/*! * howler.js v2.1.2 * howlerjs.com * * (c) 2013-2019, James Simpson of GoldFire Studios * goldfirestudios.com * * MIT License */ (function() { 'use strict'; /** Global Methods **/ /***************************************************************************/ /** * Create the global controller. All contained methods and properties apply * to all sounds that are currently playing or will be in the future. */ var HowlerGlobal = function() { this.init(); }; HowlerGlobal.prototype = { /** * Initialize the global Howler object. * @return {Howler} */ init: function() { var self = this || Howler; // Create a global ID counter. self._counter = 1000; // Pool of unlocked HTML5 Audio objects. self._html5AudioPool = []; self.html5PoolSize = 10; // Internal properties. self._codecs = {}; self._howls = []; self._muted = false; self._volume = 1; self._canPlayEvent = 'canplaythrough'; self._navigator = (typeof window !== 'undefined' && window.navigator) ? window.navigator : null; // Public properties. self.masterGain = null; self.noAudio = false; self.usingWebAudio = true; self.autoSuspend = true; self.ctx = null; // Set to false to disable the auto audio unlocker. self.autoUnlock = true; // Setup the various state values for global tracking. self._setup(); return self; }, /** * Get/set the global volume for all sounds. * @param {Float} vol Volume from 0.0 to 1.0. * @return {Howler/Float} Returns self or current volume. */ volume: function(vol) { var self = this || Howler; vol = parseFloat(vol); // If we don't have an AudioContext created yet, run the setup. if (!self.ctx) { setupAudioContext(); } if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) { self._volume = vol; // Don't update any of the nodes if we are muted. if (self._muted) { return self; } // When using Web Audio, we just need to adjust the master gain. if (self.usingWebAudio) { self.masterGain.gain.setValueAtTime(vol, Howler.ctx.currentTime); } // Loop through and change volume for all HTML5 audio nodes. for (var i=0; i=0; i--) { self._howls[i].unload(); } // Create a new AudioContext to make sure it is fully reset. if (self.usingWebAudio && self.ctx && typeof self.ctx.close !== 'undefined') { self.ctx.close(); self.ctx = null; setupAudioContext(); } return self; }, /** * Check for codec support of specific extension. * @param {String} ext Audio file extention. * @return {Boolean} */ codecs: function(ext) { return (this || Howler)._codecs[ext.replace(/^x-/, '')]; }, /** * Setup various state values for global tracking. * @return {Howler} */ _setup: function() { var self = this || Howler; // Keeps track of the suspend/resume state of the AudioContext. self.state = self.ctx ? self.ctx.state || 'suspended' : 'suspended'; // Automatically begin the 30-second suspend process self._autoSuspend(); // Check if audio is available. if (!self.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') { self._canPlayEvent = 'canplay'; } } catch(e) { self.noAudio = true; } } else { self.noAudio = true; } } // Test to make sure audio isn't disabled in Internet Explorer. try { var test = new Audio(); if (test.muted) { self.noAudio = true; } } catch (e) {} // Check for supported codecs. if (!self.noAudio) { self._setupCodecs(); } return self; }, /** * Check for browser support for various codecs and cache the results. * @return {Howler} */ _setupCodecs: function() { var self = this || Howler; var audioTest = null; // Must wrap in a try/catch because IE11 in server mode throws an error. try { audioTest = (typeof Audio !== 'undefined') ? new Audio() : null; } catch (err) { return self; } if (!audioTest || typeof audioTest.canPlayType !== 'function') { return self; } var mpegTest = audioTest.canPlayType('audio/mpeg;').replace(/^no$/, ''); // Opera version <33 has mixed MP3 support, so we need to check for and block it. var checkOpera = self._navigator && self._navigator.userAgent.match(/OPR\/([0-6].)/g); var isOldOpera = (checkOpera && parseInt(checkOpera[0].split('/')[1], 10) < 33); self._codecs = { mp3: !!(!isOldOpera && (mpegTest || audioTest.canPlayType('audio/mp3;').replace(/^no$/, ''))), mpeg: !!mpegTest, opus: !!audioTest.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, ''), ogg: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''), oga: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''), wav: !!audioTest.canPlayType('audio/wav; codecs="1"').replace(/^no$/, ''), aac: !!audioTest.canPlayType('audio/aac;').replace(/^no$/, ''), caf: !!audioTest.canPlayType('audio/x-caf;').replace(/^no$/, ''), m4a: !!(audioTest.canPlayType('audio/x-m4a;') || audioTest.canPlayType('audio/m4a;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''), mp4: !!(audioTest.canPlayType('audio/x-mp4;') || audioTest.canPlayType('audio/mp4;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''), weba: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, ''), webm: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, ''), dolby: !!audioTest.canPlayType('audio/mp4; codecs="ec-3"').replace(/^no$/, ''), flac: !!(audioTest.canPlayType('audio/x-flac;') || audioTest.canPlayType('audio/flac;')).replace(/^no$/, '') }; return self; }, /** * Some browsers/devices will only allow audio to be played after a user interaction. * Attempt to automatically unlock audio on the first user interaction. * Concept from: http://paulbakaus.com/tutorials/html5/web-audio-on-ios/ * @return {Howler} */ _unlockAudio: function() { var self = this || Howler; // Only run this if Web Audio is supported and it hasn't already been unlocked. if (self._audioUnlocked || !self.ctx) { return; } self._audioUnlocked = false; self.autoUnlock = false; // Some mobile devices/platforms have distortion issues when opening/closing tabs and/or web views. // Bugs in the browser (especially Mobile Safari) can cause the sampleRate to change from 44100 to 48000. // By calling Howler.unload(), we create a new AudioContext with the correct sampleRate. if (!self._mobileUnloaded && self.ctx.sampleRate !== 44100) { self._mobileUnloaded = true; self.unload(); } // Scratch buffer for enabling iOS to dispose of web audio buffers correctly, as per: // http://stackoverflow.com/questions/24119684 self._scratchBuffer = self.ctx.createBuffer(1, 1, 22050); // Call this method on touch start to create and play a buffer, // then check if the audio actually played to determine if // audio has now been unlocked on iOS, Android, etc. var unlock = function(e) { // Create a pool of unlocked HTML5 Audio objects that can // be used for playing sounds without user interaction. HTML5 // Audio objects must be individually unlocked, as opposed // to the WebAudio API which only needs a single activation. // This must occur before WebAudio setup or the source.onended // event will not fire. for (var i=0; i= 55. if (typeof self.ctx.resume === 'function') { self.ctx.resume(); } // Setup a timeout to check that we are unlocked on the next event loop. source.onended = function() { source.disconnect(0); // Update the unlocked state and prevent this check from happening again. self._audioUnlocked = true; // Remove the touch start listener. document.removeEventListener('touchstart', unlock, true); document.removeEventListener('touchend', unlock, true); document.removeEventListener('click', unlock, true); // Let all sounds know that audio has been unlocked. for (var i=0; i 0 ? sound._seek : self._sprite[sprite][0] / 1000); var duration = Math.max(0, ((self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000) - seek); var timeout = (duration * 1000) / Math.abs(sound._rate); var start = self._sprite[sprite][0] / 1000; var stop = (self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000; var loop = !!(sound._loop || self._sprite[sprite][2]); sound._sprite = sprite; // Mark the sound as ended instantly so that this async playback // doesn't get grabbed by another call to play while this one waits to start. sound._ended = false; // Update the parameters of the sound. var setParams = function() { sound._paused = false; sound._seek = seek; sound._start = start; sound._stop = stop; sound._loop = loop; }; // End the sound instantly if seek is at the end. if (seek >= stop) { self._ended(sound); return; } // Begin the actual playback. var node = sound._node; if (self._webAudio) { // Fire this when the sound is ready to play to begin Web Audio playback. var playWebAudio = function() { self._playLock = false; setParams(); self._refreshBuffer(sound); // Setup the playback params. var vol = (sound._muted || self._muted) ? 0 : sound._volume; node.gain.setValueAtTime(vol, Howler.ctx.currentTime); sound._playStart = Howler.ctx.currentTime; // Play the sound using the supported method. if (typeof node.bufferSource.start === 'undefined') { sound._loop ? node.bufferSource.noteGrainOn(0, seek, 86400) : node.bufferSource.noteGrainOn(0, seek, duration); } else { sound._loop ? node.bufferSource.start(0, seek, 86400) : node.bufferSource.start(0, seek, duration); } // Start a new timer if none is present. if (timeout !== Infinity) { self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); } if (!internal) { setTimeout(function() { self._emit('play', sound._id); self._loadQueue(); }, 0); } }; if (Howler.state === 'running') { playWebAudio(); } else { self._playLock = true; // Wait for the audio context to resume before playing. self.once('resume', playWebAudio); // Cancel the end timer. self._clearTimer(sound._id); } } else { // Fire this when the sound is ready to play to begin HTML5 Audio playback. var playHtml5 = function() { node.currentTime = seek; node.muted = sound._muted || self._muted || Howler._muted || node.muted; node.volume = sound._volume * Howler.volume(); node.playbackRate = sound._rate; // Some browsers will throw an error if this is called without user interaction. try { var play = node.play(); // Support older browsers that don't support promises, and thus don't have this issue. if (play && typeof Promise !== 'undefined' && (play instanceof Promise || typeof play.then === 'function')) { // Implements a lock to prevent DOMException: The play() request was interrupted by a call to pause(). self._playLock = true; // Set param values immediately. setParams(); // Releases the lock and executes queued actions. play .then(function() { self._playLock = false; node._unlocked = true; if (!internal) { self._emit('play', sound._id); self._loadQueue(); } }) .catch(function() { self._playLock = false; self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' + 'on mobile devices and Chrome where playback was not within a user interaction.'); // Reset the ended and paused values. sound._ended = true; sound._paused = true; }); } else if (!internal) { self._playLock = false; setParams(); self._emit('play', sound._id); self._loadQueue(); } // Setting rate before playing won't work in IE, so we set it again here. node.playbackRate = sound._rate; // If the node is still paused, then we can assume there was a playback issue. if (node.paused) { self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' + 'on mobile devices and Chrome where playback was not within a user interaction.'); return; } // Setup the end timer on sprites or listen for the ended event. if (sprite !== '__default' || sound._loop) { self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); } else { self._endTimers[sound._id] = function() { // Fire ended on this audio node. self._ended(sound); // Clear this listener. node.removeEventListener('ended', self._endTimers[sound._id], false); }; node.addEventListener('ended', self._endTimers[sound._id], false); } } catch (err) { self._emit('playerror', sound._id, err); } }; // If this is streaming audio, make sure the src is set and load again. if (node.src === 'data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA') { node.src = self._src; node.load(); } // Play immediately if ready, or wait for the 'canplaythrough'e vent. var loadedNoReadyState = (window && window.ejecta) || (!node.readyState && Howler._navigator.isCocoonJS); if (node.readyState >= 3 || loadedNoReadyState) { playHtml5(); } else { self._playLock = true; var listener = function() { // Begin playback. playHtml5(); // Clear this listener. node.removeEventListener(Howler._canPlayEvent, listener, false); }; node.addEventListener(Howler._canPlayEvent, listener, false); // Cancel the end timer. self._clearTimer(sound._id); } } return sound._id; }, /** * Pause playback and save current position. * @param {Number} id The sound ID (empty to pause all in group). * @return {Howl} */ pause: function(id) { var self = this; // If the sound hasn't loaded or a play() promise is pending, add it to the load queue to pause when capable. if (self._state !== 'loaded' || self._playLock) { self._queue.push({ event: 'pause', action: function() { self.pause(id); } }); return self; } // If no id is passed, get all ID's to be paused. var ids = self._getSoundIds(id); for (var i=0; i Returns the group's volume value. * volume(id) -> Returns the sound id's current volume. * volume(vol) -> Sets the volume of all sounds in this Howl group. * volume(vol, id) -> Sets the volume of passed sound id. * @return {Howl/Number} Returns self or current volume. */ volume: function() { var self = this; var args = arguments; var vol, id; // Determine the values based on arguments. if (args.length === 0) { // Return the value of the groups' volume. return self._volume; } else if (args.length === 1 || args.length === 2 && typeof args[1] === 'undefined') { // First check if this is an ID, and if not, assume it is a new volume. var ids = self._getSoundIds(); var index = ids.indexOf(args[0]); if (index >= 0) { id = parseInt(args[0], 10); } else { vol = parseFloat(args[0]); } } else if (args.length >= 2) { vol = parseFloat(args[0]); id = parseInt(args[1], 10); } // Update the volume or return the current volume. var sound; if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) { // If the sound hasn't loaded, add it to the load queue to change volume when capable. if (self._state !== 'loaded'|| self._playLock) { self._queue.push({ event: 'volume', action: function() { self.volume.apply(self, args); } }); return self; } // Set the group volume. if (typeof id === 'undefined') { self._volume = vol; } // Update one or all volumes. id = self._getSoundIds(id); for (var i=0; i 0) ? len / steps : len); var lastTick = Date.now(); // Store the value being faded to. sound._fadeTo = to; // Update the volume value on each interval tick. sound._interval = setInterval(function() { // Update the volume based on the time since the last tick. var tick = (Date.now() - lastTick) / len; lastTick = Date.now(); vol += diff * tick; // 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) { sound._volume = vol; } else { self.volume(vol, sound._id, true); } // Set the group's volume. if (isGroup) { self._volume = vol; } // When the fade is complete, stop it and fire event. if ((to < from && vol <= to) || (to > from && vol >= to)) { clearInterval(sound._interval); sound._interval = null; sound._fadeTo = null; self.volume(to, sound._id); self._emit('fade', sound._id); } }, stepLen); }, /** * Internal method that stops the currently playing fade when * a new fade starts, volume is changed or the sound is stopped. * @param {Number} id The sound id. * @return {Howl} */ _stopFade: function(id) { var self = this; var sound = self._soundById(id); if (sound && sound._interval) { if (self._webAudio) { sound._node.gain.cancelScheduledValues(Howler.ctx.currentTime); } clearInterval(sound._interval); sound._interval = null; self.volume(sound._fadeTo, id); sound._fadeTo = null; self._emit('fade', id); } return self; }, /** * Get/set the loop parameter on a sound. This method can optionally take 0, 1 or 2 arguments. * loop() -> Returns the group's loop value. * loop(id) -> Returns the sound id's loop value. * loop(loop) -> Sets the loop value for all sounds in this Howl group. * loop(loop, id) -> Sets the loop value of passed sound id. * @return {Howl/Boolean} Returns self or current loop value. */ loop: function() { var self = this; var args = arguments; var loop, id, sound; // Determine the values for loop and id. if (args.length === 0) { // Return the grou's loop value. return self._loop; } else if (args.length === 1) { if (typeof args[0] === 'boolean') { loop = args[0]; self._loop = loop; } else { // Return this sound's loop value. sound = self._soundById(parseInt(args[0], 10)); return sound ? sound._loop : false; } } else if (args.length === 2) { loop = args[0]; id = parseInt(args[1], 10); } // If no id is passed, get all ID's to be looped. var ids = self._getSoundIds(id); for (var i=0; i Returns the first sound node's current playback rate. * rate(id) -> Returns the sound id's current playback rate. * rate(rate) -> Sets the playback rate of all sounds in this Howl group. * rate(rate, id) -> Sets the playback rate of passed sound id. * @return {Howl/Number} Returns self or the current playback rate. */ rate: function() { var self = this; var args = arguments; var rate, id; // Determine the values based on arguments. if (args.length === 0) { // We will simply return the current rate of the first node. id = self._sounds[0]._id; } else if (args.length === 1) { // First check if this is an ID, and if not, assume it is a new rate value. var ids = self._getSoundIds(); var index = ids.indexOf(args[0]); if (index >= 0) { id = parseInt(args[0], 10); } else { rate = parseFloat(args[0]); } } else if (args.length === 2) { rate = parseFloat(args[0]); id = parseInt(args[1], 10); } // Update the playback rate or return the current value. var sound; if (typeof rate === 'number') { // If the sound hasn't loaded, add it to the load queue to change playback rate when capable. if (self._state !== 'loaded' || self._playLock) { self._queue.push({ event: 'rate', action: function() { self.rate.apply(self, args); } }); return self; } // Set the group rate. if (typeof id === 'undefined') { self._rate = rate; } // Update one or all volumes. id = self._getSoundIds(id); for (var i=0; i Returns the first sound node's current seek position. * seek(id) -> Returns the sound id's current seek position. * seek(seek) -> Sets the seek position of the first sound node. * seek(seek, id) -> Sets the seek position of passed sound id. * @return {Howl/Number} Returns self or the current seek position. */ seek: function() { var self = this; var args = arguments; var seek, id; // Determine the values based on arguments. if (args.length === 0) { // We will simply return the current position of the first node. id = self._sounds[0]._id; } else if (args.length === 1) { // First check if this is an ID, and if not, assume it is a new seek position. var ids = self._getSoundIds(); var index = ids.indexOf(args[0]); if (index >= 0) { id = parseInt(args[0], 10); } else if (self._sounds.length) { id = self._sounds[0]._id; seek = parseFloat(args[0]); } } else if (args.length === 2) { seek = parseFloat(args[0]); id = parseInt(args[1], 10); } // If there is no ID, bail out. if (typeof id === 'undefined') { return self; } // If the sound hasn't loaded, add it to the load queue to seek when capable. if (self._state !== 'loaded' || self._playLock) { self._queue.push({ event: 'seek', action: function() { self.seek.apply(self, args); } }); return self; } // Get the sound. var sound = self._soundById(id); if (sound) { if (typeof seek === 'number' && seek >= 0) { // Pause the sound and update position for restarting playback. var playing = self.playing(id); if (playing) { self.pause(id, true); } // Move the position of the track and cancel timer. sound._seek = seek; sound._ended = false; self._clearTimer(id); // Update the seek position for HTML5 Audio. if (!self._webAudio && sound._node && !isNaN(sound._node.duration)) { sound._node.currentTime = seek; } // Seek and emit when ready. var seekAndEmit = function() { self._emit('seek', id); // Restart the playback if the sound was playing. if (playing) { self.play(id, true); } }; // Wait for the play lock to be unset before emitting (HTML5 Audio). if (playing && !self._webAudio) { var emitSeek = function() { if (!self._playLock) { seekAndEmit(); } else { setTimeout(emitSeek, 0); } }; setTimeout(emitSeek, 0); } else { seekAndEmit(); } } else { if (self._webAudio) { var realTime = self.playing(id) ? Howler.ctx.currentTime - sound._playStart : 0; var rateSeek = sound._rateSeek ? sound._rateSeek - sound._seek : 0; return sound._seek + (rateSeek + realTime * Math.abs(sound._rate)); } else { return sound._node.currentTime; } } } return self; }, /** * Check if a specific sound is currently playing or not (if id is provided), or check if at least one of the sounds in the group is playing or not. * @param {Number} id The sound id to check. If none is passed, the whole sound group is checked. * @return {Boolean} True if playing and false if not. */ playing: function(id) { var self = this; // Check the passed sound ID (if any). if (typeof id === 'number') { var sound = self._soundById(id); return sound ? !sound._paused : false; } // Otherwise, loop through all sounds and check if any are playing. for (var i=0; i= 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= 0) { remCache = false; break; } } if (cache && remCache) { delete cache[self._src]; } // Clear global errors. Howler.noAudio = false; // Clear out `self`. self._state = 'unloaded'; self._sounds = []; self = null; return null; }, /** * Listen to a custom event. * @param {String} event Event name. * @param {Function} fn Listener to call. * @param {Number} id (optional) Only listen to events for this sound. * @param {Number} once (INTERNAL) Marks event to fire only once. * @return {Howl} */ on: function(event, fn, id, once) { var self = this; var events = self['_on' + event]; if (typeof fn === 'function') { events.push(once ? {id: id, fn: fn, once: once} : {id: id, fn: fn}); } return self; }, /** * Remove a custom event. Call without parameters to remove all events. * @param {String} event Event name. * @param {Function} fn Listener to remove. Leave empty to remove all. * @param {Number} id (optional) Only remove events for this sound. * @return {Howl} */ off: function(event, fn, id) { var self = this; var events = self['_on' + event]; var i = 0; // Allow passing just an event and ID. if (typeof fn === 'number') { id = fn; fn = null; } if (fn || id) { // Loop through event store and remove the passed function. for (i=0; i=0; i--) { // Only fire the listener if the correct ID is used. if (!events[i].id || events[i].id === id || event === 'load') { setTimeout(function(fn) { fn.call(this, id, msg); }.bind(self, events[i].fn), 0); // If this event was setup with `once`, remove it. if (events[i].once) { self.off(event, events[i].fn, events[i].id); } } } // Pass the event type into load queue so that it can continue stepping. self._loadQueue(event); return self; }, /** * Queue of actions initiated before the sound has loaded. * These will be called in sequence, with the next only firing * after the previous has finished executing (even if async like play). * @return {Howl} */ _loadQueue: function(event) { var self = this; if (self._queue.length > 0) { var task = self._queue[0]; // Remove this task if a matching event was passed. if (task.event === event) { self._queue.shift(); self._loadQueue(); } // Run the task if no event type is passed. if (!event) { task.action(); } } return self; }, /** * Fired when playback ends at the end of the duration. * @param {Sound} sound The sound object to work with. * @return {Howl} */ _ended: function(sound) { var self = this; var sprite = sound._sprite; // If we are using IE and there was network latency we may be clipping // audio before it completes playing. Lets check the node to make sure it // believes it has completed, before ending the playback. if (!self._webAudio && sound._node && !sound._node.paused && !sound._node.ended && sound._node.currentTime < sound._stop) { setTimeout(self._ended.bind(self, sound), 100); return self; } // Should this sound loop? var loop = !!(sound._loop || self._sprite[sprite][2]); // Fire the ended event. self._emit('end', sound._id); // Restart the playback for HTML5 Audio loop. if (!self._webAudio && loop) { self.stop(sound._id, true).play(sound._id); } // Restart this timer if on a Web Audio loop. if (self._webAudio && loop) { self._emit('play', sound._id); sound._seek = sound._start || 0; sound._rateSeek = 0; sound._playStart = Howler.ctx.currentTime; var timeout = ((sound._stop - sound._start) * 1000) / Math.abs(sound._rate); self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); } // Mark the node as paused. if (self._webAudio && !loop) { sound._paused = true; sound._ended = true; sound._seek = sound._start || 0; sound._rateSeek = 0; self._clearTimer(sound._id); // Clean up the buffer source. self._cleanBuffer(sound._node); // Attempt to auto-suspend AudioContext if no sounds are still playing. Howler._autoSuspend(); } // When using a sprite, end the track. if (!self._webAudio && !loop) { self.stop(sound._id, true); } return self; }, /** * Clear the end timer for a sound playback. * @param {Number} id The sound ID. * @return {Howl} */ _clearTimer: function(id) { var self = this; if (self._endTimers[id]) { // Clear the timeout or remove the ended listener. if (typeof self._endTimers[id] !== 'function') { clearTimeout(self._endTimers[id]); } else { var sound = self._soundById(id); if (sound && sound._node) { sound._node.removeEventListener('ended', self._endTimers[id], false); } } delete self._endTimers[id]; } return self; }, /** * Return the sound identified by this ID, or return null. * @param {Number} id Sound ID * @return {Object} Sound object or null. */ _soundById: function(id) { var self = this; // Loop through all sounds and find the one with this ID. for (var i=0; i=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= 0; if (Howler._scratchBuffer && node.bufferSource) { node.bufferSource.onended = null; node.bufferSource.disconnect(0); if (isIOS) { try { node.bufferSource.buffer = Howler._scratchBuffer; } catch(e) {} } } node.bufferSource = null; return self; }, /** * Set the source to a 0-second silence to stop any downloading (except in IE). * @param {Object} node Audio node to clear. */ _clearSound: function(node) { var checkIE = /MSIE |Trident\//.test(Howler._navigator && Howler._navigator.userAgent); if (!checkIE) { node.src = 'data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA'; } } }; /** Single Sound Methods **/ /***************************************************************************/ /** * Setup the sound object, which each node attached to a Howl group is contained in. * @param {Object} howl The Howl parent group. */ var Sound = function(howl) { this._parent = howl; this.init(); }; Sound.prototype = { /** * Initialize a new Sound object. * @return {Sound} */ init: function() { var self = this; var parent = self._parent; // Setup the default parameters. self._muted = parent._muted; self._loop = parent._loop; self._volume = parent._volume; self._rate = parent._rate; self._seek = 0; self._paused = true; self._ended = true; self._sprite = '__default'; // Generate a unique ID for this sound. self._id = ++Howler._counter; // Add itself to the parent's pool. parent._sounds.push(self); // Create the new node. self.create(); return self; }, /** * Create and setup a new sound object, whether HTML5 Audio or Web Audio. * @return {Sound} */ create: function() { var self = this; var parent = self._parent; var volume = (Howler._muted || self._muted || self._parent._muted) ? 0 : self._volume; if (parent._webAudio) { // Create the gain node for controlling volume (the source will connect to this). self._node = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain(); self._node.gain.setValueAtTime(volume, Howler.ctx.currentTime); self._node.paused = true; self._node.connect(Howler.masterGain); } else { // Get an unlocked Audio object from the pool. self._node = Howler._obtainHtml5Audio(); // Listen for errors (http://dev.w3.org/html5/spec-author-view/spec.html#mediaerror). self._errorFn = self._errorListener.bind(self); self._node.addEventListener('error', self._errorFn, false); // Listen for 'canplaythrough' event to let us know the sound is ready. self._loadFn = self._loadListener.bind(self); self._node.addEventListener(Howler._canPlayEvent, self._loadFn, false); // 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._rate = parent._rate; self._seek = 0; self._rateSeek = 0; self._paused = true; self._ended = true; self._sprite = '__default'; // Generate a new ID so that it isn't confused with the previous sound. self._id = ++Howler._counter; return self; }, /** * HTML5 Audio error listener callback. */ _errorListener: function() { var self = this; // Fire an error event and pass back the code. self._parent._emit('loaderror', self._id, self._node.error ? self._node.error.code : 0); // Clear the event listener. self._node.removeEventListener('error', self._errorFn, false); }, /** * HTML5 Audio canplaythrough listener callback. */ _loadListener: function() { var self = this; var parent = self._parent; // Round up the duration to account for the lower precision in HTML5 Audio. parent._duration = Math.ceil(self._node.duration * 10) / 10; // Setup a sprite if none is defined. if (Object.keys(parent._sprite).length === 0) { parent._sprite = {__default: [0, parent._duration * 1000]}; } if (parent._state !== 'loaded') { parent._state = 'loaded'; parent._emit('load'); parent._loadQueue(); } // Clear the event listener. self._node.removeEventListener(Howler._canPlayEvent, self._loadFn, false); } }; /** 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 0) { cache[self._src] = buffer; loadSound(self, buffer); } else { error(); } }; // Decode the buffer into an audio source. if (typeof Promise !== 'undefined' && Howler.ctx.decodeAudioData.length === 1) { Howler.ctx.decodeAudioData(arraybuffer).then(success).catch(error); } else { Howler.ctx.decodeAudioData(arraybuffer, success, error); } } /** * Sound is now loaded, so finish setting everything up and fire the loaded event. * @param {Howl} self * @param {Object} buffer The decoded buffer sound source. */ var loadSound = function(self, buffer) { // Set the duration. if (buffer && !self._duration) { self._duration = buffer.duration; } // Setup a sprite if none is defined. if (Object.keys(self._sprite).length === 0) { self._sprite = {__default: [0, self._duration * 1000]}; } // Fire the loaded event. if (self._state !== 'loaded') { self._state = 'loaded'; self._emit('load'); self._loadQueue(); } }; /** * Setup the audio context when available, or switch to HTML5 Audio mode. */ var setupAudioContext = function() { // If we have already detected that Web Audio isn't supported, don't run this step again. if (!Howler.usingWebAudio) { return; } // Check if we are using Web Audio and setup the AudioContext if we are. try { if (typeof AudioContext !== 'undefined') { Howler.ctx = new AudioContext(); } else if (typeof webkitAudioContext !== 'undefined') { Howler.ctx = new webkitAudioContext(); } else { Howler.usingWebAudio = false; } } catch(e) { Howler.usingWebAudio = false; } // If the audio context creation still failed, set using web audio to false. if (!Howler.ctx) { Howler.usingWebAudio = false; } // Check if a webview is being used on iOS8 or earlier (rather than the browser). // If it is, disable Web Audio as it causes crashing. var iOS = (/iP(hone|od|ad)/.test(Howler._navigator && Howler._navigator.platform)); var appVersion = Howler._navigator && Howler._navigator.appVersion.match(/OS (\d+)_(\d+)_?(\d+)?/); var version = appVersion ? parseInt(appVersion[1], 10) : null; if (iOS && version && version < 9) { var safari = /safari/.test(Howler._navigator && Howler._navigator.userAgent.toLowerCase()); if (Howler._navigator && 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.setValueAtTime(Howler._muted ? 0 : 1, Howler.ctx.currentTime); Howler.masterGain.connect(Howler.ctx.destination); } // Re-run the setup on Howler. Howler._setup(); }; // Add support for AMD (Asynchronous Module Definition) libraries such as require.js. if (typeof define === 'function' && define.amd) { define([], function() { return { Howler: Howler, Howl: Howl }; }); } // Add support for CommonJS libraries such as browserify. if (typeof exports !== 'undefined') { exports.Howler = Howler; exports.Howl = Howl; } // 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; } })();