mirror of
https://github.com/jellyfin/jellyfin-web.git
synced 2024-11-19 11:58:20 -07:00
1354 lines
38 KiB
JavaScript
1354 lines
38 KiB
JavaScript
/*!
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* howler.js v1.1.28
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* howlerjs.com
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*
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* (c) 2013-2015, 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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// setup
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var cache = {};
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// setup the audio context
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var ctx = null,
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usingWebAudio = true,
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noAudio = false;
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try {
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if (typeof AudioContext !== 'undefined') {
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ctx = new AudioContext();
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} else if (typeof webkitAudioContext !== 'undefined') {
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ctx = new webkitAudioContext();
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} else {
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usingWebAudio = false;
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}
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} catch(e) {
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usingWebAudio = false;
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}
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if (!usingWebAudio) {
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if (typeof Audio !== 'undefined') {
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try {
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new Audio();
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} catch(e) {
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noAudio = true;
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}
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} else {
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noAudio = true;
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}
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}
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// create a master gain node
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if (usingWebAudio) {
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var masterGain = (typeof ctx.createGain === 'undefined') ? ctx.createGainNode() : ctx.createGain();
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masterGain.gain.value = 1;
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masterGain.connect(ctx.destination);
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}
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// create global controller
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var HowlerGlobal = function(codecs) {
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this._volume = 1;
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this._muted = false;
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this.usingWebAudio = usingWebAudio;
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this.ctx = ctx;
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this.noAudio = noAudio;
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this._howls = [];
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this._codecs = codecs;
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this.iOSAutoEnable = true;
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};
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HowlerGlobal.prototype = {
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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;
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// make sure volume is a number
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vol = parseFloat(vol);
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if (vol >= 0 && vol <= 1) {
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self._volume = vol;
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if (usingWebAudio) {
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masterGain.gain.value = vol;
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}
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// loop through cache and change volume of all nodes that are using HTML5 Audio
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for (var key in self._howls) {
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if (self._howls.hasOwnProperty(key) && self._howls[key]._webAudio === false) {
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// loop through the audio nodes
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for (var i=0; i<self._howls[key]._audioNode.length; i++) {
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self._howls[key]._audioNode[i].volume = self._howls[key]._volume * self._volume;
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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 the current global volume
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return (usingWebAudio) ? masterGain.gain.value : self._volume;
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},
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/**
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* Mute all sounds.
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* @return {Howler}
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*/
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mute: function() {
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this._setMuted(true);
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return this;
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},
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/**
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* Unmute all sounds.
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* @return {Howler}
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*/
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unmute: function() {
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this._setMuted(false);
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return this;
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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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_setMuted: function(muted) {
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var self = this;
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self._muted = muted;
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if (usingWebAudio) {
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masterGain.gain.value = muted ? 0 : self._volume;
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}
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for (var key in self._howls) {
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if (self._howls.hasOwnProperty(key) && self._howls[key]._webAudio === false) {
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// loop through the audio nodes
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for (var i=0; i<self._howls[key]._audioNode.length; i++) {
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self._howls[key]._audioNode[i].muted = muted;
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}
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}
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}
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},
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/**
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* Check for codec support.
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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._codecs[ext];
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},
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/**
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* iOS 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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_enableiOSAudio: function() {
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var self = this;
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// only run this on iOS if audio isn't already eanbled
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if (ctx && (self._iOSEnabled || !/iPhone|iPad|iPod/i.test(navigator.userAgent))) {
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return;
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}
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self._iOSEnabled = false;
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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
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var unlock = function() {
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// create an empty buffer
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var buffer = ctx.createBuffer(1, 1, 22050);
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var source = ctx.createBufferSource();
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source.buffer = buffer;
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source.connect(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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setTimeout(function() {
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if ((source.playbackState === source.PLAYING_STATE || source.playbackState === source.FINISHED_STATE)) {
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// update the unlocked state and prevent this check from happening again
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self._iOSEnabled = true;
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self.iOSAutoEnable = false;
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// remove the touch start listener
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window.removeEventListener('touchend', unlock, false);
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}
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}, 0);
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};
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// setup a touch start listener to attempt an unlock in
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window.addEventListener('touchend', unlock, false);
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return self;
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}
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};
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// check for browser codec support
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var audioTest = null;
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var codecs = {};
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if (!noAudio) {
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audioTest = new Audio();
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codecs = {
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mp3: !!audioTest.canPlayType('audio/mpeg;').replace(/^no$/, ''),
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opus: !!audioTest.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, ''),
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ogg: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''),
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wav: !!audioTest.canPlayType('audio/wav; codecs="1"').replace(/^no$/, ''),
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aac: !!audioTest.canPlayType('audio/aac;').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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};
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}
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// allow access to the global audio controls
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var Howler = new HowlerGlobal(codecs);
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// setup the audio object
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var Howl = function(o) {
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var self = this;
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// setup the defaults
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self._autoplay = o.autoplay || false;
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self._buffer = o.buffer || false;
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self._duration = o.duration || 0;
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self._format = o.format || null;
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self._loop = o.loop || false;
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self._loaded = false;
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self._sprite = o.sprite || {};
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self._src = o.src || '';
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self._pos3d = o.pos3d || [0, 0, -0.5];
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self._volume = o.volume !== undefined ? o.volume : 1;
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self._urls = o.urls || [];
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self._rate = o.rate || 1;
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// allow forcing of a specific panningModel ('equalpower' or 'HRTF'),
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// if none is specified, defaults to 'equalpower' and switches to 'HRTF'
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// if 3d sound is used
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self._model = o.model || null;
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// setup event functions
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self._onload = [o.onload || function() {}];
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self._onloaderror = [o.onloaderror || function() {}];
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self._onend = [o.onend || function() {}];
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self._onpause = [o.onpause || function() {}];
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self._onplay = [o.onplay || function() {}];
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self._onendTimer = [];
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// Web Audio or HTML5 Audio?
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self._webAudio = usingWebAudio && !self._buffer;
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// check if we need to fall back to HTML5 Audio
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self._audioNode = [];
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if (self._webAudio) {
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self._setupAudioNode();
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}
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// automatically try to enable audio on iOS
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if (typeof ctx !== 'undefined' && ctx && Howler.iOSAutoEnable) {
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Howler._enableiOSAudio();
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}
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// add this to an array of Howl's to allow global control
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Howler._howls.push(self);
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// load the track
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self.load();
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};
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// setup all of the methods
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Howl.prototype = {
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/**
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* Load an audio file.
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* @return {Howl}
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*/
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load: function() {
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var self = this,
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url = null;
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// if no audio is available, quit immediately
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if (noAudio) {
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self.on('loaderror');
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return;
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}
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// loop through source URLs and pick the first one that is compatible
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for (var i=0; i<self._urls.length; i++) {
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var ext, urlItem;
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if (self._format) {
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// use specified audio format if available
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ext = self._format;
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} else {
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// figure out the filetype (whether an extension or base64 data)
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urlItem = self._urls[i];
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ext = /^data:audio\/([^;,]+);/i.exec(urlItem);
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if (!ext) {
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ext = /\.([^.]+)$/.exec(urlItem.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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} else {
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self.on('loaderror');
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return;
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}
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}
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if (codecs[ext]) {
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url = self._urls[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.on('loaderror');
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return;
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}
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self._src = url;
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if (self._webAudio) {
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loadBuffer(self, url);
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} else {
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var newNode = new Audio();
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// listen for errors with HTML5 audio (http://dev.w3.org/html5/spec-author-view/spec.html#mediaerror)
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newNode.addEventListener('error', function () {
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if (newNode.error && newNode.error.code === 4) {
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HowlerGlobal.noAudio = true;
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}
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self.on('loaderror', {type: newNode.error ? newNode.error.code : 0});
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}, false);
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self._audioNode.push(newNode);
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// setup the new audio node
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newNode.src = url;
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newNode._pos = 0;
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newNode.preload = 'auto';
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newNode.volume = (Howler._muted) ? 0 : self._volume * Howler.volume();
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// setup the event listener to start playing the sound
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// as soon as it has buffered enough
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var listener = function() {
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// round up the duration when using HTML5 Audio to account for the lower precision
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self._duration = Math.ceil(newNode.duration * 10) / 10;
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// setup a sprite if none is defined
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if (Object.getOwnPropertyNames(self._sprite).length === 0) {
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self._sprite = {_default: [0, self._duration * 1000]};
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}
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if (!self._loaded) {
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self._loaded = true;
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self.on('load');
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}
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if (self._autoplay) {
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self.play();
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}
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// clear the event listener
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newNode.removeEventListener('canplaythrough', listener, false);
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};
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newNode.addEventListener('canplaythrough', listener, false);
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newNode.load();
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}
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return self;
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},
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/**
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* Get/set the URLs to be pulled from to play in this source.
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* @param {Array} urls Arry of URLs to load from
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* @return {Howl} Returns self or the current URLs
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*/
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urls: function(urls) {
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var self = this;
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if (urls) {
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self.stop();
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self._urls = (typeof urls === 'string') ? [urls] : urls;
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self._loaded = false;
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self.load();
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return self;
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} else {
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return self._urls;
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}
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},
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/**
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* Play a sound from the current time (0 by default).
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* @param {String} sprite (optional) Plays from the specified position in the sound sprite definition.
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* @param {Function} callback (optional) Returns the unique playback id for this sound instance.
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* @return {Howl}
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*/
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play: function(sprite, callback) {
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var self = this;
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// if no sprite was passed but a callback was, update the variables
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if (typeof sprite === 'function') {
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callback = sprite;
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}
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// use the default sprite if none is passed
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if (!sprite || typeof sprite === 'function') {
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sprite = '_default';
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}
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// if the sound hasn't been loaded, add it to the event queue
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if (!self._loaded) {
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self.on('load', function() {
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self.play(sprite, callback);
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});
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return self;
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}
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// if the sprite doesn't exist, play nothing
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if (!self._sprite[sprite]) {
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if (typeof callback === 'function') callback();
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return self;
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}
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// get the node to playback
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self._inactiveNode(function(node) {
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// persist the sprite being played
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node._sprite = sprite;
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// determine where to start playing from
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var pos = (node._pos > 0) ? node._pos : self._sprite[sprite][0] / 1000;
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// determine how long to play for
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var duration = 0;
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if (self._webAudio) {
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duration = self._sprite[sprite][1] / 1000 - node._pos;
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if (node._pos > 0) {
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pos = self._sprite[sprite][0] / 1000 + pos;
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}
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} else {
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duration = self._sprite[sprite][1] / 1000 - (pos - self._sprite[sprite][0] / 1000);
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}
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// determine if this sound should be looped
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var loop = !!(self._loop || self._sprite[sprite][2]);
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// set timer to fire the 'onend' event
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var soundId = (typeof callback === 'string') ? callback : Math.round(Date.now() * Math.random()) + '',
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timerId;
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(function() {
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var data = {
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id: soundId,
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sprite: sprite,
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loop: loop
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};
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timerId = setTimeout(function() {
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// if looping, restart the track
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if (!self._webAudio && loop) {
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self.stop(data.id).play(sprite, data.id);
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}
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// set web audio node to paused at end
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if (self._webAudio && !loop) {
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self._nodeById(data.id).paused = true;
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self._nodeById(data.id)._pos = 0;
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// clear the end timer
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self._clearEndTimer(data.id);
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}
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// end the track if it is HTML audio and a sprite
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if (!self._webAudio && !loop) {
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self.stop(data.id);
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}
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// fire ended event
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self.on('end', soundId);
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}, duration * 1000);
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// store the reference to the timer
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self._onendTimer.push({timer: timerId, id: data.id});
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})();
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if (self._webAudio) {
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var loopStart = self._sprite[sprite][0] / 1000,
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loopEnd = self._sprite[sprite][1] / 1000;
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// set the play id to this node and load into context
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node.id = soundId;
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node.paused = false;
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refreshBuffer(self, [loop, loopStart, loopEnd], soundId);
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self._playStart = ctx.currentTime;
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node.gain.value = self._volume;
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if (typeof node.bufferSource.start === 'undefined') {
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loop ? node.bufferSource.noteGrainOn(0, pos, 86400) : node.bufferSource.noteGrainOn(0, pos, duration);
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} else {
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loop ? node.bufferSource.start(0, pos, 86400) : node.bufferSource.start(0, pos, duration);
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}
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} else {
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if (node.readyState === 4 || !node.readyState && navigator.isCocoonJS) {
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node.readyState = 4;
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node.id = soundId;
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node.currentTime = pos;
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node.muted = Howler._muted || node.muted;
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node.volume = self._volume * Howler.volume();
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setTimeout(function() { node.play(); }, 0);
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} else {
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self._clearEndTimer(soundId);
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(function(){
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var sound = self,
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playSprite = sprite,
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fn = callback,
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newNode = node;
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var listener = function() {
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sound.play(playSprite, fn);
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// clear the event listener
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newNode.removeEventListener('canplaythrough', listener, false);
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};
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newNode.addEventListener('canplaythrough', listener, false);
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})();
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return self;
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}
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}
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// fire the play event and send the soundId back in the callback
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self.on('play');
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if (typeof callback === 'function') callback(soundId);
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return self;
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});
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return self;
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},
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/**
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* Pause playback and save the current position.
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* @param {String} id (optional) The play instance ID.
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* @return {Howl}
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*/
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pause: function(id) {
|
|
var self = this;
|
|
|
|
// if the sound hasn't been loaded, add it to the event queue
|
|
if (!self._loaded) {
|
|
self.on('play', function() {
|
|
self.pause(id);
|
|
});
|
|
|
|
return self;
|
|
}
|
|
|
|
// clear 'onend' timer
|
|
self._clearEndTimer(id);
|
|
|
|
var activeNode = (id) ? self._nodeById(id) : self._activeNode();
|
|
if (activeNode) {
|
|
activeNode._pos = self.pos(null, id);
|
|
|
|
if (self._webAudio) {
|
|
// make sure the sound has been created
|
|
if (!activeNode.bufferSource || activeNode.paused) {
|
|
return self;
|
|
}
|
|
|
|
activeNode.paused = true;
|
|
if (typeof activeNode.bufferSource.stop === 'undefined') {
|
|
activeNode.bufferSource.noteOff(0);
|
|
} else {
|
|
activeNode.bufferSource.stop(0);
|
|
}
|
|
} else {
|
|
activeNode.pause();
|
|
}
|
|
}
|
|
|
|
self.on('pause');
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Stop playback and reset to start.
|
|
* @param {String} id (optional) The play instance ID.
|
|
* @return {Howl}
|
|
*/
|
|
stop: function(id) {
|
|
var self = this;
|
|
|
|
// if the sound hasn't been loaded, add it to the event queue
|
|
if (!self._loaded) {
|
|
self.on('play', function() {
|
|
self.stop(id);
|
|
});
|
|
|
|
return self;
|
|
}
|
|
|
|
// clear 'onend' timer
|
|
self._clearEndTimer(id);
|
|
|
|
var activeNode = (id) ? self._nodeById(id) : self._activeNode();
|
|
if (activeNode) {
|
|
activeNode._pos = 0;
|
|
|
|
if (self._webAudio) {
|
|
// make sure the sound has been created
|
|
if (!activeNode.bufferSource || activeNode.paused) {
|
|
return self;
|
|
}
|
|
|
|
activeNode.paused = true;
|
|
|
|
if (typeof activeNode.bufferSource.stop === 'undefined') {
|
|
activeNode.bufferSource.noteOff(0);
|
|
} else {
|
|
activeNode.bufferSource.stop(0);
|
|
}
|
|
} else if (!isNaN(activeNode.duration)) {
|
|
activeNode.pause();
|
|
activeNode.currentTime = 0;
|
|
}
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Mute this sound.
|
|
* @param {String} id (optional) The play instance ID.
|
|
* @return {Howl}
|
|
*/
|
|
mute: function(id) {
|
|
var self = this;
|
|
|
|
// if the sound hasn't been loaded, add it to the event queue
|
|
if (!self._loaded) {
|
|
self.on('play', function() {
|
|
self.mute(id);
|
|
});
|
|
|
|
return self;
|
|
}
|
|
|
|
var activeNode = (id) ? self._nodeById(id) : self._activeNode();
|
|
if (activeNode) {
|
|
if (self._webAudio) {
|
|
activeNode.gain.value = 0;
|
|
} else {
|
|
activeNode.muted = true;
|
|
}
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Unmute this sound.
|
|
* @param {String} id (optional) The play instance ID.
|
|
* @return {Howl}
|
|
*/
|
|
unmute: function(id) {
|
|
var self = this;
|
|
|
|
// if the sound hasn't been loaded, add it to the event queue
|
|
if (!self._loaded) {
|
|
self.on('play', function() {
|
|
self.unmute(id);
|
|
});
|
|
|
|
return self;
|
|
}
|
|
|
|
var activeNode = (id) ? self._nodeById(id) : self._activeNode();
|
|
if (activeNode) {
|
|
if (self._webAudio) {
|
|
activeNode.gain.value = self._volume;
|
|
} else {
|
|
activeNode.muted = false;
|
|
}
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Get/set volume of this sound.
|
|
* @param {Float} vol Volume from 0.0 to 1.0.
|
|
* @param {String} id (optional) The play instance ID.
|
|
* @return {Howl/Float} Returns self or current volume.
|
|
*/
|
|
volume: function(vol, id) {
|
|
var self = this;
|
|
|
|
// make sure volume is a number
|
|
vol = parseFloat(vol);
|
|
|
|
if (vol >= 0 && vol <= 1) {
|
|
self._volume = vol;
|
|
|
|
// if the sound hasn't been loaded, add it to the event queue
|
|
if (!self._loaded) {
|
|
self.on('play', function() {
|
|
self.volume(vol, id);
|
|
});
|
|
|
|
return self;
|
|
}
|
|
|
|
var activeNode = (id) ? self._nodeById(id) : self._activeNode();
|
|
if (activeNode) {
|
|
if (self._webAudio) {
|
|
activeNode.gain.value = vol;
|
|
} else {
|
|
activeNode.volume = vol * Howler.volume();
|
|
}
|
|
}
|
|
|
|
return self;
|
|
} else {
|
|
return self._volume;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Get/set whether to loop the sound.
|
|
* @param {Boolean} loop To loop or not to loop, that is the question.
|
|
* @return {Howl/Boolean} Returns self or current looping value.
|
|
*/
|
|
loop: function(loop) {
|
|
var self = this;
|
|
|
|
if (typeof loop === 'boolean') {
|
|
self._loop = loop;
|
|
|
|
return self;
|
|
} else {
|
|
return self._loop;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Get/set sound sprite definition.
|
|
* @param {Object} sprite Example: {spriteName: [offset, duration, loop]}
|
|
* @param {Integer} offset Where to begin playback in milliseconds
|
|
* @param {Integer} duration How long to play in milliseconds
|
|
* @param {Boolean} loop (optional) Set true to loop this sprite
|
|
* @return {Howl} Returns current sprite sheet or self.
|
|
*/
|
|
sprite: function(sprite) {
|
|
var self = this;
|
|
|
|
if (typeof sprite === 'object') {
|
|
self._sprite = sprite;
|
|
|
|
return self;
|
|
} else {
|
|
return self._sprite;
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Get/set the position of playback.
|
|
* @param {Float} pos The position to move current playback to.
|
|
* @param {String} id (optional) The play instance ID.
|
|
* @return {Howl/Float} Returns self or current playback position.
|
|
*/
|
|
pos: function(pos, id) {
|
|
var self = this;
|
|
|
|
// if the sound hasn't been loaded, add it to the event queue
|
|
if (!self._loaded) {
|
|
self.on('load', function() {
|
|
self.pos(pos);
|
|
});
|
|
|
|
return typeof pos === 'number' ? self : self._pos || 0;
|
|
}
|
|
|
|
// make sure we are dealing with a number for pos
|
|
pos = parseFloat(pos);
|
|
|
|
var activeNode = (id) ? self._nodeById(id) : self._activeNode();
|
|
if (activeNode) {
|
|
if (pos >= 0) {
|
|
self.pause(id);
|
|
activeNode._pos = pos;
|
|
self.play(activeNode._sprite, id);
|
|
|
|
return self;
|
|
} else {
|
|
return self._webAudio ? activeNode._pos + (ctx.currentTime - self._playStart) : activeNode.currentTime;
|
|
}
|
|
} else if (pos >= 0) {
|
|
return self;
|
|
} else {
|
|
// find the first inactive node to return the pos for
|
|
for (var i=0; i<self._audioNode.length; i++) {
|
|
if (self._audioNode[i].paused && self._audioNode[i].readyState === 4) {
|
|
return (self._webAudio) ? self._audioNode[i]._pos : self._audioNode[i].currentTime;
|
|
}
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Get/set the 3D position of the audio source.
|
|
* The most common usage is to set the 'x' position
|
|
* to affect the left/right ear panning. Setting any value higher than
|
|
* 1.0 will begin to decrease the volume of the sound as it moves further away.
|
|
* NOTE: This only works with Web Audio API, HTML5 Audio playback
|
|
* will not be affected.
|
|
* @param {Float} x The x-position of the playback from -1000.0 to 1000.0
|
|
* @param {Float} y The y-position of the playback from -1000.0 to 1000.0
|
|
* @param {Float} z The z-position of the playback from -1000.0 to 1000.0
|
|
* @param {String} id (optional) The play instance ID.
|
|
* @return {Howl/Array} Returns self or the current 3D position: [x, y, z]
|
|
*/
|
|
pos3d: function(x, y, z, id) {
|
|
var self = this;
|
|
|
|
// set a default for the optional 'y' & 'z'
|
|
y = (typeof y === 'undefined' || !y) ? 0 : y;
|
|
z = (typeof z === 'undefined' || !z) ? -0.5 : z;
|
|
|
|
// if the sound hasn't been loaded, add it to the event queue
|
|
if (!self._loaded) {
|
|
self.on('play', function() {
|
|
self.pos3d(x, y, z, id);
|
|
});
|
|
|
|
return self;
|
|
}
|
|
|
|
if (x >= 0 || x < 0) {
|
|
if (self._webAudio) {
|
|
var activeNode = (id) ? self._nodeById(id) : self._activeNode();
|
|
if (activeNode) {
|
|
self._pos3d = [x, y, z];
|
|
activeNode.panner.setPosition(x, y, z);
|
|
activeNode.panner.panningModel = self._model || 'HRTF';
|
|
}
|
|
}
|
|
} else {
|
|
return self._pos3d;
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Fade a currently playing sound between two volumes.
|
|
* @param {Number} from The volume to fade from (0.0 to 1.0).
|
|
* @param {Number} to The volume to fade to (0.0 to 1.0).
|
|
* @param {Number} len Time in milliseconds to fade.
|
|
* @param {Function} callback (optional) Fired when the fade is complete.
|
|
* @param {String} id (optional) The play instance ID.
|
|
* @return {Howl}
|
|
*/
|
|
fade: function(from, to, len, callback, id) {
|
|
var self = this,
|
|
diff = Math.abs(from - to),
|
|
dir = from > to ? 'down' : 'up',
|
|
steps = diff / 0.01,
|
|
stepTime = len / steps;
|
|
|
|
// if the sound hasn't been loaded, add it to the event queue
|
|
if (!self._loaded) {
|
|
self.on('load', function() {
|
|
self.fade(from, to, len, callback, id);
|
|
});
|
|
|
|
return self;
|
|
}
|
|
|
|
// set the volume to the start position
|
|
self.volume(from, id);
|
|
|
|
for (var i=1; i<=steps; i++) {
|
|
(function() {
|
|
var change = self._volume + (dir === 'up' ? 0.01 : -0.01) * i,
|
|
vol = Math.round(1000 * change) / 1000,
|
|
toVol = to;
|
|
|
|
setTimeout(function() {
|
|
self.volume(vol, id);
|
|
|
|
if (vol === toVol) {
|
|
if (callback) callback();
|
|
}
|
|
}, stepTime * i);
|
|
})();
|
|
}
|
|
},
|
|
|
|
/**
|
|
* [DEPRECATED] Fade in the current sound.
|
|
* @param {Float} to Volume to fade to (0.0 to 1.0).
|
|
* @param {Number} len Time in milliseconds to fade.
|
|
* @param {Function} callback
|
|
* @return {Howl}
|
|
*/
|
|
fadeIn: function(to, len, callback) {
|
|
return this.volume(0).play().fade(0, to, len, callback);
|
|
},
|
|
|
|
/**
|
|
* [DEPRECATED] Fade out the current sound and pause when finished.
|
|
* @param {Float} to Volume to fade to (0.0 to 1.0).
|
|
* @param {Number} len Time in milliseconds to fade.
|
|
* @param {Function} callback
|
|
* @param {String} id (optional) The play instance ID.
|
|
* @return {Howl}
|
|
*/
|
|
fadeOut: function(to, len, callback, id) {
|
|
var self = this;
|
|
|
|
return self.fade(self._volume, to, len, function() {
|
|
if (callback) callback();
|
|
self.pause(id);
|
|
|
|
// fire ended event
|
|
self.on('end');
|
|
}, id);
|
|
},
|
|
|
|
/**
|
|
* Get an audio node by ID.
|
|
* @return {Howl} Audio node.
|
|
*/
|
|
_nodeById: function(id) {
|
|
var self = this,
|
|
node = self._audioNode[0];
|
|
|
|
// find the node with this ID
|
|
for (var i=0; i<self._audioNode.length; i++) {
|
|
if (self._audioNode[i].id === id) {
|
|
node = self._audioNode[i];
|
|
break;
|
|
}
|
|
}
|
|
|
|
return node;
|
|
},
|
|
|
|
/**
|
|
* Get the first active audio node.
|
|
* @return {Howl} Audio node.
|
|
*/
|
|
_activeNode: function() {
|
|
var self = this,
|
|
node = null;
|
|
|
|
// find the first playing node
|
|
for (var i=0; i<self._audioNode.length; i++) {
|
|
if (!self._audioNode[i].paused) {
|
|
node = self._audioNode[i];
|
|
break;
|
|
}
|
|
}
|
|
|
|
// remove excess inactive nodes
|
|
self._drainPool();
|
|
|
|
return node;
|
|
},
|
|
|
|
/**
|
|
* Get the first inactive audio node.
|
|
* If there is none, create a new one and add it to the pool.
|
|
* @param {Function} callback Function to call when the audio node is ready.
|
|
*/
|
|
_inactiveNode: function(callback) {
|
|
var self = this,
|
|
node = null;
|
|
|
|
// find first inactive node to recycle
|
|
for (var i=0; i<self._audioNode.length; i++) {
|
|
if (self._audioNode[i].paused && self._audioNode[i].readyState === 4) {
|
|
// send the node back for use by the new play instance
|
|
callback(self._audioNode[i]);
|
|
node = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// remove excess inactive nodes
|
|
self._drainPool();
|
|
|
|
if (node) {
|
|
return;
|
|
}
|
|
|
|
// create new node if there are no inactives
|
|
var newNode;
|
|
if (self._webAudio) {
|
|
newNode = self._setupAudioNode();
|
|
callback(newNode);
|
|
} else {
|
|
self.load();
|
|
newNode = self._audioNode[self._audioNode.length - 1];
|
|
|
|
// listen for the correct load event and fire the callback
|
|
var listenerEvent = navigator.isCocoonJS ? 'canplaythrough' : 'loadedmetadata';
|
|
var listener = function() {
|
|
newNode.removeEventListener(listenerEvent, listener, false);
|
|
callback(newNode);
|
|
};
|
|
newNode.addEventListener(listenerEvent, listener, false);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* If there are more than 5 inactive audio nodes in the pool, clear out the rest.
|
|
*/
|
|
_drainPool: function() {
|
|
var self = this,
|
|
inactive = 0,
|
|
i;
|
|
|
|
// count the number of inactive nodes
|
|
for (i=0; i<self._audioNode.length; i++) {
|
|
if (self._audioNode[i].paused) {
|
|
inactive++;
|
|
}
|
|
}
|
|
|
|
// remove excess inactive nodes
|
|
for (i=self._audioNode.length-1; i>=0; i--) {
|
|
if (inactive <= 5) {
|
|
break;
|
|
}
|
|
|
|
if (self._audioNode[i].paused) {
|
|
// disconnect the audio source if using Web Audio
|
|
if (self._webAudio) {
|
|
self._audioNode[i].disconnect(0);
|
|
}
|
|
|
|
inactive--;
|
|
self._audioNode.splice(i, 1);
|
|
}
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Clear 'onend' timeout before it ends.
|
|
* @param {String} soundId The play instance ID.
|
|
*/
|
|
_clearEndTimer: function(soundId) {
|
|
var self = this,
|
|
index = 0;
|
|
|
|
// loop through the timers to find the one associated with this sound
|
|
for (var i=0; i<self._onendTimer.length; i++) {
|
|
if (self._onendTimer[i].id === soundId) {
|
|
index = i;
|
|
break;
|
|
}
|
|
}
|
|
|
|
var timer = self._onendTimer[index];
|
|
if (timer) {
|
|
clearTimeout(timer.timer);
|
|
self._onendTimer.splice(index, 1);
|
|
}
|
|
},
|
|
|
|
/**
|
|
* Setup the gain node and panner for a Web Audio instance.
|
|
* @return {Object} The new audio node.
|
|
*/
|
|
_setupAudioNode: function() {
|
|
var self = this,
|
|
node = self._audioNode,
|
|
index = self._audioNode.length;
|
|
|
|
// create gain node
|
|
node[index] = (typeof ctx.createGain === 'undefined') ? ctx.createGainNode() : ctx.createGain();
|
|
node[index].gain.value = self._volume;
|
|
node[index].paused = true;
|
|
node[index]._pos = 0;
|
|
node[index].readyState = 4;
|
|
node[index].connect(masterGain);
|
|
|
|
// create the panner
|
|
node[index].panner = ctx.createPanner();
|
|
node[index].panner.panningModel = self._model || 'equalpower';
|
|
node[index].panner.setPosition(self._pos3d[0], self._pos3d[1], self._pos3d[2]);
|
|
node[index].panner.connect(node[index]);
|
|
|
|
return node[index];
|
|
},
|
|
|
|
/**
|
|
* Call/set custom events.
|
|
* @param {String} event Event type.
|
|
* @param {Function} fn Function to call.
|
|
* @return {Howl}
|
|
*/
|
|
on: function(event, fn) {
|
|
var self = this,
|
|
events = self['_on' + event];
|
|
|
|
if (typeof fn === 'function') {
|
|
events.push(fn);
|
|
} else {
|
|
for (var i=0; i<events.length; i++) {
|
|
if (fn) {
|
|
events[i].call(self, fn);
|
|
} else {
|
|
events[i].call(self);
|
|
}
|
|
}
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Remove a custom event.
|
|
* @param {String} event Event type.
|
|
* @param {Function} fn Listener to remove.
|
|
* @return {Howl}
|
|
*/
|
|
off: function(event, fn) {
|
|
var self = this,
|
|
events = self['_on' + event],
|
|
fnString = fn ? fn.toString() : null;
|
|
|
|
if (fnString) {
|
|
// loop through functions in the event for comparison
|
|
for (var i=0; i<events.length; i++) {
|
|
if (fnString === events[i].toString()) {
|
|
events.splice(i, 1);
|
|
break;
|
|
}
|
|
}
|
|
} else {
|
|
self['_on' + event] = [];
|
|
}
|
|
|
|
return self;
|
|
},
|
|
|
|
/**
|
|
* Unload and destroy the current Howl object.
|
|
* This will immediately stop all play instances attached to this sound.
|
|
*/
|
|
unload: function() {
|
|
var self = this;
|
|
|
|
// stop playing any active nodes
|
|
var nodes = self._audioNode;
|
|
for (var i=0; i<self._audioNode.length; i++) {
|
|
// stop the sound if it is currently playing
|
|
if (!nodes[i].paused) {
|
|
self.stop(nodes[i].id);
|
|
self.on('end', nodes[i].id);
|
|
}
|
|
|
|
if (!self._webAudio) {
|
|
// remove the source if using HTML5 Audio
|
|
nodes[i].src = '';
|
|
} else {
|
|
// disconnect the output from the master gain
|
|
nodes[i].disconnect(0);
|
|
}
|
|
}
|
|
|
|
// make sure all timeouts are cleared
|
|
for (i=0; i<self._onendTimer.length; i++) {
|
|
clearTimeout(self._onendTimer[i].timer);
|
|
}
|
|
|
|
// remove the reference in the global Howler object
|
|
var index = Howler._howls.indexOf(self);
|
|
if (index !== null && index >= 0) {
|
|
Howler._howls.splice(index, 1);
|
|
}
|
|
|
|
// delete this sound from the cache
|
|
delete cache[self._src];
|
|
self = null;
|
|
}
|
|
|
|
};
|
|
|
|
// only define these functions when using WebAudio
|
|
if (usingWebAudio) {
|
|
|
|
/**
|
|
* Buffer a sound from URL (or from cache) and decode to audio source (Web Audio API).
|
|
* @param {Object} obj The Howl object for the sound to load.
|
|
* @param {String} url The path to the sound file.
|
|
*/
|
|
var loadBuffer = function(obj, url) {
|
|
// check if the buffer has already been cached
|
|
if (url in cache) {
|
|
// set the duration from the cache
|
|
obj._duration = cache[url].duration;
|
|
|
|
// load the sound into this object
|
|
loadSound(obj);
|
|
return;
|
|
}
|
|
|
|
if (/^data:[^;]+;base64,/.test(url)) {
|
|
// Decode base64 data-URIs because some browsers cannot load data-URIs with XMLHttpRequest.
|
|
var data = atob(url.split(',')[1]);
|
|
var dataView = new Uint8Array(data.length);
|
|
for (var i=0; i<data.length; ++i) {
|
|
dataView[i] = data.charCodeAt(i);
|
|
}
|
|
|
|
decodeAudioData(dataView.buffer, obj, url);
|
|
} else {
|
|
// load the buffer from the URL
|
|
var xhr = new XMLHttpRequest();
|
|
xhr.open('GET', url, true);
|
|
xhr.responseType = 'arraybuffer';
|
|
xhr.onload = function() {
|
|
decodeAudioData(xhr.response, obj, url);
|
|
};
|
|
xhr.onerror = function() {
|
|
// if there is an error, switch the sound to HTML Audio
|
|
if (obj._webAudio) {
|
|
obj._buffer = true;
|
|
obj._webAudio = false;
|
|
obj._audioNode = [];
|
|
delete obj._gainNode;
|
|
delete cache[url];
|
|
obj.load();
|
|
}
|
|
};
|
|
try {
|
|
xhr.send();
|
|
} catch (e) {
|
|
xhr.onerror();
|
|
}
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Decode audio data from an array buffer.
|
|
* @param {ArrayBuffer} arraybuffer The audio data.
|
|
* @param {Object} obj The Howl object for the sound to load.
|
|
* @param {String} url The path to the sound file.
|
|
*/
|
|
var decodeAudioData = function(arraybuffer, obj, url) {
|
|
// decode the buffer into an audio source
|
|
ctx.decodeAudioData(
|
|
arraybuffer,
|
|
function(buffer) {
|
|
if (buffer) {
|
|
cache[url] = buffer;
|
|
loadSound(obj, buffer);
|
|
}
|
|
},
|
|
function(err) {
|
|
obj.on('loaderror');
|
|
}
|
|
);
|
|
};
|
|
|
|
/**
|
|
* Finishes loading the Web Audio API sound and fires the loaded event
|
|
* @param {Object} obj The Howl object for the sound to load.
|
|
* @param {Objecct} buffer The decoded buffer sound source.
|
|
*/
|
|
var loadSound = function(obj, buffer) {
|
|
// set the duration
|
|
obj._duration = (buffer) ? buffer.duration : obj._duration;
|
|
|
|
// setup a sprite if none is defined
|
|
if (Object.getOwnPropertyNames(obj._sprite).length === 0) {
|
|
obj._sprite = {_default: [0, obj._duration * 1000]};
|
|
}
|
|
|
|
// fire the loaded event
|
|
if (!obj._loaded) {
|
|
obj._loaded = true;
|
|
obj.on('load');
|
|
}
|
|
|
|
if (obj._autoplay) {
|
|
obj.play();
|
|
}
|
|
};
|
|
|
|
/**
|
|
* Load the sound back into the buffer source.
|
|
* @param {Object} obj The sound to load.
|
|
* @param {Array} loop Loop boolean, pos, and duration.
|
|
* @param {String} id (optional) The play instance ID.
|
|
*/
|
|
var refreshBuffer = function(obj, loop, id) {
|
|
// determine which node to connect to
|
|
var node = obj._nodeById(id);
|
|
|
|
// setup the buffer source for playback
|
|
node.bufferSource = ctx.createBufferSource();
|
|
node.bufferSource.buffer = cache[obj._src];
|
|
node.bufferSource.connect(node.panner);
|
|
node.bufferSource.loop = loop[0];
|
|
if (loop[0]) {
|
|
node.bufferSource.loopStart = loop[1];
|
|
node.bufferSource.loopEnd = loop[1] + loop[2];
|
|
}
|
|
node.bufferSource.playbackRate.value = obj._rate;
|
|
};
|
|
|
|
}
|
|
|
|
/**
|
|
* Add support for AMD (Asynchronous Module Definition) libraries such as require.js.
|
|
*/
|
|
if (typeof define === 'function' && define.amd) {
|
|
define(function() {
|
|
return {
|
|
Howler: Howler,
|
|
Howl: Howl
|
|
};
|
|
});
|
|
}
|
|
|
|
/**
|
|
* Add support for CommonJS libraries such as browserify.
|
|
*/
|
|
if (typeof exports !== 'undefined') {
|
|
exports.Howler = Howler;
|
|
exports.Howl = Howl;
|
|
}
|
|
|
|
// define globally in case AMD is not available or available but not used
|
|
|
|
if (typeof window !== 'undefined') {
|
|
window.Howler = Howler;
|
|
window.Howl = Howl;
|
|
}
|
|
|
|
})();
|