nextcloud-app-radio/js/howler-2.1.2.js
2019-05-09 23:09:19 +02:00

2499 lines
77 KiB
JavaScript

/*!
* 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<self._howls.length; i++) {
if (!self._howls[i]._webAudio) {
// Get all of the sounds in this Howl group.
var ids = self._howls[i]._getSoundIds();
// Loop through all sounds and change the volumes.
for (var j=0; j<ids.length; j++) {
var sound = self._howls[i]._soundById(ids[j]);
if (sound && sound._node) {
sound._node.volume = sound._volume * vol;
}
}
}
}
return self;
}
return self._volume;
},
/**
* Handle muting and unmuting globally.
* @param {Boolean} muted Is muted or not.
*/
mute: function(muted) {
var self = this || Howler;
// If we don't have an AudioContext created yet, run the setup.
if (!self.ctx) {
setupAudioContext();
}
self._muted = muted;
// With Web Audio, we just need to mute the master gain.
if (self.usingWebAudio) {
self.masterGain.gain.setValueAtTime(muted ? 0 : self._volume, Howler.ctx.currentTime);
}
// Loop through and mute all HTML5 Audio nodes.
for (var i=0; i<self._howls.length; i++) {
if (!self._howls[i]._webAudio) {
// Get all of the sounds in this Howl group.
var ids = self._howls[i]._getSoundIds();
// Loop through all sounds and mark the audio node as muted.
for (var j=0; j<ids.length; j++) {
var sound = self._howls[i]._soundById(ids[j]);
if (sound && sound._node) {
sound._node.muted = (muted) ? true : sound._muted;
}
}
}
}
return self;
},
/**
* Unload and destroy all currently loaded Howl objects.
* @return {Howler}
*/
unload: function() {
var self = this || Howler;
for (var i=self._howls.length-1; i>=0; i--) {
self._howls[i].unload();
}
// Create a new AudioContext to make sure it is fully reset.
if (self.usingWebAudio && 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<self.html5PoolSize; i++) {
try {
var audioNode = new Audio();
// Mark this Audio object as unlocked to ensure it can get returned
// to the unlocked pool when released.
audioNode._unlocked = true;
// Add the audio node to the pool.
self._releaseHtml5Audio(audioNode);
} catch (e) {
self.noAudio = true;
}
}
// Loop through any assigned audio nodes and unlock them.
for (var i=0; i<self._howls.length; i++) {
if (!self._howls[i]._webAudio) {
// Get all of the sounds in this Howl group.
var ids = self._howls[i]._getSoundIds();
// Loop through all sounds and unlock the audio nodes.
for (var j=0; j<ids.length; j++) {
var sound = self._howls[i]._soundById(ids[j]);
if (sound && sound._node && !sound._node._unlocked) {
sound._node._unlocked = true;
sound._node.load();
}
}
}
}
// Fix Android can not play in suspend state.
self._autoResume();
// Create an empty buffer.
var source = self.ctx.createBufferSource();
source.buffer = self._scratchBuffer;
source.connect(self.ctx.destination);
// Play the empty buffer.
if (typeof source.start === 'undefined') {
source.noteOn(0);
} else {
source.start(0);
}
// Calling resume() on a stack initiated by user gesture is what actually unlocks the audio on Android Chrome >= 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<self._howls.length; i++) {
self._howls[i]._emit('unlock');
}
};
};
// Setup a touch start listener to attempt an unlock in.
document.addEventListener('touchstart', unlock, true);
document.addEventListener('touchend', unlock, true);
document.addEventListener('click', unlock, true);
return self;
},
/**
* Get an unlocked HTML5 Audio object from the pool. If none are left,
* return a new Audio object and throw a warning.
* @return {Audio} HTML5 Audio object.
*/
_obtainHtml5Audio: function() {
var self = this || Howler;
// Return the next object from the pool if one exists.
if (self._html5AudioPool.length) {
return self._html5AudioPool.pop();
}
//.Check if the audio is locked and throw a warning.
var testPlay = new Audio().play();
if (testPlay && typeof Promise !== 'undefined' && (testPlay instanceof Promise || typeof testPlay.then === 'function')) {
testPlay.catch(function() {
console.warn('HTML5 Audio pool exhausted, returning potentially locked audio object.');
});
}
return new Audio();
},
/**
* Return an activated HTML5 Audio object to the pool.
* @return {Howler}
*/
_releaseHtml5Audio: function(audio) {
var self = this || Howler;
// Don't add audio to the pool if we don't know if it has been unlocked.
if (audio._unlocked) {
self._html5AudioPool.push(audio);
}
return self;
},
/**
* Automatically suspend the Web Audio AudioContext after no sound has played for 30 seconds.
* This saves processing/energy and fixes various browser-specific bugs with audio getting stuck.
* @return {Howler}
*/
_autoSuspend: function() {
var self = this;
if (!self.autoSuspend || !self.ctx || typeof self.ctx.suspend === 'undefined' || !Howler.usingWebAudio) {
return;
}
// Check if any sounds are playing.
for (var i=0; i<self._howls.length; i++) {
if (self._howls[i]._webAudio) {
for (var j=0; j<self._howls[i]._sounds.length; j++) {
if (!self._howls[i]._sounds[j]._paused) {
return self;
}
}
}
}
if (self._suspendTimer) {
clearTimeout(self._suspendTimer);
}
// If no sound has played after 30 seconds, suspend the context.
self._suspendTimer = setTimeout(function() {
if (!self.autoSuspend) {
return;
}
self._suspendTimer = null;
self.state = 'suspending';
self.ctx.suspend().then(function() {
self.state = 'suspended';
if (self._resumeAfterSuspend) {
delete self._resumeAfterSuspend;
self._autoResume();
}
});
}, 30000);
return self;
},
/**
* Automatically resume the Web Audio AudioContext when a new sound is played.
* @return {Howler}
*/
_autoResume: function() {
var self = this;
if (!self.ctx || typeof self.ctx.resume === 'undefined' || !Howler.usingWebAudio) {
return;
}
if (self.state === 'running' && self._suspendTimer) {
clearTimeout(self._suspendTimer);
self._suspendTimer = null;
} else if (self.state === 'suspended') {
self.ctx.resume().then(function() {
self.state = 'running';
// Emit to all Howls that the audio has resumed.
for (var i=0; i<self._howls.length; i++) {
self._howls[i]._emit('resume');
}
});
if (self._suspendTimer) {
clearTimeout(self._suspendTimer);
self._suspendTimer = null;
}
} else if (self.state === 'suspending') {
self._resumeAfterSuspend = true;
}
return self;
}
};
// Setup the global audio controller.
var Howler = new HowlerGlobal();
/** Group Methods **/
/***************************************************************************/
/**
* Create an audio group controller.
* @param {Object} o Passed in properties for this group.
*/
var Howl = function(o) {
var self = this;
// Throw an error if no source is provided.
if (!o.src || o.src.length === 0) {
console.error('An array of source files must be passed with any new Howl.');
return;
}
self.init(o);
};
Howl.prototype = {
/**
* Initialize a new Howl group object.
* @param {Object} o Passed in properties for this group.
* @return {Howl}
*/
init: function(o) {
var self = this;
// If we don't have an AudioContext created yet, run the setup.
if (!Howler.ctx) {
setupAudioContext();
}
// Setup user-defined default properties.
self._autoplay = o.autoplay || false;
self._format = (typeof o.format !== 'string') ? o.format : [o.format];
self._html5 = o.html5 || false;
self._muted = o.mute || false;
self._loop = o.loop || false;
self._pool = o.pool || 5;
self._preload = (typeof o.preload === 'boolean') ? o.preload : true;
self._rate = o.rate || 1;
self._sprite = o.sprite || {};
self._src = (typeof o.src !== 'string') ? o.src : [o.src];
self._volume = o.volume !== undefined ? o.volume : 1;
self._xhrWithCredentials = o.xhrWithCredentials || false;
// Setup all other default properties.
self._duration = 0;
self._state = 'unloaded';
self._sounds = [];
self._endTimers = {};
self._queue = [];
self._playLock = false;
// Setup event listeners.
self._onend = o.onend ? [{fn: o.onend}] : [];
self._onfade = o.onfade ? [{fn: o.onfade}] : [];
self._onload = o.onload ? [{fn: o.onload}] : [];
self._onloaderror = o.onloaderror ? [{fn: o.onloaderror}] : [];
self._onplayerror = o.onplayerror ? [{fn: o.onplayerror}] : [];
self._onpause = o.onpause ? [{fn: o.onpause}] : [];
self._onplay = o.onplay ? [{fn: o.onplay}] : [];
self._onstop = o.onstop ? [{fn: o.onstop}] : [];
self._onmute = o.onmute ? [{fn: o.onmute}] : [];
self._onvolume = o.onvolume ? [{fn: o.onvolume}] : [];
self._onrate = o.onrate ? [{fn: o.onrate}] : [];
self._onseek = o.onseek ? [{fn: o.onseek}] : [];
self._onunlock = o.onunlock ? [{fn: o.onunlock}] : [];
self._onresume = [];
// Web Audio or HTML5 Audio?
self._webAudio = Howler.usingWebAudio && !self._html5;
// Automatically try to enable audio.
if (typeof Howler.ctx !== 'undefined' && Howler.ctx && Howler.autoUnlock) {
Howler._unlockAudio();
}
// Keep track of this Howl group in the global controller.
Howler._howls.push(self);
// If they selected autoplay, add a play event to the load queue.
if (self._autoplay) {
self._queue.push({
event: 'play',
action: function() {
self.play();
}
});
}
// Load the source file unless otherwise specified.
if (self._preload) {
self.load();
}
return self;
},
/**
* Load the audio file.
* @return {Howler}
*/
load: function() {
var self = this;
var url = null;
// If no audio is available, quit immediately.
if (Howler.noAudio) {
self._emit('loaderror', null, 'No audio support.');
return;
}
// Make sure our source is in an array.
if (typeof self._src === 'string') {
self._src = [self._src];
}
// Loop through the sources and pick the first one that is compatible.
for (var i=0; i<self._src.length; i++) {
var ext, str;
if (self._format && self._format[i]) {
// If an extension was specified, use that instead.
ext = self._format[i];
} else {
// Make sure the source is a string.
str = self._src[i];
if (typeof str !== 'string') {
self._emit('loaderror', null, 'Non-string found in selected audio sources - ignoring.');
continue;
}
// Extract the file extension from the URL or base64 data URI.
ext = /^data:audio\/([^;,]+);/i.exec(str);
if (!ext) {
ext = /\.([^.]+)$/.exec(str.split('?', 1)[0]);
}
if (ext) {
ext = ext[1].toLowerCase();
}
}
// Log a warning if no extension was found.
if (!ext) {
console.warn('No file extension was found. Consider using the "format" property or specify an extension.');
}
// Check if this extension is available.
if (ext && Howler.codecs(ext)) {
url = self._src[i];
break;
}
}
if (!url) {
self._emit('loaderror', null, 'No codec support for selected audio sources.');
return;
}
self._src = url;
self._state = 'loading';
// If the hosting page is HTTPS and the source isn't,
// drop down to HTML5 Audio to avoid Mixed Content errors.
if (window.location.protocol === 'https:' && url.slice(0, 5) === 'http:') {
self._html5 = true;
self._webAudio = false;
}
// Create a new sound object and add it to the pool.
new Sound(self);
// Load and decode the audio data for playback.
if (self._webAudio) {
loadBuffer(self);
}
return self;
},
/**
* Play a sound or resume previous playback.
* @param {String/Number} sprite Sprite name for sprite playback or sound id to continue previous.
* @param {Boolean} internal Internal Use: true prevents event firing.
* @return {Number} Sound ID.
*/
play: function(sprite, internal) {
var self = this;
var id = null;
// Determine if a sprite, sound id or nothing was passed
if (typeof sprite === 'number') {
id = sprite;
sprite = null;
} else if (typeof sprite === 'string' && self._state === 'loaded' && !self._sprite[sprite]) {
// If the passed sprite doesn't exist, do nothing.
return null;
} else if (typeof sprite === 'undefined') {
// Use the default sound sprite (plays the full audio length).
sprite = '__default';
// Check if there is a single paused sound that isn't ended.
// If there is, play that sound. If not, continue as usual.
if (!self._playLock) {
var num = 0;
for (var i=0; i<self._sounds.length; i++) {
if (self._sounds[i]._paused && !self._sounds[i]._ended) {
num++;
id = self._sounds[i]._id;
}
}
if (num === 1) {
sprite = null;
} else {
id = null;
}
}
}
// Get the selected node, or get one from the pool.
var sound = id ? self._soundById(id) : self._inactiveSound();
// If the sound doesn't exist, do nothing.
if (!sound) {
return null;
}
// Select the sprite definition.
if (id && !sprite) {
sprite = sound._sprite || '__default';
}
// If the sound hasn't loaded, we must wait to get the audio's duration.
// We also need to wait to make sure we don't run into race conditions with
// the order of function calls.
if (self._state !== 'loaded') {
// Set the sprite value on this sound.
sound._sprite = sprite;
// Mark this sound as not ended in case another sound is played before this one loads.
sound._ended = false;
// Add the sound to the queue to be played on load.
var soundId = sound._id;
self._queue.push({
event: 'play',
action: function() {
self.play(soundId);
}
});
return soundId;
}
// Don't play the sound if an id was passed and it is already playing.
if (id && !sound._paused) {
// Trigger the play event, in order to keep iterating through queue.
if (!internal) {
self._loadQueue('play');
}
return sound._id;
}
// Make sure the AudioContext isn't suspended, and resume it if it is.
if (self._webAudio) {
Howler._autoResume();
}
// Determine how long to play for and where to start playing.
var seek = Math.max(0, sound._seek > 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<ids.length; i++) {
// Clear the end timer.
self._clearTimer(ids[i]);
// Get the sound.
var sound = self._soundById(ids[i]);
if (sound && !sound._paused) {
// Reset the seek position.
sound._seek = self.seek(ids[i]);
sound._rateSeek = 0;
sound._paused = true;
// Stop currently running fades.
self._stopFade(ids[i]);
if (sound._node) {
if (self._webAudio) {
// Make sure the sound has been created.
if (!sound._node.bufferSource) {
continue;
}
if (typeof sound._node.bufferSource.stop === 'undefined') {
sound._node.bufferSource.noteOff(0);
} else {
sound._node.bufferSource.stop(0);
}
// Clean up the buffer source.
self._cleanBuffer(sound._node);
} else if (!isNaN(sound._node.duration) || sound._node.duration === Infinity) {
sound._node.pause();
}
}
}
// Fire the pause event, unless `true` is passed as the 2nd argument.
if (!arguments[1]) {
self._emit('pause', sound ? sound._id : null);
}
}
return self;
},
/**
* Stop playback and reset to start.
* @param {Number} id The sound ID (empty to stop all in group).
* @param {Boolean} internal Internal Use: true prevents event firing.
* @return {Howl}
*/
stop: function(id, internal) {
var self = this;
// If the sound hasn't loaded, add it to the load queue to stop when capable.
if (self._state !== 'loaded' || self._playLock) {
self._queue.push({
event: 'stop',
action: function() {
self.stop(id);
}
});
return self;
}
// If no id is passed, get all ID's to be stopped.
var ids = self._getSoundIds(id);
for (var i=0; i<ids.length; i++) {
// Clear the end timer.
self._clearTimer(ids[i]);
// Get the sound.
var sound = self._soundById(ids[i]);
if (sound) {
// Reset the seek position.
sound._seek = sound._start || 0;
sound._rateSeek = 0;
sound._paused = true;
sound._ended = true;
// Stop currently running fades.
self._stopFade(ids[i]);
if (sound._node) {
if (self._webAudio) {
// Make sure the sound's AudioBufferSourceNode has been created.
if (sound._node.bufferSource) {
if (typeof sound._node.bufferSource.stop === 'undefined') {
sound._node.bufferSource.noteOff(0);
} else {
sound._node.bufferSource.stop(0);
}
// Clean up the buffer source.
self._cleanBuffer(sound._node);
}
} else if (!isNaN(sound._node.duration) || sound._node.duration === Infinity) {
sound._node.currentTime = sound._start || 0;
sound._node.pause();
// If this is a live stream, stop download once the audio is stopped.
if (sound._node.duration === Infinity) {
self._clearSound(sound._node);
}
}
}
if (!internal) {
self._emit('stop', sound._id);
}
}
}
return self;
},
/**
* Mute/unmute a single sound or all sounds in this Howl group.
* @param {Boolean} muted Set to true to mute and false to unmute.
* @param {Number} id The sound ID to update (omit to mute/unmute all).
* @return {Howl}
*/
mute: function(muted, id) {
var self = this;
// If the sound hasn't loaded, add it to the load queue to mute when capable.
if (self._state !== 'loaded'|| self._playLock) {
self._queue.push({
event: 'mute',
action: function() {
self.mute(muted, id);
}
});
return self;
}
// If applying mute/unmute to all sounds, update the group's value.
if (typeof id === 'undefined') {
if (typeof muted === 'boolean') {
self._muted = muted;
} else {
return self._muted;
}
}
// If no id is passed, get all ID's to be muted.
var ids = self._getSoundIds(id);
for (var i=0; i<ids.length; i++) {
// Get the sound.
var sound = self._soundById(ids[i]);
if (sound) {
sound._muted = muted;
// Cancel active fade and set the volume to the end value.
if (sound._interval) {
self._stopFade(sound._id);
}
if (self._webAudio && sound._node) {
sound._node.gain.setValueAtTime(muted ? 0 : sound._volume, Howler.ctx.currentTime);
} else if (sound._node) {
sound._node.muted = Howler._muted ? true : muted;
}
self._emit('mute', sound._id);
}
}
return self;
},
/**
* Get/set the volume of this sound or of the Howl group. This method can optionally take 0, 1 or 2 arguments.
* volume() -> Returns the group's volume value.
* volume(id) -> Returns the sound id's current volume.
* volume(vol) -> Sets the volume of all sounds in this Howl group.
* volume(vol, id) -> Sets the volume of passed sound id.
* @return {Howl/Number} Returns self or current volume.
*/
volume: function() {
var self = this;
var args = arguments;
var vol, id;
// Determine the values based on arguments.
if (args.length === 0) {
// Return the value of the groups' volume.
return self._volume;
} else if (args.length === 1 || 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<id.length; i++) {
// Get the sound.
sound = self._soundById(id[i]);
if (sound) {
sound._volume = vol;
// Stop currently running fades.
if (!args[2]) {
self._stopFade(id[i]);
}
if (self._webAudio && sound._node && !sound._muted) {
sound._node.gain.setValueAtTime(vol, Howler.ctx.currentTime);
} else if (sound._node && !sound._muted) {
sound._node.volume = vol * Howler.volume();
}
self._emit('volume', sound._id);
}
}
} else {
sound = id ? self._soundById(id) : self._sounds[0];
return sound ? sound._volume : 0;
}
return self;
},
/**
* Fade a currently playing sound between two volumes (if no id is passsed, all sounds will fade).
* @param {Number} from The value to fade from (0.0 to 1.0).
* @param {Number} to The volume to fade to (0.0 to 1.0).
* @param {Number} len Time in milliseconds to fade.
* @param {Number} id The sound id (omit to fade all sounds).
* @return {Howl}
*/
fade: function(from, to, len, id) {
var self = this;
// If the sound hasn't loaded, add it to the load queue to fade when capable.
if (self._state !== 'loaded' || self._playLock) {
self._queue.push({
event: 'fade',
action: function() {
self.fade(from, to, len, id);
}
});
return self;
}
// Make sure the to/from/len values are numbers.
from = parseFloat(from);
to = parseFloat(to);
len = parseFloat(len);
// Set the volume to the start position.
self.volume(from, id);
// Fade the volume of one or all sounds.
var ids = self._getSoundIds(id);
for (var i=0; i<ids.length; i++) {
// Get the sound.
var sound = self._soundById(ids[i]);
// Create a linear fade or fall back to timeouts with HTML5 Audio.
if (sound) {
// Stop the previous fade if no sprite is being used (otherwise, volume handles this).
if (!id) {
self._stopFade(ids[i]);
}
// If we are using Web Audio, let the native methods do the actual fade.
if (self._webAudio && !sound._muted) {
var currentTime = Howler.ctx.currentTime;
var end = currentTime + (len / 1000);
sound._volume = from;
sound._node.gain.setValueAtTime(from, currentTime);
sound._node.gain.linearRampToValueAtTime(to, end);
}
self._startFadeInterval(sound, from, to, len, ids[i], typeof id === 'undefined');
}
}
return self;
},
/**
* Starts the internal interval to fade a sound.
* @param {Object} sound Reference to sound to fade.
* @param {Number} from The value to fade from (0.0 to 1.0).
* @param {Number} to The volume to fade to (0.0 to 1.0).
* @param {Number} len Time in milliseconds to fade.
* @param {Number} id The sound id to fade.
* @param {Boolean} isGroup If true, set the volume on the group.
*/
_startFadeInterval: function(sound, from, to, len, id, isGroup) {
var self = this;
var vol = from;
var diff = to - from;
var steps = Math.abs(diff / 0.01);
var stepLen = Math.max(4, (steps > 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<ids.length; i++) {
sound = self._soundById(ids[i]);
if (sound) {
sound._loop = loop;
if (self._webAudio && sound._node && sound._node.bufferSource) {
sound._node.bufferSource.loop = loop;
if (loop) {
sound._node.bufferSource.loopStart = sound._start || 0;
sound._node.bufferSource.loopEnd = sound._stop;
}
}
}
}
return self;
},
/**
* Get/set the playback rate of a sound. This method can optionally take 0, 1 or 2 arguments.
* rate() -> Returns the first sound node's current playback rate.
* rate(id) -> Returns the sound id's current playback rate.
* rate(rate) -> Sets the playback rate of all sounds in this Howl group.
* rate(rate, id) -> Sets the playback rate of passed sound id.
* @return {Howl/Number} Returns self or the current playback rate.
*/
rate: function() {
var self = this;
var args = arguments;
var rate, id;
// Determine the values based on arguments.
if (args.length === 0) {
// We will simply return the current rate of the first node.
id = self._sounds[0]._id;
} else if (args.length === 1) {
// First check if this is an ID, and if not, assume it is a new rate value.
var ids = self._getSoundIds();
var index = ids.indexOf(args[0]);
if (index >= 0) {
id = parseInt(args[0], 10);
} else {
rate = parseFloat(args[0]);
}
} else if (args.length === 2) {
rate = parseFloat(args[0]);
id = parseInt(args[1], 10);
}
// Update the playback rate or return the current value.
var sound;
if (typeof rate === 'number') {
// If the sound hasn't loaded, add it to the load queue to change playback rate when capable.
if (self._state !== 'loaded' || self._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<id.length; i++) {
// Get the sound.
sound = self._soundById(id[i]);
if (sound) {
// Keep track of our position when the rate changed and update the playback
// start position so we can properly adjust the seek position for time elapsed.
if (self.playing(id[i])) {
sound._rateSeek = self.seek(id[i]);
sound._playStart = self._webAudio ? Howler.ctx.currentTime : sound._playStart;
}
sound._rate = rate;
// Change the playback rate.
if (self._webAudio && sound._node && sound._node.bufferSource) {
sound._node.bufferSource.playbackRate.setValueAtTime(rate, Howler.ctx.currentTime);
} else if (sound._node) {
sound._node.playbackRate = rate;
}
// Reset the timers.
var seek = self.seek(id[i]);
var duration = ((self._sprite[sound._sprite][0] + self._sprite[sound._sprite][1]) / 1000) - seek;
var timeout = (duration * 1000) / Math.abs(sound._rate);
// Start a new end timer if sound is already playing.
if (self._endTimers[id[i]] || !sound._paused) {
self._clearTimer(id[i]);
self._endTimers[id[i]] = setTimeout(self._ended.bind(self, sound), timeout);
}
self._emit('rate', sound._id);
}
}
} else {
sound = self._soundById(id);
return sound ? sound._rate : self._rate;
}
return self;
},
/**
* Get/set the seek position of a sound. This method can optionally take 0, 1 or 2 arguments.
* seek() -> Returns the first sound node's current seek position.
* seek(id) -> Returns the sound id's current seek position.
* seek(seek) -> Sets the seek position of the first sound node.
* seek(seek, id) -> Sets the seek position of passed sound id.
* @return {Howl/Number} Returns self or the current seek position.
*/
seek: function() {
var self = this;
var args = arguments;
var seek, id;
// Determine the values based on arguments.
if (args.length === 0) {
// We will simply return the current position of the first node.
id = self._sounds[0]._id;
} else if (args.length === 1) {
// First check if this is an ID, and if not, assume it is a new seek position.
var ids = self._getSoundIds();
var index = ids.indexOf(args[0]);
if (index >= 0) {
id = parseInt(args[0], 10);
} else 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<self._sounds.length; i++) {
if (!self._sounds[i]._paused) {
return true;
}
}
return false;
},
/**
* Get the duration of this sound. Passing a sound id will return the sprite duration.
* @param {Number} id The sound id to check. If none is passed, return full source duration.
* @return {Number} Audio duration in seconds.
*/
duration: function(id) {
var self = this;
var duration = self._duration;
// If we pass an ID, get the sound and return the sprite length.
var sound = self._soundById(id);
if (sound) {
duration = self._sprite[sound._sprite][1] / 1000;
}
return duration;
},
/**
* Returns the current loaded state of this Howl.
* @return {String} 'unloaded', 'loading', 'loaded'
*/
state: function() {
return this._state;
},
/**
* Unload and destroy the current Howl object.
* This will immediately stop all sound instances attached to this group.
*/
unload: function() {
var self = this;
// Stop playing any active sounds.
var sounds = self._sounds;
for (var i=0; i<sounds.length; i++) {
// Stop the sound if it is currently playing.
if (!sounds[i]._paused) {
self.stop(sounds[i]._id);
}
// Remove the source or disconnect.
if (!self._webAudio) {
// Set the source to 0-second silence to stop any downloading (except in IE).
self._clearSound(sounds[i]._node);
// Remove any event listeners.
sounds[i]._node.removeEventListener('error', sounds[i]._errorFn, false);
sounds[i]._node.removeEventListener(Howler._canPlayEvent, sounds[i]._loadFn, false);
// Release the Audio object back to the pool.
Howler._releaseHtml5Audio(sounds[i]._node);
}
// Empty out all of the nodes.
delete sounds[i]._node;
// Make sure all timers are cleared out.
self._clearTimer(sounds[i]._id);
}
// Remove the references in the global Howler object.
var index = Howler._howls.indexOf(self);
if (index >= 0) {
Howler._howls.splice(index, 1);
}
// Delete this sound from the cache (if no other Howl is using it).
var remCache = true;
for (i=0; i<Howler._howls.length; i++) {
if (Howler._howls[i]._src === self._src || self._src.indexOf(Howler._howls[i]._src) >= 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<events.length; i++) {
var isId = (id === events[i].id);
if (fn === events[i].fn && isId || !fn && isId) {
events.splice(i, 1);
break;
}
}
} else if (event) {
// Clear out all events of this type.
self['_on' + event] = [];
} else {
// Clear out all events of every type.
var keys = Object.keys(self);
for (i=0; i<keys.length; i++) {
if ((keys[i].indexOf('_on') === 0) && Array.isArray(self[keys[i]])) {
self[keys[i]] = [];
}
}
}
return self;
},
/**
* Listen to a custom event and remove it once fired.
* @param {String} event Event name.
* @param {Function} fn Listener to call.
* @param {Number} id (optional) Only listen to events for this sound.
* @return {Howl}
*/
once: function(event, fn, id) {
var self = this;
// Setup the event listener.
self.on(event, fn, id, 1);
return self;
},
/**
* Emit all events of a specific type and pass the sound id.
* @param {String} event Event name.
* @param {Number} id Sound ID.
* @param {Number} msg Message to go with event.
* @return {Howl}
*/
_emit: function(event, id, msg) {
var self = this;
var events = self['_on' + event];
// Loop through event store and fire all functions.
for (var i=events.length-1; i>=0; i--) {
// 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<self._sounds.length; i++) {
if (id === self._sounds[i]._id) {
return self._sounds[i];
}
}
return null;
},
/**
* Return an inactive sound from the pool or create a new one.
* @return {Sound} Sound playback object.
*/
_inactiveSound: function() {
var self = this;
self._drain();
// Find the first inactive node to recycle.
for (var i=0; i<self._sounds.length; i++) {
if (self._sounds[i]._ended) {
return self._sounds[i].reset();
}
}
// If no inactive node was found, create a new one.
return new Sound(self);
},
/**
* Drain excess inactive sounds from the pool.
*/
_drain: function() {
var self = this;
var limit = self._pool;
var cnt = 0;
var i = 0;
// If there are less sounds than the max pool size, we are done.
if (self._sounds.length < limit) {
return;
}
// Count the number of inactive sounds.
for (i=0; i<self._sounds.length; i++) {
if (self._sounds[i]._ended) {
cnt++;
}
}
// Remove excess inactive sounds, going in reverse order.
for (i=self._sounds.length - 1; i>=0; i--) {
if (cnt <= limit) {
return;
}
if (self._sounds[i]._ended) {
// Disconnect the audio source when using Web Audio.
if (self._webAudio && self._sounds[i]._node) {
self._sounds[i]._node.disconnect(0);
}
// Remove sounds until we have the pool size.
self._sounds.splice(i, 1);
cnt--;
}
}
},
/**
* Get all ID's from the sounds pool.
* @param {Number} id Only return one ID if one is passed.
* @return {Array} Array of IDs.
*/
_getSoundIds: function(id) {
var self = this;
if (typeof id === 'undefined') {
var ids = [];
for (var i=0; i<self._sounds.length; i++) {
ids.push(self._sounds[i]._id);
}
return ids;
} else {
return [id];
}
},
/**
* Load the sound back into the buffer source.
* @param {Sound} sound The sound object to work with.
* @return {Howl}
*/
_refreshBuffer: function(sound) {
var self = this;
// Setup the buffer source for playback.
sound._node.bufferSource = Howler.ctx.createBufferSource();
sound._node.bufferSource.buffer = cache[self._src];
// Connect to the correct node.
if (sound._panner) {
sound._node.bufferSource.connect(sound._panner);
} else {
sound._node.bufferSource.connect(sound._node);
}
// Setup looping and playback rate.
sound._node.bufferSource.loop = sound._loop;
if (sound._loop) {
sound._node.bufferSource.loopStart = sound._start || 0;
sound._node.bufferSource.loopEnd = sound._stop || 0;
}
sound._node.bufferSource.playbackRate.setValueAtTime(sound._rate, Howler.ctx.currentTime);
return self;
},
/**
* Prevent memory leaks by cleaning up the buffer source after playback.
* @param {Object} node Sound's audio node containing the buffer source.
* @return {Howl}
*/
_cleanBuffer: function(node) {
var self = this;
var isIOS = Howler._navigator && Howler._navigator.vendor.indexOf('Apple') >= 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<data.length; ++i) {
dataView[i] = data.charCodeAt(i);
}
decodeAudioData(dataView.buffer, self);
} else {
// Load the buffer from the URL.
var xhr = new XMLHttpRequest();
xhr.open('GET', url, true);
xhr.withCredentials = self._xhrWithCredentials;
xhr.responseType = 'arraybuffer';
xhr.onload = function() {
// Make sure we get a successful response back.
var code = (xhr.status + '')[0];
if (code !== '0' && code !== '2' && code !== '3') {
self._emit('loaderror', null, 'Failed loading audio file with status: ' + xhr.status + '.');
return;
}
decodeAudioData(xhr.response, self);
};
xhr.onerror = function() {
// If there is an error, switch to HTML5 Audio.
if (self._webAudio) {
self._html5 = true;
self._webAudio = false;
self._sounds = [];
delete cache[url];
self.load();
}
};
safeXhrSend(xhr);
}
};
/**
* Send the XHR request wrapped in a try/catch.
* @param {Object} xhr XHR to send.
*/
var safeXhrSend = function(xhr) {
try {
xhr.send();
} catch (e) {
xhr.onerror();
}
};
/**
* Decode audio data from an array buffer.
* @param {ArrayBuffer} arraybuffer The audio data.
* @param {Howl} self
*/
var decodeAudioData = function(arraybuffer, self) {
// Fire a load error if something broke.
var error = function() {
self._emit('loaderror', null, 'Decoding audio data failed.');
};
// Load the sound on success.
var success = function(buffer) {
if (buffer && self._sounds.length > 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;
}
})();