.indexOf(timerId);
// make sure the timer gets cleared
timer = timer >= 0 ? timer : 0;
if (self._onendTimer[timer]) {
clearTimeout(self._onendTimer[timer]);
self._onendTimer.splice(timer, 1);
}
},
/**
* Setup the gain node and panner for a Web Audio instance.
* @return {Object} The new audio node.
*/
_setupAudioNode: function () {
var self = this,
node = self._audioNode,
index = self._audioNode.length;
// create gain node
node[index] = (typeof ctx.createGain === 'undefined') ? ctx.createGainNode() : ctx.createGain();
node[index].gain.value = self._volume;
node[index].paused = true;
node[index]._pos = 0;
node[index].readyState = 4;
node[index].connect(masterGain);
// create the panner
node[index].panner = ctx.createPanner();
node[index].panner.setPosition(self._pos3d[0], self._pos3d[1], self._pos3d[2]);
node[index].panner.connect(node[index]);
return node[index];
},
/**
* Call/set custom events.
* @param {String} event Event type.
* @param {Function} fn Function to call.
* @return {Object}
*/
on: function (event, fn) {
var self = this,
events = self['_on' + event];
if (fn) {
events.push(fn);
} else {
for (var i = 0; i < events.length; i++) {
events[i].call(self);
}
}
return self;
},
/**
* Remove a custom event.
* @param {String} event Event type.
* @param {Function} fn Listener to remove.
* @return {Object} [description]
*/
off: function (event, fn) {
var self = this,
events = self['_on' + event],
fnString = fn.toString();
// loop through functions in the event for comparison
for (var i = 0; i < events.length; i++) {
if (fnString === events[i].toString()) {
events.splice(i, 1);
break;
}
}
return self;
}
};
// only define these functions when using WebAudio
if (usingWebAudio) {
/**
* Buffer a sound from URL (or from cache) and decode to audio source (Web Audio API).
* @param {Object} obj The Howl object for the sound to load.
* @param {String} url The path to the sound file.
*/
var loadBuffer = function (obj, url) {
// check if the buffer has already been cached
if (url in cache) {
// set the duration from the cache
obj._duration = cache[url].duration;
// load the sound into this object
loadSound(obj);
} else {
// load the buffer from the URL
var xhr = new XMLHttpRequest();
xhr.open('GET', url, true);
xhr.responseType = 'arraybuffer';
xhr.onload = function () {
// decode the buffer into an audio source
ctx.decodeAudioData(xhr.response, function (buffer) {
if (buffer) {
cache[url] = buffer;
loadSound(obj, buffer);
}
});
};
xhr.onerror = function () {
// if there is an error, switch the sound to HTML Audio
if (obj._webAudio) {
obj._buffer = true;
obj._webAudio = false;
obj._audioNode = [];
delete obj._gainNode;
obj.load();
}
};
try {
xhr.send();
} catch (e) {
xhr.onerror();
}
}
};
/**
* Finishes loading the Web Audio API sound and fires the loaded event
* @param {Object} obj The Howl object for the sound to load.
* @param {Objecct} buffer The decoded buffer sound source.
*/
var loadSound = function (obj, buffer) {
// set the duration
obj._duration = (buffer) ? buffer.duration : obj._duration;
// setup a sprite if none is defined
if (Object.getOwnPropertyNames(obj._sprite).length === 0) {
obj._sprite = {
_default: [0, obj._duration * 1000]
};
}
// fire the loaded event
if (!obj._loaded) {
obj._loaded = true;
obj.on('load');
}
if (obj._autoplay) {
obj.play();
}
};
/**
* Load the sound back into the buffer source.
* @param {Object} obj The sound to load.
* @param {Array} loop Loop boolean, pos, and duration.
* @param {String} id (optional) The play instance ID.
*/
var refreshBuffer = function (obj, loop, id) {
// determine which node to connect to
var node = obj._nodeById(id);
// setup the buffer source for playback
node.bufferSource = ctx.createBufferSource();
node.bufferSource.buffer = cache[obj._src];
node.bufferSource.connect(node.panner);
node.bufferSource.loop = loop[0];
if (loop[0]) {
node.bufferSource.loopStart = loop[1];
node.bufferSource.loopEnd = loop[1] + loop[2];
}
};
}
/**
* Add support for AMD (Async Module Definition) libraries such as require.js.
*/
if (typeof define === 'function' && define.amd) {
define('Howler', function () {
return {
Howler: Howler,
Howl: Howl
};
});
} else {
window.Howler = Howler;
window.Howl = Howl;
}
})();
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