ncase.me-trust/js/lib/howler.js

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2017-06-27 17:49:58 +00:00
/*!
* howler.js v2.0.0
* howlerjs.com
*
* (c) 2013-2016, James Simpson of GoldFire Studios
* goldfirestudios.com
*
* MIT License
*/
(function() {
'use strict';
/** Global Methods **/
/***************************************************************************/
/**
* Create the global controller. All contained methods and properties apply
* to all sounds that are currently playing or will be in the future.
*/
var HowlerGlobal = function() {
this.init();
};
HowlerGlobal.prototype = {
/**
* Initialize the global Howler object.
* @return {Howler}
*/
init: function() {
var self = this || Howler;
// Internal properties.
self._codecs = {};
self._howls = [];
self._muted = false;
self._volume = 1;
self._canPlayEvent = 'canplaythrough';
self._navigator = (typeof window !== 'undefined' && window.navigator) ? window.navigator : null;
// Public properties.
self.masterGain = null;
self.noAudio = false;
self.usingWebAudio = true;
self.autoSuspend = true;
self.ctx = null;
// Set to false to disable the auto iOS enabler.
self.mobileAutoEnable = true;
// Setup the various state values for global tracking.
self._setup();
return self;
},
/**
* Get/set the global volume for all sounds.
* @param {Float} vol Volume from 0.0 to 1.0.
* @return {Howler/Float} Returns self or current volume.
*/
volume: function(vol) {
var self = this || Howler;
vol = parseFloat(vol);
// If we don't have an AudioContext created yet, run the setup.
if (!self.ctx) {
setupAudioContext();
}
if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) {
self._volume = vol;
// Don't update any of the nodes if we are muted.
if (self._muted) {
return self;
}
// When using Web Audio, we just need to adjust the master gain.
if (self.usingWebAudio) {
self.masterGain.gain.value = vol;
}
// Loop through and change volume for all HTML5 audio nodes.
for (var i=0; i<self._howls.length; i++) {
if (!self._howls[i]._webAudio) {
// Get all of the sounds in this Howl group.
var ids = self._howls[i]._getSoundIds();
// Loop through all sounds and change the volumes.
for (var j=0; j<ids.length; j++) {
var sound = self._howls[i]._soundById(ids[j]);
if (sound && sound._node) {
sound._node.volume = sound._volume * vol;
}
}
}
}
return self;
}
return self._volume;
},
/**
* Handle muting and unmuting globally.
* @param {Boolean} muted Is muted or not.
*/
mute: function(muted) {
var self = this || Howler;
// If we don't have an AudioContext created yet, run the setup.
if (!self.ctx) {
setupAudioContext();
}
self._muted = muted;
// With Web Audio, we just need to mute the master gain.
if (self.usingWebAudio) {
self.masterGain.gain.value = muted ? 0 : self._volume;
}
// Loop through and mute all HTML5 Audio nodes.
for (var i=0; i<self._howls.length; i++) {
if (!self._howls[i]._webAudio) {
// Get all of the sounds in this Howl group.
var ids = self._howls[i]._getSoundIds();
// Loop through all sounds and mark the audio node as muted.
for (var j=0; j<ids.length; j++) {
var sound = self._howls[i]._soundById(ids[j]);
if (sound && sound._node) {
sound._node.muted = (muted) ? true : sound._muted;
}
}
}
}
return self;
},
/**
* Unload and destroy all currently loaded Howl objects.
* @return {Howler}
*/
unload: function() {
var self = this || Howler;
for (var i=self._howls.length-1; i>=0; i--) {
self._howls[i].unload();
}
// Create a new AudioContext to make sure it is fully reset.
if (self.usingWebAudio && typeof self.ctx.close !== 'undefined') {
self.ctx.close();
self.ctx = null;
setupAudioContext();
}
return self;
},
/**
* Check for codec support of specific extension.
* @param {String} ext Audio file extention.
* @return {Boolean}
*/
codecs: function(ext) {
return (this || Howler)._codecs[ext];
},
/**
* Setup various state values for global tracking.
* @return {Howler}
*/
_setup: function() {
var self = this || Howler;
// Keeps track of the suspend/resume state of the AudioContext.
self.state = self.ctx ? self.ctx.state || 'running' : 'running';
// Automatically begin the 30-second suspend process
self._autoSuspend();
// Check for supported codecs.
if (!self.noAudio) {
self._setupCodecs();
}
return self;
},
/**
* Check for browser support for various codecs and cache the results.
* @return {Howler}
*/
_setupCodecs: function() {
var self = this || Howler;
var audioTest = (typeof Audio !== 'undefined') ? new Audio() : null;
if (!audioTest || typeof audioTest.canPlayType !== 'function') {
return self;
}
var mpegTest = audioTest.canPlayType('audio/mpeg;').replace(/^no$/, '');
// Opera version <33 has mixed MP3 support, so we need to check for and block it.
var checkOpera = self._navigator && self._navigator.userAgent.match(/OPR\/([0-6].)/g);
var isOldOpera = (checkOpera && parseInt(checkOpera[0].split('/')[1], 10) < 33);
self._codecs = {
mp3: !!(!isOldOpera && (mpegTest || audioTest.canPlayType('audio/mp3;').replace(/^no$/, ''))),
mpeg: !!mpegTest,
opus: !!audioTest.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, ''),
ogg: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''),
oga: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''),
wav: !!audioTest.canPlayType('audio/wav; codecs="1"').replace(/^no$/, ''),
aac: !!audioTest.canPlayType('audio/aac;').replace(/^no$/, ''),
caf: !!audioTest.canPlayType('audio/x-caf;').replace(/^no$/, ''),
m4a: !!(audioTest.canPlayType('audio/x-m4a;') || audioTest.canPlayType('audio/m4a;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''),
mp4: !!(audioTest.canPlayType('audio/x-mp4;') || audioTest.canPlayType('audio/mp4;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''),
weba: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, ''),
webm: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, ''),
dolby: !!audioTest.canPlayType('audio/mp4; codecs="ec-3"').replace(/^no$/, '')
};
return self;
},
/**
* Mobile browsers will only allow audio to be played after a user interaction.
* Attempt to automatically unlock audio on the first user interaction.
* Concept from: http://paulbakaus.com/tutorials/html5/web-audio-on-ios/
* @return {Howler}
*/
_enableMobileAudio: function() {
var self = this || Howler;
// Only run this on mobile devices if audio isn't already eanbled.
var isMobile = /iPhone|iPad|iPod|Android|BlackBerry|BB10|Silk|Mobi/i.test(self._navigator && self._navigator.userAgent);
var isTouch = !!(('ontouchend' in window) || (self._navigator && self._navigator.maxTouchPoints > 0) || (self._navigator && self._navigator.msMaxTouchPoints > 0));
if (self._mobileEnabled || !self.ctx || (!isMobile && !isTouch)) {
return;
}
self._mobileEnabled = false;
// Some mobile devices/platforms have distortion issues when opening/closing tabs and/or web views.
// Bugs in the browser (especially Mobile Safari) can cause the sampleRate to change from 44100 to 48000.
// By calling Howler.unload(), we create a new AudioContext with the correct sampleRate.
if (!self._mobileUnloaded && self.ctx.sampleRate !== 44100) {
self._mobileUnloaded = true;
self.unload();
}
// Scratch buffer for enabling iOS to dispose of web audio buffers correctly, as per:
// http://stackoverflow.com/questions/24119684
self._scratchBuffer = self.ctx.createBuffer(1, 1, 22050);
// Call this method on touch start to create and play a buffer,
// then check if the audio actually played to determine if
// audio has now been unlocked on iOS, Android, etc.
var unlock = function() {
// Create an empty buffer.
var source = self.ctx.createBufferSource();
source.buffer = self._scratchBuffer;
source.connect(self.ctx.destination);
// Play the empty buffer.
if (typeof source.start === 'undefined') {
source.noteOn(0);
} else {
source.start(0);
}
// Setup a timeout to check that we are unlocked on the next event loop.
source.onended = function() {
source.disconnect(0);
// Update the unlocked state and prevent this check from happening again.
self._mobileEnabled = true;
self.mobileAutoEnable = false;
// Remove the touch start listener.
document.removeEventListener('touchend', unlock, true);
};
};
// Setup a touch start listener to attempt an unlock in.
document.addEventListener('touchend', unlock, true);
return self;
},
/**
* Automatically suspend the Web Audio AudioContext after no sound has played for 30 seconds.
* This saves processing/energy and fixes various browser-specific bugs with audio getting stuck.
* @return {Howler}
*/
_autoSuspend: function() {
var self = this;
if (!self.autoSuspend || !self.ctx || typeof self.ctx.suspend === 'undefined' || !Howler.usingWebAudio) {
return;
}
// Check if any sounds are playing.
for (var i=0; i<self._howls.length; i++) {
if (self._howls[i]._webAudio) {
for (var j=0; j<self._howls[i]._sounds.length; j++) {
if (!self._howls[i]._sounds[j]._paused) {
return self;
}
}
}
}
if (self._suspendTimer) {
clearTimeout(self._suspendTimer);
}
// If no sound has played after 30 seconds, suspend the context.
self._suspendTimer = setTimeout(function() {
if (!self.autoSuspend) {
return;
}
self._suspendTimer = null;
self.state = 'suspending';
self.ctx.suspend().then(function() {
self.state = 'suspended';
if (self._resumeAfterSuspend) {
delete self._resumeAfterSuspend;
self._autoResume();
}
});
}, 30000);
return self;
},
/**
* Automatically resume the Web Audio AudioContext when a new sound is played.
* @return {Howler}
*/
_autoResume: function() {
var self = this;
if (!self.ctx || typeof self.ctx.resume === 'undefined' || !Howler.usingWebAudio) {
return;
}
if (self.state === 'running' && self._suspendTimer) {
clearTimeout(self._suspendTimer);
self._suspendTimer = null;
} else if (self.state === 'suspended') {
self.state = 'resuming';
self.ctx.resume().then(function() {
self.state = 'running';
});
if (self._suspendTimer) {
clearTimeout(self._suspendTimer);
self._suspendTimer = null;
}
} else if (self.state === 'suspending') {
self._resumeAfterSuspend = true;
}
return self;
}
};
// Setup the global audio controller.
var Howler = new HowlerGlobal();
/** Group Methods **/
/***************************************************************************/
/**
* Create an audio group controller.
* @param {Object} o Passed in properties for this group.
*/
var Howl = function(o) {
var self = this;
// Throw an error if no source is provided.
if (!o.src || o.src.length === 0) {
console.error('An array of source files must be passed with any new Howl.');
return;
}
self.init(o);
};
Howl.prototype = {
/**
* Initialize a new Howl group object.
* @param {Object} o Passed in properties for this group.
* @return {Howl}
*/
init: function(o) {
var self = this;
// If we don't have an AudioContext created yet, run the setup.
if (!Howler.ctx) {
setupAudioContext();
}
// Setup user-defined default properties.
self._autoplay = o.autoplay || false;
self._format = (typeof o.format !== 'string') ? o.format : [o.format];
self._html5 = o.html5 || false;
self._muted = o.mute || false;
self._loop = o.loop || false;
self._pool = o.pool || 5;
self._preload = (typeof o.preload === 'boolean') ? o.preload : true;
self._rate = o.rate || 1;
self._sprite = o.sprite || {};
self._src = (typeof o.src !== 'string') ? o.src : [o.src];
self._volume = o.volume !== undefined ? o.volume : 1;
// Setup all other default properties.
self._duration = 0;
self._state = 'unloaded';
self._sounds = [];
self._endTimers = {};
self._queue = [];
// 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._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}] : [];
// Web Audio or HTML5 Audio?
self._webAudio = Howler.usingWebAudio && !self._html5;
// Automatically try to enable audio on iOS.
if (typeof Howler.ctx !== 'undefined' && Howler.ctx && Howler.mobileAutoEnable) {
Howler._enableMobileAudio();
}
// Keep track of this Howl group in the global controller.
Howler._howls.push(self);
// Load the source file unless otherwise specified.
if (self._preload) {
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();
}
}
// Check if this extension is available.
if (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.
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 we have no sprite and the sound hasn't loaded, we must wait
// for the sound to load to get our audio's duration.
if (self._state !== 'loaded' && !self._sprite[sprite]) {
self._queue.push({
event: 'play',
action: function() {
self.play(self._soundById(sound._id) ? sound._id : undefined);
}
});
return sound._id;
}
// 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) {
setTimeout(function() {
self._emit('play', sound._id);
}, 0);
}
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 = sound._seek > 0 ? sound._seek : self._sprite[sprite][0] / 1000;
var duration = ((self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000) - seek;
var timeout = (duration * 1000) / Math.abs(sound._rate);
// Update the parameters of the sound
sound._paused = false;
sound._ended = false;
sound._sprite = sprite;
sound._seek = seek;
sound._start = self._sprite[sprite][0] / 1000;
sound._stop = (self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000;
sound._loop = !!(sound._loop || self._sprite[sprite][2]);
// 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._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);
}, 0);
}
};
if (self._state === 'loaded') {
playWebAudio();
} else {
// Wait for the audio to load and then begin playback.
self.once('load', playWebAudio, sound._id);
// 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;
setTimeout(function() {
node.play();
// Setup the new end timer.
if (timeout !== Infinity) {
self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout);
}
if (!internal) {
self._emit('play', sound._id);
}
}, 0);
};
// Play immediately if ready, or wait for the 'canplaythrough'e vent.
var loadedNoReadyState = (self._state === 'loaded' && (window && window.ejecta || !node.readyState && Howler._navigator.isCocoonJS));
if (node.readyState === 4 || loadedNoReadyState) {
playHtml5();
} else {
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, add it to the load queue to pause when capable.
if (self._state !== 'loaded') {
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) {
return self;
}
if (typeof sound._node.bufferSource.stop === 'undefined') {
sound._node.bufferSource.noteOff(0);
} else {
sound._node.bufferSource.stop(0);
}
// Clean up the buffer source.
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._id);
}
}
}
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._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 && !sound._paused) {
// 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 has been created
if (!sound._node.bufferSource) {
return self;
}
if (typeof sound._node.bufferSource.stop === 'undefined') {
sound._node.bufferSource.noteOff(0);
} else {
sound._node.bufferSource.stop(0);
}
// Clean up the buffer source.
self._cleanBuffer(sound._node);
} else if (!isNaN(sound._node.duration) || sound._node.duration === Infinity) {
sound._node.currentTime = sound._start || 0;
sound._node.pause();
}
}
}
if (sound && !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._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;
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) {
// 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._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 passsed, all sounds will fade).
* @param {Number} from The value to fade from (0.0 to 1.0).
* @param {Number} to The volume to fade to (0.0 to 1.0).
* @param {Number} len Time in milliseconds to fade.
* @param {Number} id The sound id (omit to fade all sounds).
* @return {Howl}
*/
fade: function(from, to, len, id) {
var self = this;
var diff = Math.abs(from - to);
var dir = from > to ? 'out' : 'in';
var steps = diff / 0.01;
var stepLen = len / steps;
// If the sound hasn't loaded, add it to the load queue to fade when capable.
if (self._state !== 'loaded') {
self._queue.push({
event: 'fade',
action: function() {
self.fade(from, to, len, id);
}
});
return self;
}
// Set the volume to the start position.
self.volume(from, id);
// Fade the volume of one or all sounds.
var ids = self._getSoundIds(id);
for (var i=0; i<ids.length; i++) {
// Get the sound.
var sound = self._soundById(ids[i]);
// Create a linear fade or fall back to timeouts with HTML5 Audio.
if (sound) {
// 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);
}
var vol = from;
sound._interval = setInterval(function(soundId, sound) {
// Update the volume amount.
vol += (dir === 'in' ? 0.01 : -0.01);
// Make sure the volume is in the right bounds.
vol = Math.max(0, vol);
vol = Math.min(1, vol);
// Round to within 2 decimal points.
vol = Math.round(vol * 100) / 100;
// Change the volume.
if (self._webAudio) {
if (typeof id === 'undefined') {
self._volume = vol;
}
sound._volume = vol;
} else {
self.volume(vol, soundId, true);
}
// When the fade is complete, stop it and fire event.
if (vol === to) {
clearInterval(sound._interval);
sound._interval = null;
self.volume(vol, soundId);
self._emit('fade', soundId);
}
}.bind(self, ids[i], sound), stepLen);
}
}
return self;
},
/**
* 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._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;
}
}
}
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._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.
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.value = rate;
} 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 {
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 (self._state !== 'loaded') {
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);
// Restart the playback if the sound was playing.
if (playing) {
self.play(id, true);
}
// Update the seek position for HTML5 Audio.
if (!self._webAudio && sound._node) {
sound._node.currentTime = seek;
}
self._emit('seek', id);
} 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);
self._emit('end', sounds[i]._id);
}
// Remove the source or disconnect.
if (!self._webAudio) {
// Set the source to 0-second silence to stop any downloading.
sounds[i]._node.src = 'data:audio/wav;base64,UklGRiQAAABXQVZFZm10IBAAAAABAAEARKwAAIhYAQACABAAZGF0YQAAAAA=';
// Remove any event listeners.
sounds[i]._node.removeEventListener('error', sounds[i]._errorFn, false);
sounds[i]._node.removeEventListener(Howler._canPlayEvent, sounds[i]._loadFn, false);
}
// Empty out all of the nodes.
delete sounds[i]._node;
// Make sure all timers are cleared out.
self._clearTimer(sounds[i]._id);
// Remove the references in the global Howler object.
var index = Howler._howls.indexOf(self);
if (index >= 0) {
Howler._howls.splice(index, 1);
}
}
// Delete this sound from the cache (if no other Howl is using it).
var remCache = true;
for (i=0; i<Howler._howls.length; i++) {
if (Howler._howls[i]._src === self._src) {
remCache = false;
break;
}
}
if (cache && remCache) {
delete cache[self._src];
}
// 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;
if (fn) {
// Loop through event store and remove the passed function.
for (i=0; i<events.length; i++) {
if (fn === events[i].fn && id === events[i].id) {
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--) {
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);
}
}
}
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() {
var self = this;
if (self._queue.length > 0) {
var task = self._queue[0];
// don't move onto the next task until this one is done
self.once(task.event, function() {
self._queue.shift();
self._loadQueue();
});
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;
// 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);
}
return self;
},
/**
* Clear the end timer for a sound playback.
* @param {Number} id The sound ID.
* @return {Howl}
*/
_clearTimer: function(id) {
var self = this;
if (self._endTimers[id]) {
clearTimeout(self._endTimers[id]);
delete self._endTimers[id];
}
return self;
},
/**
* Return the sound identified by this ID, or return null.
* @param {Number} id Sound ID
* @return {Object} Sound object or null.
*/
_soundById: function(id) {
var self = this;
// Loop through all sounds and find the one with this ID.
for (var i=0; i<self._sounds.length; i++) {
if (id === self._sounds[i]._id) {
return self._sounds[i];
}
}
return null;
},
/**
* Return an inactive sound from the pool or create a new one.
* @return {Sound} Sound playback object.
*/
_inactiveSound: function() {
var self = this;
self._drain();
// Find the first inactive node to recycle.
for (var i=0; i<self._sounds.length; i++) {
if (self._sounds[i]._ended) {
return self._sounds[i].reset();
}
}
// If no inactive node was found, create a new one.
return new Sound(self);
},
/**
* Drain excess inactive sounds from the pool.
*/
_drain: function() {
var self = this;
var limit = self._pool;
var cnt = 0;
var i = 0;
// If there are less sounds than the max pool size, we are done.
if (self._sounds.length < limit) {
return;
}
// Count the number of inactive sounds.
for (i=0; i<self._sounds.length; i++) {
if (self._sounds[i]._ended) {
cnt++;
}
}
// Remove excess inactive sounds, going in reverse order.
for (i=self._sounds.length - 1; i>=0; i--) {
if (cnt <= limit) {
return;
}
if (self._sounds[i]._ended) {
// Disconnect the audio source when using Web Audio.
if (self._webAudio && self._sounds[i]._node) {
self._sounds[i]._node.disconnect(0);
}
// Remove sounds until we have the pool size.
self._sounds.splice(i, 1);
cnt--;
}
}
},
/**
* Get all ID's from the sounds pool.
* @param {Number} id Only return one ID if one is passed.
* @return {Array} Array of IDs.
*/
_getSoundIds: function(id) {
var self = this;
if (typeof id === 'undefined') {
var ids = [];
for (var i=0; i<self._sounds.length; i++) {
ids.push(self._sounds[i]._id);
}
return ids;
} else {
return [id];
}
},
/**
* Load the sound back into the buffer source.
* @param {Sound} sound The sound object to work with.
* @return {Howl}
*/
_refreshBuffer: function(sound) {
var self = this;
// Setup the buffer source for playback.
sound._node.bufferSource = 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;
}
sound._node.bufferSource.playbackRate.value = sound._rate;
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;
if (self._scratchBuffer) {
node.bufferSource.onended = null;
node.bufferSource.disconnect(0);
try { node.bufferSource.buffer = self._scratchBuffer; } catch(e) {}
}
node.bufferSource = null;
return self;
}
};
/** Single Sound Methods **/
/***************************************************************************/
/**
* Setup the sound object, which each node attached to a Howl group is contained in.
* @param {Object} howl The Howl parent group.
*/
var Sound = function(howl) {
this._parent = howl;
this.init();
};
Sound.prototype = {
/**
* Initialize a new Sound object.
* @return {Sound}
*/
init: function() {
var self = this;
var parent = self._parent;
// Setup the default parameters.
self._muted = parent._muted;
self._loop = parent._loop;
self._volume = parent._volume;
self._muted = parent._muted;
self._rate = parent._rate;
self._seek = 0;
self._paused = true;
self._ended = true;
self._sprite = '__default';
// Generate a unique ID for this sound.
self._id = Math.round(Date.now() * Math.random());
// Add itself to the parent's pool.
parent._sounds.push(self);
// Create the new node.
self.create();
return self;
},
/**
* Create and setup a new sound object, whether HTML5 Audio or Web Audio.
* @return {Sound}
*/
create: function() {
var self = this;
var parent = self._parent;
var volume = (Howler._muted || self._muted || self._parent._muted) ? 0 : self._volume;
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 {
self._node = new Audio();
// Listen for errors (http://dev.w3.org/html5/spec-author-view/spec.html#mediaerror).
self._errorFn = self._errorListener.bind(self);
self._node.addEventListener('error', self._errorFn, false);
// Listen for 'canplaythrough' event to let us know the sound is ready.
self._loadFn = self._loadListener.bind(self);
self._node.addEventListener(Howler._canPlayEvent, self._loadFn, false);
// Setup the new audio node.
self._node.src = parent._src;
self._node.preload = 'auto';
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._muted = parent._muted;
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 = Math.round(Date.now() * Math.random());
return self;
},
/**
* HTML5 Audio error listener callback.
*/
_errorListener: function() {
var self = this;
if (self._node.error && self._node.error.code === 4) {
Howler.noAudio = true;
}
// Fire an error event and pass back the code.
self._parent._emit('loaderror', self._id, self._node.error ? self._node.error.code : 0);
// Clear the event listener.
self._node.removeEventListener('error', self._errorListener, false);
},
/**
* HTML5 Audio canplaythrough listener callback.
*/
_loadListener: function() {
var self = this;
var parent = self._parent;
// Round up the duration to account for the lower precision in HTML5 Audio.
parent._duration = Math.ceil(self._node.duration * 10) / 10;
// Setup a sprite if none is defined.
if (Object.keys(parent._sprite).length === 0) {
parent._sprite = {__default: [0, parent._duration * 1000]};
}
if (parent._state !== 'loaded') {
parent._state = 'loaded';
parent._emit('load');
parent._loadQueue();
}
if (parent._autoplay) {
parent.play();
}
// Clear the event listener.
self._node.removeEventListener(Howler._canPlayEvent, self._loadFn, 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('GET', url, true);
xhr.responseType = 'arraybuffer';
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) {
// Decode the buffer into an audio source.
Howler.ctx.decodeAudioData(arraybuffer, function(buffer) {
if (buffer && self._sounds.length > 0) {
cache[self._src] = buffer;
loadSound(self, buffer);
}
}, function() {
self._emit('loaderror', null, 'Decoding audio data failed.');
});
};
/**
* 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();
}
// Begin playback if specified.
if (self._autoplay) {
self.play();
}
};
/**
* Setup the audio context when available, or switch to HTML5 Audio mode.
*/
var setupAudioContext = function() {
Howler.noAudio = false;
// 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 (!Howler.usingWebAudio) {
// No audio is available on this system if noAudio is set to true.
if (typeof Audio !== 'undefined') {
try {
var test = new Audio();
// Check if the canplaythrough event is available.
if (typeof test.oncanplaythrough === 'undefined') {
Howler._canPlayEvent = 'canplay';
}
} catch(e) {
Howler.noAudio = true;
}
} else {
Howler.noAudio = true;
}
}
// Test to make sure audio isn't disabled in Internet Explorer
try {
var test = new Audio();
if (test.muted) {
Howler.noAudio = true;
}
} catch (e) {}
// 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 && Howler._navigator.standalone && !safari || Howler._navigator && !Howler._navigator.standalone && !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.value = 1;
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;
}
// Define globally in case AMD is not available or unused.
if (typeof window !== 'undefined') {
window.HowlerGlobal = HowlerGlobal;
window.Howler = Howler;
window.Howl = Howl;
window.Sound = Sound;
} else if (typeof global !== 'undefined') { // Add to global in Node.js (for testing, etc).
global.HowlerGlobal = HowlerGlobal;
global.Howler = Howler;
global.Howl = Howl;
global.Sound = Sound;
}
})();
/*!
* Spatial Plugin - Adds support for stereo and 3D audio where Web Audio is supported.
*
* howler.js v2.0.0
* howlerjs.com
*
* (c) 2013-2016, 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];
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];
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') {
sound._panner.setPosition(pan, 0, 0);
} else {
sound._panner.pan.value = pan;
}
}
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
* all in the group. The most common usage is to set the 'x' position for
* left/right panning. Setting any value higher than 1.0 will begin to
* decrease the volume of the sound as it moves further away.
* @param {Number} x The x-position of the audio from -1000.0 to 1000.0.
* @param {Number} y The y-position of the audio from -1000.0 to 1000.0.
* @param {Number} z The z-position of the audio from -1000.0 to 1000.0.
* @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');
}
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');
}
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) There will be no volume reduction inside this angle.
* coneOuterAngle - (360 by default) The volume will be reduced to a constant value of
* `coneOuterGain` outside this angle.
* coneOuterGain - (0 by default) The amount of volume reduction outside of `coneOuterAngle`.
* distanceModel - ('inverse' by default) Determines algorithm to use to reduce volume as audio moves
* away from listener. Can be `linear`, `inverse` or `exponential`.
* maxDistance - (10000 by default) Volume won't reduce between source/listener beyond this distance.
* panningModel - ('HRTF' by default) Determines which spatialization algorithm is used to position audio.
* Can be `HRTF` or `equalpower`.
* refDistance - (1 by default) A reference distance for reducing volume as the source
* moves away from the listener.
* rolloffFactor - (1 by default) How quickly the volume reduces as source moves from listener.
*
* @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') {
self._pannerAttr = {
coneInnerAngle: typeof o.coneInnerAngle !== 'undefined' ? o.coneInnerAngle : self._coneInnerAngle,
coneOuterAngle: typeof o.coneOuterAngle !== 'undefined' ? o.coneOuterAngle : self._coneOuterAngle,
coneOuterGain: typeof o.coneOuterGain !== 'undefined' ? o.coneOuterGain : self._coneOuterGain,
distanceModel: typeof o.distanceModel !== 'undefined' ? o.distanceModel : self._distanceModel,
maxDistance: typeof o.maxDistance !== 'undefined' ? o.maxDistance : self._maxDistance,
panningModel: typeof o.panningModel !== 'undefined' ? o.panningModel : self._panningModel,
refDistance: typeof o.refDistance !== 'undefined' ? o.refDistance : self._refDistance,
rolloffFactor: typeof o.rolloffFactor !== 'undefined' ? o.rolloffFactor : self._rolloffFactor
};
}
} 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,
panningModel: typeof o.panningModel !== 'undefined' ? o.panningModel : pa.panningModel,
refDistance: typeof o.refDistance !== 'undefined' ? o.refDistance : pa.refDistance,
rolloffFactor: typeof o.rolloffFactor !== 'undefined' ? o.rolloffFactor : pa.rolloffFactor
};
// 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.panningModel = pa.panningModel;
panner.refDistance = pa.refDistance;
panner.rolloffFactor = pa.rolloffFactor;
} 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._pos = parent._pos;
self._pannerAttr = parent._pannerAttr;
// 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.panningModel = sound._pannerAttr.panningModel;
sound._panner.refDistance = sound._pannerAttr.refDistance;
sound._panner.rolloffFactor = sound._pannerAttr.rolloffFactor;
sound._panner.setPosition(sound._pos[0], sound._pos[1], sound._pos[2]);
sound._panner.setOrientation(sound._orientation[0], sound._orientation[1], sound._orientation[2]);
} else {
sound._panner = Howler.ctx.createStereoPanner();
sound._panner.pan.value = sound._stereo;
}
sound._panner.connect(sound._node);
// Update the connections.
if (!sound._paused) {
sound._parent.pause(sound._id, true).play(sound._id);
}
};
})();