2740 lines
85 KiB
JavaScript
Executable file
2740 lines
85 KiB
JavaScript
Executable file
/*!
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* howler.js v2.0.0
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* howlerjs.com
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*
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* (c) 2013-2016, James Simpson of GoldFire Studios
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* goldfirestudios.com
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*
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* MIT License
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*/
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(function() {
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'use strict';
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/** Global Methods **/
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/***************************************************************************/
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/**
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* Create the global controller. All contained methods and properties apply
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* to all sounds that are currently playing or will be in the future.
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*/
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var HowlerGlobal = function() {
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this.init();
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};
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HowlerGlobal.prototype = {
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/**
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* Initialize the global Howler object.
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* @return {Howler}
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*/
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init: function() {
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var self = this || Howler;
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// Internal properties.
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self._codecs = {};
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self._howls = [];
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self._muted = false;
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self._volume = 1;
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self._canPlayEvent = 'canplaythrough';
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self._navigator = (typeof window !== 'undefined' && window.navigator) ? window.navigator : null;
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// Public properties.
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self.masterGain = null;
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self.noAudio = false;
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self.usingWebAudio = true;
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self.autoSuspend = true;
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self.ctx = null;
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// Set to false to disable the auto iOS enabler.
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self.mobileAutoEnable = true;
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// Setup the various state values for global tracking.
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self._setup();
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return self;
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},
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/**
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* Get/set the global volume for all sounds.
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* @param {Float} vol Volume from 0.0 to 1.0.
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* @return {Howler/Float} Returns self or current volume.
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*/
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volume: function(vol) {
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var self = this || Howler;
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vol = parseFloat(vol);
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// If we don't have an AudioContext created yet, run the setup.
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if (!self.ctx) {
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setupAudioContext();
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}
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if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) {
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self._volume = vol;
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// Don't update any of the nodes if we are muted.
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if (self._muted) {
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return self;
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}
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// When using Web Audio, we just need to adjust the master gain.
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if (self.usingWebAudio) {
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self.masterGain.gain.value = vol;
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}
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// Loop through and change volume for all HTML5 audio nodes.
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for (var i=0; i<self._howls.length; i++) {
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if (!self._howls[i]._webAudio) {
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// Get all of the sounds in this Howl group.
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var ids = self._howls[i]._getSoundIds();
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// Loop through all sounds and change the volumes.
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for (var j=0; j<ids.length; j++) {
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var sound = self._howls[i]._soundById(ids[j]);
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if (sound && sound._node) {
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sound._node.volume = sound._volume * vol;
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}
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}
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}
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}
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return self;
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}
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return self._volume;
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},
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/**
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* Handle muting and unmuting globally.
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* @param {Boolean} muted Is muted or not.
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*/
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mute: function(muted) {
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var self = this || Howler;
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// If we don't have an AudioContext created yet, run the setup.
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if (!self.ctx) {
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setupAudioContext();
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}
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self._muted = muted;
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// With Web Audio, we just need to mute the master gain.
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if (self.usingWebAudio) {
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self.masterGain.gain.value = muted ? 0 : self._volume;
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}
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// Loop through and mute all HTML5 Audio nodes.
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for (var i=0; i<self._howls.length; i++) {
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if (!self._howls[i]._webAudio) {
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// Get all of the sounds in this Howl group.
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var ids = self._howls[i]._getSoundIds();
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// Loop through all sounds and mark the audio node as muted.
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for (var j=0; j<ids.length; j++) {
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var sound = self._howls[i]._soundById(ids[j]);
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if (sound && sound._node) {
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sound._node.muted = (muted) ? true : sound._muted;
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}
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}
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}
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}
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return self;
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},
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/**
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* Unload and destroy all currently loaded Howl objects.
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* @return {Howler}
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*/
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unload: function() {
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var self = this || Howler;
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for (var i=self._howls.length-1; i>=0; i--) {
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self._howls[i].unload();
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}
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// Create a new AudioContext to make sure it is fully reset.
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if (self.usingWebAudio && typeof self.ctx.close !== 'undefined') {
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self.ctx.close();
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self.ctx = null;
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setupAudioContext();
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}
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return self;
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},
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/**
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* Check for codec support of specific extension.
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* @param {String} ext Audio file extention.
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* @return {Boolean}
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*/
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codecs: function(ext) {
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return (this || Howler)._codecs[ext];
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},
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/**
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* Setup various state values for global tracking.
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* @return {Howler}
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*/
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_setup: function() {
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var self = this || Howler;
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// Keeps track of the suspend/resume state of the AudioContext.
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self.state = self.ctx ? self.ctx.state || 'running' : 'running';
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// Automatically begin the 30-second suspend process
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self._autoSuspend();
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// Check for supported codecs.
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if (!self.noAudio) {
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self._setupCodecs();
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}
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return self;
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},
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/**
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* Check for browser support for various codecs and cache the results.
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* @return {Howler}
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*/
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_setupCodecs: function() {
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var self = this || Howler;
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var audioTest = (typeof Audio !== 'undefined') ? new Audio() : null;
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if (!audioTest || typeof audioTest.canPlayType !== 'function') {
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return self;
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}
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var mpegTest = audioTest.canPlayType('audio/mpeg;').replace(/^no$/, '');
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// Opera version <33 has mixed MP3 support, so we need to check for and block it.
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var checkOpera = self._navigator && self._navigator.userAgent.match(/OPR\/([0-6].)/g);
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var isOldOpera = (checkOpera && parseInt(checkOpera[0].split('/')[1], 10) < 33);
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self._codecs = {
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mp3: !!(!isOldOpera && (mpegTest || audioTest.canPlayType('audio/mp3;').replace(/^no$/, ''))),
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mpeg: !!mpegTest,
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opus: !!audioTest.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, ''),
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ogg: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''),
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oga: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''),
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wav: !!audioTest.canPlayType('audio/wav; codecs="1"').replace(/^no$/, ''),
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aac: !!audioTest.canPlayType('audio/aac;').replace(/^no$/, ''),
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caf: !!audioTest.canPlayType('audio/x-caf;').replace(/^no$/, ''),
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m4a: !!(audioTest.canPlayType('audio/x-m4a;') || audioTest.canPlayType('audio/m4a;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''),
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mp4: !!(audioTest.canPlayType('audio/x-mp4;') || audioTest.canPlayType('audio/mp4;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''),
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weba: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, ''),
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webm: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, ''),
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dolby: !!audioTest.canPlayType('audio/mp4; codecs="ec-3"').replace(/^no$/, '')
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};
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return self;
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},
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/**
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* Mobile browsers will only allow audio to be played after a user interaction.
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* Attempt to automatically unlock audio on the first user interaction.
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* Concept from: http://paulbakaus.com/tutorials/html5/web-audio-on-ios/
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* @return {Howler}
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*/
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_enableMobileAudio: function() {
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var self = this || Howler;
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// Only run this on mobile devices if audio isn't already eanbled.
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var isMobile = /iPhone|iPad|iPod|Android|BlackBerry|BB10|Silk|Mobi/i.test(self._navigator && self._navigator.userAgent);
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var isTouch = !!(('ontouchend' in window) || (self._navigator && self._navigator.maxTouchPoints > 0) || (self._navigator && self._navigator.msMaxTouchPoints > 0));
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if (self._mobileEnabled || !self.ctx || (!isMobile && !isTouch)) {
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return;
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}
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self._mobileEnabled = false;
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// Some mobile devices/platforms have distortion issues when opening/closing tabs and/or web views.
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// Bugs in the browser (especially Mobile Safari) can cause the sampleRate to change from 44100 to 48000.
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// By calling Howler.unload(), we create a new AudioContext with the correct sampleRate.
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if (!self._mobileUnloaded && self.ctx.sampleRate !== 44100) {
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self._mobileUnloaded = true;
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self.unload();
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}
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// Scratch buffer for enabling iOS to dispose of web audio buffers correctly, as per:
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// http://stackoverflow.com/questions/24119684
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self._scratchBuffer = self.ctx.createBuffer(1, 1, 22050);
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// Call this method on touch start to create and play a buffer,
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// then check if the audio actually played to determine if
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// audio has now been unlocked on iOS, Android, etc.
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var unlock = function() {
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// Create an empty buffer.
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var source = self.ctx.createBufferSource();
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source.buffer = self._scratchBuffer;
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source.connect(self.ctx.destination);
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// Play the empty buffer.
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if (typeof source.start === 'undefined') {
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source.noteOn(0);
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} else {
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source.start(0);
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}
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// Setup a timeout to check that we are unlocked on the next event loop.
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source.onended = function() {
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source.disconnect(0);
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// Update the unlocked state and prevent this check from happening again.
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self._mobileEnabled = true;
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self.mobileAutoEnable = false;
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// Remove the touch start listener.
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document.removeEventListener('touchend', unlock, true);
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};
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};
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// Setup a touch start listener to attempt an unlock in.
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document.addEventListener('touchend', unlock, true);
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return self;
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},
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/**
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* Automatically suspend the Web Audio AudioContext after no sound has played for 30 seconds.
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* This saves processing/energy and fixes various browser-specific bugs with audio getting stuck.
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* @return {Howler}
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*/
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_autoSuspend: function() {
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var self = this;
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if (!self.autoSuspend || !self.ctx || typeof self.ctx.suspend === 'undefined' || !Howler.usingWebAudio) {
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return;
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}
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// Check if any sounds are playing.
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for (var i=0; i<self._howls.length; i++) {
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if (self._howls[i]._webAudio) {
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for (var j=0; j<self._howls[i]._sounds.length; j++) {
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if (!self._howls[i]._sounds[j]._paused) {
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return self;
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}
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}
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}
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}
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if (self._suspendTimer) {
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clearTimeout(self._suspendTimer);
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}
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// If no sound has played after 30 seconds, suspend the context.
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self._suspendTimer = setTimeout(function() {
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if (!self.autoSuspend) {
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return;
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}
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self._suspendTimer = null;
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self.state = 'suspending';
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self.ctx.suspend().then(function() {
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self.state = 'suspended';
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if (self._resumeAfterSuspend) {
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delete self._resumeAfterSuspend;
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self._autoResume();
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}
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});
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}, 30000);
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return self;
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},
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/**
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* Automatically resume the Web Audio AudioContext when a new sound is played.
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* @return {Howler}
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*/
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_autoResume: function() {
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var self = this;
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if (!self.ctx || typeof self.ctx.resume === 'undefined' || !Howler.usingWebAudio) {
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return;
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}
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if (self.state === 'running' && self._suspendTimer) {
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clearTimeout(self._suspendTimer);
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self._suspendTimer = null;
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} else if (self.state === 'suspended') {
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self.state = 'resuming';
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self.ctx.resume().then(function() {
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self.state = 'running';
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});
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if (self._suspendTimer) {
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clearTimeout(self._suspendTimer);
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self._suspendTimer = null;
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}
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} else if (self.state === 'suspending') {
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self._resumeAfterSuspend = true;
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}
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return self;
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}
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};
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// Setup the global audio controller.
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var Howler = new HowlerGlobal();
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/** Group Methods **/
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/***************************************************************************/
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/**
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* Create an audio group controller.
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* @param {Object} o Passed in properties for this group.
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*/
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var Howl = function(o) {
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var self = this;
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// Throw an error if no source is provided.
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if (!o.src || o.src.length === 0) {
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console.error('An array of source files must be passed with any new Howl.');
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return;
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}
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self.init(o);
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};
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Howl.prototype = {
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/**
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* Initialize a new Howl group object.
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* @param {Object} o Passed in properties for this group.
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* @return {Howl}
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*/
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init: function(o) {
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var self = this;
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// If we don't have an AudioContext created yet, run the setup.
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if (!Howler.ctx) {
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setupAudioContext();
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}
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// Setup user-defined default properties.
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self._autoplay = o.autoplay || false;
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self._format = (typeof o.format !== 'string') ? o.format : [o.format];
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self._html5 = o.html5 || false;
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self._muted = o.mute || false;
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self._loop = o.loop || false;
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self._pool = o.pool || 5;
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self._preload = (typeof o.preload === 'boolean') ? o.preload : true;
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self._rate = o.rate || 1;
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self._sprite = o.sprite || {};
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self._src = (typeof o.src !== 'string') ? o.src : [o.src];
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self._volume = o.volume !== undefined ? o.volume : 1;
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// Setup all other default properties.
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self._duration = 0;
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self._state = 'unloaded';
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self._sounds = [];
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self._endTimers = {};
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self._queue = [];
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// Setup event listeners.
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self._onend = o.onend ? [{fn: o.onend}] : [];
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self._onfade = o.onfade ? [{fn: o.onfade}] : [];
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self._onload = o.onload ? [{fn: o.onload}] : [];
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self._onloaderror = o.onloaderror ? [{fn: o.onloaderror}] : [];
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self._onpause = o.onpause ? [{fn: o.onpause}] : [];
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self._onplay = o.onplay ? [{fn: o.onplay}] : [];
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self._onstop = o.onstop ? [{fn: o.onstop}] : [];
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self._onmute = o.onmute ? [{fn: o.onmute}] : [];
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self._onvolume = o.onvolume ? [{fn: o.onvolume}] : [];
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self._onrate = o.onrate ? [{fn: o.onrate}] : [];
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self._onseek = o.onseek ? [{fn: o.onseek}] : [];
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// Web Audio or HTML5 Audio?
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self._webAudio = Howler.usingWebAudio && !self._html5;
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// Automatically try to enable audio on iOS.
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if (typeof Howler.ctx !== 'undefined' && Howler.ctx && Howler.mobileAutoEnable) {
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Howler._enableMobileAudio();
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}
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// Keep track of this Howl group in the global controller.
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Howler._howls.push(self);
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// Load the source file unless otherwise specified.
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if (self._preload) {
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self.load();
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}
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return self;
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},
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/**
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* Load the audio file.
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* @return {Howler}
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*/
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load: function() {
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var self = this;
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var url = null;
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// If no audio is available, quit immediately.
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if (Howler.noAudio) {
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self._emit('loaderror', null, 'No audio support.');
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return;
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}
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// Make sure our source is in an array.
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if (typeof self._src === 'string') {
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self._src = [self._src];
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}
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// Loop through the sources and pick the first one that is compatible.
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for (var i=0; i<self._src.length; i++) {
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var ext, str;
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if (self._format && self._format[i]) {
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// If an extension was specified, use that instead.
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ext = self._format[i];
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} else {
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// Make sure the source is a string.
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str = self._src[i];
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if (typeof str !== 'string') {
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self._emit('loaderror', null, 'Non-string found in selected audio sources - ignoring.');
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continue;
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}
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// Extract the file extension from the URL or base64 data URI.
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ext = /^data:audio\/([^;,]+);/i.exec(str);
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if (!ext) {
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ext = /\.([^.]+)$/.exec(str.split('?', 1)[0]);
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}
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if (ext) {
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ext = ext[1].toLowerCase();
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}
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}
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// Check if this extension is available.
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if (Howler.codecs(ext)) {
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url = self._src[i];
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break;
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}
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}
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if (!url) {
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self._emit('loaderror', null, 'No codec support for selected audio sources.');
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return;
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}
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self._src = url;
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self._state = 'loading';
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// If the hosting page is HTTPS and the source isn't,
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// drop down to HTML5 Audio to avoid Mixed Content errors.
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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.
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* @param {Function} _super Sound reset method.
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* @return {Sound}
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*/
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|
Sound.prototype.reset = (function(_super) {
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return function() {
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|
var self = this;
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var parent = self._parent;
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|
|
|
// Reset all spatial plugin properties on this sound.
|
|
self._orientation = parent._orientation;
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|
self._pos = parent._pos;
|
|
self._pannerAttr = parent._pannerAttr;
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|
|
|
// 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);
|
|
}
|
|
};
|
|
})();
|