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authorJan Tuomi <jans.tuomi@gmail.com>2015-11-16 16:58:18 +0200
committerJan Tuomi <jans.tuomi@gmail.com>2015-11-16 16:58:18 +0200
commit13c5dc317abe0fb4458e703f2ab9397a7c24c859 (patch)
tree1410e5e6d250cbcadc29a1b66a851473e15da8b6 /howler.js-2.0.0-beta4/src
Rengöring
Diffstat (limited to 'howler.js-2.0.0-beta4/src')
-rw-r--r--howler.js-2.0.0-beta4/src/howler.core.js1808
-rw-r--r--howler.js-2.0.0-beta4/src/plugins/howler.effects.js603
2 files changed, 2411 insertions, 0 deletions
diff --git a/howler.js-2.0.0-beta4/src/howler.core.js b/howler.js-2.0.0-beta4/src/howler.core.js
new file mode 100644
index 0000000..3cdd18b
--- /dev/null
+++ b/howler.js-2.0.0-beta4/src/howler.core.js
@@ -0,0 +1,1808 @@
+/*!
+ * howler.js v2.0.0-beta4
+ * howlerjs.com
+ *
+ * (c) 2013-2015, James Simpson of GoldFire Studios
+ * goldfirestudios.com
+ *
+ * MIT License
+ */
+
+(function() {
+
+ 'use strict';
+
+ // Setup our audio context.
+ var ctx = null;
+ var usingWebAudio = true;
+ var noAudio = false;
+ setupAudioContext();
+
+ // Create a master gain node.
+ if (usingWebAudio) {
+ var masterGain = (typeof ctx.createGain === 'undefined') ? ctx.createGainNode() : ctx.createGain();
+ masterGain.gain.value = 1;
+ masterGain.connect(ctx.destination);
+ }
+
+ /** Global Methods **/
+ /***************************************************************************/
+
+ /**
+ * Create the global controller. All contained methods and properties apply
+ * to all sounds that are currently playing or will be in the future.
+ */
+ var HowlerGlobal = function() {
+ this.init();
+ };
+ HowlerGlobal.prototype = {
+ /**
+ * Initialize the global Howler object.
+ * @return {Howler}
+ */
+ init: function() {
+ var self = this || Howler;
+
+ // Internal properties.
+ self._codecs = {};
+ self._howls = [];
+ self._muted = false;
+ self._volume = 1;
+
+ // Set to false to disable the auto iOS enabler.
+ self.mobileAutoEnable = true;
+
+ // No audio is available on this system if this is set to true.
+ self.noAudio = noAudio;
+
+ // This will be true if the Web Audio API is available.
+ self.usingWebAudio = usingWebAudio;
+
+ // Expose the AudioContext when using Web Audio.
+ self.ctx = ctx;
+
+ // Check for supported codecs.
+ if (!noAudio) {
+ self._setupCodecs();
+ }
+
+ 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 (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) {
+ self._volume = vol;
+
+ // When using Web Audio, we just need to adjust the master gain.
+ if (usingWebAudio) {
+ masterGain.gain.value = vol;
+ }
+
+ // Loop through and change volume for all HTML5 audio nodes.
+ for (var i=0; i<self._howls.length; i++) {
+ if (!self._howls[i]._webAudio) {
+ // Get all of the sounds in this Howl group.
+ var ids = self._howls[i]._getSoundIds();
+
+ // Loop through all sounds and change the volumes.
+ for (var j=0; j<ids.length; j++) {
+ var sound = self._howls[i]._soundById(ids[j]);
+
+ if (sound && sound._node) {
+ sound._node.volume = sound._volume * vol;
+ }
+ }
+ }
+ }
+
+ return self;
+ }
+
+ return self._volume;
+ },
+
+ /**
+ * Handle muting and unmuting globally.
+ * @param {Boolean} muted Is muted or not.
+ */
+ mute: function(muted) {
+ var self = this || Howler;
+
+ self._muted = muted;
+
+ // With Web Audio, we just need to mute the master gain.
+ if (usingWebAudio) {
+ masterGain.gain.value = muted ? 0 : self._volume;
+ }
+
+ // Loop through and mute all HTML5 Audio nodes.
+ for (var i=0; i<self._howls.length; i++) {
+ if (!self._howls[i]._webAudio) {
+ // Get all of the sounds in this Howl group.
+ var ids = self._howls[i]._getSoundIds();
+
+ // Loop through all sounds and mark the audio node as muted.
+ for (var j=0; j<ids.length; j++) {
+ var sound = self._howls[i]._soundById(ids[j]);
+
+ if (sound && sound._node) {
+ sound._node.muted = (muted) ? true : sound._muted;
+ }
+ }
+ }
+ }
+
+ return self;
+ },
+
+ /**
+ * Unload and destroy all currently loaded Howl objects.
+ * @return {Howler}
+ */
+ unload: function() {
+ var self = this || Howler;
+
+ for (var i=self._howls.length-1; i>=0; i--) {
+ self._howls[i].unload();
+ }
+
+ 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];
+ },
+
+ /**
+ * Check for browser support for various codecs and cache the results.
+ * @return {Howler}
+ */
+ _setupCodecs: function() {
+ var self = this || Howler;
+ var audioTest = new Audio();
+ var mpegTest = audioTest.canPlayType('audio/mpeg;').replace(/^no$/, '');
+ var isOpera = /OPR\//.test(navigator.userAgent);
+
+ self._codecs = {
+ mp3: !!(!isOpera && (mpegTest || audioTest.canPlayType('audio/mp3;').replace(/^no$/, ''))),
+ mpeg: !!mpegTest,
+ opus: !!audioTest.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, ''),
+ ogg: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''),
+ wav: !!audioTest.canPlayType('audio/wav; codecs="1"').replace(/^no$/, ''),
+ aac: !!audioTest.canPlayType('audio/aac;').replace(/^no$/, ''),
+ 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$/, ''),
+ webm: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, '')
+ };
+
+ return self;
+ },
+
+ /**
+ * Mobile browsers will only allow audio to be played after a user interaction.
+ * Attempt to automatically unlock audio on the first user interaction.
+ * Concept from: http://paulbakaus.com/tutorials/html5/web-audio-on-ios/
+ * @return {Howler}
+ */
+ _enableMobileAudio: function() {
+ var self = this || Howler;
+
+ // Only run this on iOS if audio isn't already eanbled.
+ var isMobile = /iPhone|iPad|iPod|Android|BlackBerry|BB10|Silk/i.test(navigator.userAgent);
+ var isTouch = !!(('ontouchend' in window) || (navigator.maxTouchPoints > 0) || (navigator.msMaxTouchPoints > 0));
+ if (ctx && (self._mobileEnabled || !isMobile || !isTouch)) {
+ return;
+ }
+
+ self._mobileEnabled = false;
+
+ // Call this method on touch start to create and play a buffer,
+ // then check if the audio actually played to determine if
+ // audio has now been unlocked on iOS, Android, etc.
+ var unlock = function() {
+ // Create an empty buffer.
+ var buffer = ctx.createBuffer(1, 1, 22050);
+ var source = ctx.createBufferSource();
+ source.buffer = buffer;
+ source.connect(ctx.destination);
+
+ // Play the empty buffer.
+ if (typeof source.start === 'undefined') {
+ source.noteOn(0);
+ } else {
+ source.start(0);
+ }
+
+ // Setup a timeout to check that we are unlocked on the next event loop.
+ source.onended = function() {
+ // Update the unlocked state and prevent this check from happening again.
+ self._mobileEnabled = true;
+ self.mobileAutoEnable = false;
+
+ // Remove the touch start listener.
+ document.removeEventListener('touchend', unlock, true);
+ };
+ };
+
+ // Setup a touch start listener to attempt an unlock in.
+ document.addEventListener('touchend', unlock, true);
+
+ return self;
+ }
+ };
+
+ // 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;
+
+ // Setup user-defined default properties.
+ self._autoplay = o.autoplay || false;
+ self._ext = o.ext || null;
+ self._html5 = o.html5 || false;
+ self._muted = o.mute || false;
+ self._loop = o.loop || false;
+ self._pool = o.pool || 5;
+ self._preload = (typeof o.preload === 'boolean') ? o.preload : true;
+ self._rate = o.rate || 1;
+ self._sprite = o.sprite || {};
+ self._src = (typeof o.src !== 'string') ? o.src : [o.src];
+ self._volume = o.volume !== undefined ? o.volume : 1;
+
+ // Setup all other default properties.
+ self._duration = 0;
+ self._loaded = false;
+ self._sounds = [];
+ self._endTimers = {};
+
+ // Setup event listeners.
+ self._onend = o.onend ? [{fn: o.onend}] : [];
+ self._onfaded = o.onfaded ? [{fn: o.onfaded}] : [];
+ self._onload = o.onload ? [{fn: o.onload}] : [];
+ self._onloaderror = o.onloaderror ? [{fn: o.onloaderror}] : [];
+ self._onpause = o.onpause ? [{fn: o.onpause}] : [];
+ self._onplay = o.onplay ? [{fn: o.onplay}] : [];
+ self._onstop = o.onstop ? [{fn: o.onstop}] : [];
+
+ // Web Audio or HTML5 Audio?
+ self._webAudio = usingWebAudio && !self._html5;
+
+ // Automatically try to enable audio on iOS.
+ if (typeof ctx !== 'undefined' && ctx && Howler.mobileAutoEnable) {
+ Howler._enableMobileAudio();
+ }
+
+ // Keep track of this Howl group in the global controller.
+ Howler._howls.push(self);
+
+ // Load the source file unless otherwise specified.
+ if (self._preload) {
+ self.load();
+ }
+
+ return self;
+ },
+
+ /**
+ * Load the audio file.
+ * @return {Howler}
+ */
+ load: function() {
+ var self = this;
+ var url = null;
+
+ // If no audio is available, quit immediately.
+ if (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._ext && self._ext[i]) {
+ // If an extension was specified, use that instead.
+ ext = self._ext[i];
+ } else {
+ // Extract the file extension from the URL or base64 data URI.
+ str = self._src[i];
+ ext = /^data:audio\/([^;,]+);/i.exec(str);
+ if (!ext) {
+ ext = /\.([^.]+)$/.exec(str.split('?', 1)[0]);
+ }
+
+ if (ext) {
+ ext = ext[1].toLowerCase();
+ }
+ }
+
+ // Check if this extension is available.
+ if (Howler.codecs(ext)) {
+ url = self._src[i];
+ break;
+ }
+ }
+
+ if (!url) {
+ self._emit('loaderror', null, 'No codec support for selected audio sources.');
+ return;
+ }
+
+ self._src = url;
+
+ // 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.
+ * @return {Number} Sound ID.
+ */
+ play: function(sprite) {
+ var self = this;
+ var args = arguments;
+ 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 === 'undefined') {
+ // Use the default sound sprite (plays the full audio length).
+ sprite = '__default';
+
+ // Check if there is a single paused sound that isn't ended.
+ // If there is, play that sound. If not, continue as usual.
+ var num = 0;
+ for (var i=0; i<self._sounds.length; i++) {
+ if (self._sounds[i]._paused && !self._sounds[i]._ended) {
+ num++;
+ id = self._sounds[i]._id;
+ }
+ }
+
+ if (num === 1) {
+ sprite = null;
+ } else {
+ id = null;
+ }
+ }
+
+ // Get the selected node, or get one from the pool.
+ var sound = id ? self._soundById(id) : self._inactiveSound();
+
+ // If the sound doesn't exist, do nothing.
+ if (!sound) {
+ return null;
+ }
+
+ // Select the sprite definition.
+ if (id && !sprite) {
+ sprite = sound._sprite || '__default';
+ }
+
+ // If we have no sprite and the sound hasn't loaded, we must wait
+ // for the sound to load to get our audio's duration.
+ if (!self._loaded && !self._sprite[sprite]) {
+ self.once('load', function() {
+ self.play(self._soundById(sound._id) ? sound._id : undefined);
+ });
+ return sound._id;
+ }
+
+ // Don't play the sound if an id was passed and it is already playing.
+ if (id && !sound._paused) {
+ return sound._id;
+ }
+
+ // Determine how long to play for and where to start playing.
+ var seek = sound._seek > 0 ? sound._seek : self._sprite[sprite][0] / 1000;
+ var duration = ((self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000) - seek;
+
+ // Create a timer to fire at the end of playback or the start of a new loop.
+ var timeout = (duration * 1000) / Math.abs(sound._rate);
+ self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout);
+
+ // Update the parameters of the sound
+ sound._paused = false;
+ sound._ended = false;
+ sound._sprite = sprite;
+ sound._seek = seek;
+ sound._start = self._sprite[sprite][0] / 1000;
+ sound._stop = (self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000;
+ sound._loop = !!(sound._loop || self._sprite[sprite][2]);
+
+ // Begin the actual playback.
+ var node = sound._node;
+ if (self._webAudio) {
+ // Fire this when the sound is ready to play to begin Web Audio playback.
+ var playWebAudio = function() {
+ self._refreshBuffer(sound);
+
+ // Setup the playback params.
+ var vol = (sound._muted || self._muted) ? 0 : sound._volume * Howler.volume();
+ node.gain.setValueAtTime(vol, ctx.currentTime);
+ sound._playStart = 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 (!self._endTimers[sound._id]) {
+ self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout);
+ }
+
+ if (!args[1]) {
+ setTimeout(function() {
+ self._emit('play', sound._id);
+ }, 0);
+ }
+ };
+
+ if (self._loaded) {
+ playWebAudio();
+ } else {
+ // Wait for the audio to load and then begin playback.
+ self.once('load', 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;
+ setTimeout(function() {
+ node.play();
+ if (!args[1]) {
+ self._emit('play', sound._id);
+ }
+ }, 0);
+ };
+
+ // Play immediately if ready, or wait for the 'canplaythrough'e vent.
+ if (node.readyState === 4 || !node.readyState && navigator.isCocoonJS) {
+ playHtml5();
+ } else {
+ var listener = function() {
+ // Setup the new end timer.
+ self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout);
+
+ // Begin playback.
+ playHtml5();
+
+ // Clear this listener.
+ node.removeEventListener('canplaythrough', listener, false);
+ };
+ node.addEventListener('canplaythrough', 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;
+
+ // Wait for the sound to begin playing before pausing it.
+ if (!self._loaded) {
+ self.once('play', 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._paused = true;
+
+ // Stop currently running fades.
+ self._stopFade(ids[i]);
+
+ if (self._webAudio) {
+ // make sure the sound has been created
+ if (!sound._node.bufferSource) {
+ return self;
+ }
+
+ if (typeof sound._node.bufferSource.stop === 'undefined') {
+ sound._node.bufferSource.noteOff(0);
+ } else {
+ sound._node.bufferSource.stop(0);
+ }
+
+ // Clean up the buffer source.
+ sound._node.bufferSource = null;
+ } else if (!isNaN(sound._node.duration)) {
+ sound._node.pause();
+ }
+
+ // Fire the pause event, unless `true` is passed as the 2nd argument.
+ if (!arguments[1]) {
+ self._emit('pause', sound._id);
+ }
+ }
+ }
+
+ return self;
+ },
+
+ /**
+ * Stop playback and reset to start.
+ * @param {Number} id The sound ID (empty to stop all in group).
+ * @return {Howl}
+ */
+ stop: function(id) {
+ var self = this;
+
+ // Wait for the sound to begin playing before stopping it.
+ if (!self._loaded) {
+ if (typeof self._sounds[0]._sprite !== 'undefined') {
+ self.once('play', function() {
+ self.stop(id);
+ });
+ }
+
+ return self;
+ }
+
+ // If no id is passed, get all ID's to be stopped.
+ var ids = self._getSoundIds(id);
+
+ for (var i=0; i<ids.length; i++) {
+ // Clear the end timer.
+ self._clearTimer(ids[i]);
+
+ // Get the sound.
+ var sound = self._soundById(ids[i]);
+
+ if (sound && !sound._paused) {
+ // Reset the seek position.
+ sound._seek = sound._start || 0;
+ sound._paused = true;
+ sound._ended = true;
+
+ // Stop currently running fades.
+ self._stopFade(ids[i]);
+
+ if (self._webAudio && sound._node) {
+ // make sure the sound has been created
+ if (!sound._node.bufferSource) {
+ return self;
+ }
+
+ if (typeof sound._node.bufferSource.stop === 'undefined') {
+ sound._node.bufferSource.noteOff(0);
+ } else {
+ sound._node.bufferSource.stop(0);
+ }
+
+ // Clean up the buffer source.
+ sound._node.bufferSource = null;
+ } else if (sound._node && !isNaN(sound._node.duration)) {
+ sound._node.pause();
+ sound._node.currentTime = sound._start || 0;
+ }
+
+ 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;
+
+ // Wait for the sound to begin playing before muting it.
+ if (!self._loaded) {
+ self.once('play', function() {
+ self.mute(muted, id);
+ });
+
+ return self;
+ }
+
+ // If applying mute/unmute to all sounds, update the group's value.
+ if (typeof id === 'undefined') {
+ if (typeof muted === 'boolean') {
+ self._muted = muted;
+ } else {
+ return self._muted;
+ }
+ }
+
+ // If no id is passed, get all ID's to be muted.
+ var ids = self._getSoundIds(id);
+
+ for (var i=0; i<ids.length; i++) {
+ // Get the sound.
+ var sound = self._soundById(ids[i]);
+
+ if (sound) {
+ sound._muted = muted;
+
+ if (self._webAudio && sound._node) {
+ sound._node.gain.setValueAtTime(muted ? 0 : sound._volume * Howler.volume(), ctx.currentTime);
+ } else if (sound._node) {
+ sound._node.muted = Howler._muted ? true : muted;
+ }
+ }
+ }
+
+ return self;
+ },
+
+ /**
+ * Get/set the volume of this sound or of the Howl group. This method can optionally take 0, 1 or 2 arguments.
+ * volume() -> Returns the group's volume value.
+ * volume(id) -> Returns the sound id's current volume.
+ * volume(vol) -> Sets the volume of all sounds in this Howl group.
+ * volume(vol, id) -> Sets the volume of passed sound id.
+ * @return {Howl/Number} Returns self or current volume.
+ */
+ volume: function() {
+ var self = this;
+ var args = arguments;
+ var vol, id;
+
+ // Determine the values based on arguments.
+ if (args.length === 0) {
+ // Return the value of the groups' volume.
+ return self._volume;
+ } else if (args.length === 1) {
+ // First check if this is an ID, and if not, assume it is a new volume.
+ var ids = self._getSoundIds();
+ var index = ids.indexOf(args[0]);
+ if (index >= 0) {
+ id = parseInt(args[0], 10);
+ } else {
+ vol = parseFloat(args[0]);
+ }
+ } else if (args.length >= 2) {
+ vol = parseFloat(args[0]);
+ id = parseInt(args[1], 10);
+ }
+
+ // Update the volume or return the current volume.
+ var sound;
+ if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) {
+ // Wait for the sound to begin playing before changing the volume.
+ if (!self._loaded) {
+ self.once('play', 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.volume(), ctx.currentTime);
+ } else if (sound._node && !sound._muted) {
+ sound._node.volume = vol * Howler.volume();
+ }
+ }
+ }
+ } 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;
+
+ // Wait for the sound to play before fading.
+ if (!self._loaded) {
+ self.once('play', function() {
+ self.fade(from, to, len, id);
+ });
+
+ return self;
+ }
+
+ // Set the volume to the start position.
+ self.volume(from, id);
+
+ // Fade the volume of one or all sounds.
+ var ids = self._getSoundIds(id);
+ for (var i=0; i<ids.length; i++) {
+ // Get the sound.
+ var sound = self._soundById(ids[i]);
+
+ // Create a linear fade or fall back to timeouts with HTML5 Audio.
+ if (sound) {
+ if (self._webAudio && !sound._muted) {
+ var currentTime = ctx.currentTime;
+ var end = currentTime + (len / 1000);
+ sound._volume = from;
+ sound._node.gain.setValueAtTime(from, currentTime);
+ sound._node.gain.linearRampToValueAtTime(to, end);
+
+ // Fire the event when complete.
+ sound._timeout = setTimeout(function(id, sound) {
+ delete sound._timeout;
+ setTimeout(function() {
+ sound._volume = to;
+ self._emit('faded', id);
+ }, end - ctx.currentTime > 0 ? Math.ceil((end - ctx.currentTime) * 1000) : 0);
+ }.bind(self, ids[i], sound), len);
+ } else {
+ var diff = Math.abs(from - to);
+ var dir = from > to ? 'out' : 'in';
+ var steps = diff / 0.01;
+ var stepLen = len / steps;
+
+ (function() {
+ var vol = from;
+ sound._interval = setInterval(function(id, sound) {
+ // Update the volume amount.
+ vol += (dir === 'in' ? 0.01 : -0.01);
+
+ // Make sure the volume is in the right bounds.
+ vol = Math.max(0, vol);
+ vol = Math.min(1, vol);
+
+ // Round to within 2 decimal points.
+ vol = Math.round(vol * 100) / 100;
+
+ // Change the volume.
+ self.volume(vol, id, true);
+
+ // When the fade is complete, stop it and fire event.
+ if (vol === to) {
+ clearInterval(sound._interval);
+ delete sound._interval;
+ self._emit('faded', id);
+ }
+ }.bind(self, ids[i], sound), stepLen);
+ })();
+ }
+ }
+ }
+
+ return self;
+ },
+
+ /**
+ * Internal method that stops the currently playing fade when
+ * a new fade starts, volume is changed or the sound is stopped.
+ * @param {Number} id The sound id.
+ * @return {Howl}
+ */
+ _stopFade: function(id) {
+ var self = this;
+ var sound = self._soundById(id);
+
+ if (sound._interval) {
+ clearInterval(sound._interval);
+ delete sound._interval;
+ self._emit('faded', id);
+ } else if (sound._timeout) {
+ clearTimeout(sound._timeout);
+ delete sound._timeout;
+ sound._node.gain.cancelScheduledValues(ctx.currentTime);
+ self._emit('faded', id);
+ }
+
+ return self;
+ },
+
+ /**
+ * Get/set the loop parameter on a sound. This method can optionally take 0, 1 or 2 arguments.
+ * loop() -> Returns the group's loop value.
+ * loop(id) -> Returns the sound id's loop value.
+ * loop(loop) -> Sets the loop value for all sounds in this Howl group.
+ * loop(loop, id) -> Sets the loop value of passed sound id.
+ * @return {Howl/Boolean} Returns self or current loop value.
+ */
+ loop: function() {
+ var self = this;
+ var args = arguments;
+ var loop, id, sound;
+
+ // Determine the values for loop and id.
+ if (args.length === 0) {
+ // Return the grou's loop value.
+ return self._loop;
+ } else if (args.length === 1) {
+ if (typeof args[0] === 'boolean') {
+ loop = args[0];
+ self._loop = loop;
+ } else {
+ // Return this sound's loop value.
+ sound = self._soundById(parseInt(args[0], 10));
+ return sound ? sound._loop : false;
+ }
+ } else if (args.length === 2) {
+ loop = args[0];
+ id = parseInt(args[1], 10);
+ }
+
+ // If no id is passed, get all ID's to be looped.
+ var ids = self._getSoundIds(id);
+ for (var i=0; i<ids.length; i++) {
+ sound = self._soundById(ids[i]);
+
+ if (sound) {
+ sound._loop = loop;
+ if (self._webAudio && sound._node && sound._node.bufferSource) {
+ sound._node.bufferSource.loop = loop;
+ }
+ }
+ }
+
+ return self;
+ },
+
+ /**
+ * Get/set the playback rate of a sound. This method can optionally take 0, 1 or 2 arguments.
+ * rate() -> Returns the first sound node's current playback rate.
+ * rate(id) -> Returns the sound id's current playback rate.
+ * rate(rate) -> Sets the playback rate of all sounds in this Howl group.
+ * rate(rate, id) -> Sets the playback rate of passed sound id.
+ * @return {Howl/Number} Returns self or the current playback rate.
+ */
+ rate: function() {
+ var self = this;
+ var args = arguments;
+ var rate, id;
+
+ // Determine the values based on arguments.
+ if (args.length === 0) {
+ // We will simply return the current rate of the first node.
+ id = self._sounds[0]._id;
+ } else if (args.length === 1) {
+ // First check if this is an ID, and if not, assume it is a new rate value.
+ var ids = self._getSoundIds();
+ var index = ids.indexOf(args[0]);
+ if (index >= 0) {
+ id = parseInt(args[0], 10);
+ } else {
+ rate = parseFloat(args[0]);
+ }
+ } else if (args.length === 2) {
+ rate = parseFloat(args[0]);
+ id = parseInt(args[1], 10);
+ }
+
+ // Update the playback rate or return the current value.
+ var sound;
+ if (typeof rate === 'number') {
+ // Wait for the sound to load before changing the playback rate.
+ if (!self._loaded) {
+ self.once('load', 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) {
+ sound._rate = rate;
+
+ // Change the playback rate.
+ if (self._webAudio && sound._node && sound._node.bufferSource) {
+ sound._node.bufferSource.playbackRate.value = rate;
+ } else if (sound._node) {
+ sound._node.playbackRate = rate;
+ }
+
+ // Reset the timers.
+ var seek = self.seek(id[i]);
+ var duration = ((self._sprite[sound._sprite][0] + self._sprite[sound._sprite][1]) / 1000) - seek;
+ var timeout = (duration * 1000) / Math.abs(sound._rate);
+
+ self._clearTimer(id[i]);
+ self._endTimers[id[i]] = setTimeout(self._ended.bind(self, sound), timeout);
+ }
+ }
+ } else {
+ sound = self._soundById(id);
+ return sound ? sound._rate : self._rate;
+ }
+
+ return self;
+ },
+
+ /**
+ * Get/set the seek position of a sound. This method can optionally take 0, 1 or 2 arguments.
+ * seek() -> Returns the first sound node's current seek position.
+ * seek(id) -> Returns the sound id's current seek position.
+ * seek(seek) -> Sets the seek position of the first sound node.
+ * seek(seek, id) -> Sets the seek position of passed sound id.
+ * @return {Howl/Number} Returns self or the current seek position.
+ */
+ seek: function() {
+ var self = this;
+ var args = arguments;
+ var seek, id;
+
+ // Determine the values based on arguments.
+ if (args.length === 0) {
+ // We will simply return the current position of the first node.
+ id = self._sounds[0]._id;
+ } else if (args.length === 1) {
+ // First check if this is an ID, and if not, assume it is a new seek position.
+ var ids = self._getSoundIds();
+ var index = ids.indexOf(args[0]);
+ if (index >= 0) {
+ id = parseInt(args[0], 10);
+ } else {
+ id = self._sounds[0]._id;
+ seek = parseFloat(args[0]);
+ }
+ } else if (args.length === 2) {
+ seek = parseFloat(args[0]);
+ id = parseInt(args[1], 10);
+ }
+
+ // If there is no ID, bail out.
+ if (typeof id === 'undefined') {
+ return self;
+ }
+
+ // Wait for the sound to load before seeking it.
+ if (!self._loaded) {
+ self.once('load', function() {
+ self.seek.apply(self, args);
+ });
+
+ return self;
+ }
+
+ // Get the sound.
+ var sound = self._soundById(id);
+
+ if (sound) {
+ if (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;
+ self._clearTimer(id);
+
+ // Restart the playback if the sound was playing.
+ if (playing) {
+ self.play(id, true);
+ }
+ } else {
+ if (self._webAudio) {
+ return (sound._seek + (self.playing(id) ? ctx.currentTime - sound._playStart : 0));
+ } else {
+ return sound._node.currentTime;
+ }
+ }
+ }
+
+ return self;
+ },
+
+ /**
+ * Check if a specific sound is currently playing or not.
+ * @param {Number} id The sound id to check. If none is passed, first sound is used.
+ * @return {Boolean} True if playing and false if not.
+ */
+ playing: function(id) {
+ var self = this;
+ var sound = self._soundById(id) || self._sounds[0];
+
+ return sound ? !sound._paused : false;
+ },
+
+ /**
+ * Get the duration of this sound.
+ * @return {Number} Audio duration.
+ */
+ duration: function() {
+ return this._duration;
+ },
+
+ /**
+ * Unload and destroy the current Howl object.
+ * This will immediately stop all sound instances attached to this group.
+ */
+ unload: function() {
+ var self = this;
+
+ // Stop playing any active sounds.
+ var sounds = self._sounds;
+ for (var i=0; i<sounds.length; i++) {
+ // Stop the sound if it is currently playing.
+ if (!sounds[i]._paused) {
+ self.stop(sounds[i]._id);
+ self._emit('end', sounds[i]._id);
+ }
+
+ // Remove the source or disconnect.
+ if (!self._webAudio) {
+ // Set the source to an empty string to stop any downloading.
+ sounds[i]._node.src = '';
+
+ // Remove any event listeners.
+ sounds[i]._node.removeEventListener('error', sounds[i]._errorFn, false);
+ sounds[i]._node.removeEventListener('canplaythrough', sounds[i]._loadFn, false);
+ }
+
+ // Empty out all of the nodes.
+ delete sounds[i]._node;
+
+ // Make sure all timers are cleared out.
+ self._clearTimer(sounds[i]._id);
+
+ // Remove the references in the global Howler object.
+ var index = Howler._howls.indexOf(self);
+ if (index >= 0) {
+ Howler._howls.splice(index, 1);
+ }
+ }
+
+ // Delete this sound from the cache.
+ if (cache) {
+ delete cache[self._src];
+ }
+
+ // Clear out `self`.
+ 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.
+ * @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];
+
+ if (fn) {
+ // Loop through event store and remove the passed function.
+ for (var i=0; i<events.length; i++) {
+ if (fn === events[i].fn && id === events[i].id) {
+ events.splice(i, 1);
+ break;
+ }
+ }
+ } else {
+ // Clear out all events of this type.
+ self['on' + event] = [];
+ }
+
+ 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=0; i<events.length; i++) {
+ if (!events[i].id || events[i].id === id) {
+ setTimeout(function(fn) {
+ fn.call(this, id, msg);
+ }.bind(self, events[i].fn), 0);
+
+ // If this event was setup with `once`, remove it.
+ if (events[i].once) {
+ self.off(event, events[i].fn, events[i].id);
+ }
+ }
+ }
+
+ return self;
+ },
+
+ /**
+ * Fired when playback ends at the end of the duration.
+ * @param {Sound} sound The sound object to work with.
+ * @return {Howl}
+ */
+ _ended: function(sound) {
+ var self = this;
+ var sprite = sound._sprite;
+
+ // Should this sound loop?
+ var loop = !!(sound._loop || self._sprite[sprite][2]);
+
+ // Fire the ended event.
+ self._emit('end', sound._id);
+
+ // Restart the playback for HTML5 Audio loop.
+ if (!self._webAudio && loop) {
+ self.stop(sound._id).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._playStart = 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;
+ self._clearTimer(sound._id);
+
+ // Clean up the buffer source.
+ sound._node.bufferSource = null;
+ }
+
+ // When using a sprite, end the track.
+ if (!self._webAudio && !loop) {
+ self.stop(sound._id);
+ }
+
+ return self;
+ },
+
+ /**
+ * Clear the end timer for a sound playback.
+ * @param {Number} id The sound ID.
+ * @return {Howl}
+ */
+ _clearTimer: function(id) {
+ var self = this;
+
+ if (self._endTimers[id]) {
+ clearTimeout(self._endTimers[id]);
+ delete self._endTimers[id];
+ }
+
+ return self;
+ },
+
+ /**
+ * Return the sound identified by this ID, or return null.
+ * @param {Number} id Sound ID
+ * @return {Object} Sound object or null.
+ */
+ _soundById: function(id) {
+ var self = this;
+
+ // Loop through all sounds and find the one with this ID.
+ for (var i=0; i<self._sounds.length; i++) {
+ if (id === self._sounds[i]._id) {
+ return self._sounds[i];
+ }
+ }
+
+ return null;
+ },
+
+ /**
+ * Return an inactive sound from the pool or create a new one.
+ * @return {Sound} Sound playback object.
+ */
+ _inactiveSound: function() {
+ var self = this;
+
+ self._drain();
+
+ // Find the first inactive node to recycle.
+ for (var i=0; i<self._sounds.length; i++) {
+ if (self._sounds[i]._ended) {
+ return self._sounds[i].reset();
+ }
+ }
+
+ // If no inactive node was found, create a new one.
+ return new Sound(self);
+ },
+
+ /**
+ * Drain excess inactive sounds from the pool.
+ */
+ _drain: function() {
+ var self = this;
+ var limit = self._pool;
+ var cnt = 0;
+ var i = 0;
+
+ // If there are less sounds than the max pool size, we are done.
+ if (self._sounds.length < limit) {
+ return;
+ }
+
+ // Count the number of inactive sounds.
+ for (i=0; i<self._sounds.length; i++) {
+ if (self._sounds[i]._ended) {
+ cnt++;
+ }
+ }
+
+ // Remove excess inactive sounds, going in reverse order.
+ for (i=self._sounds.length - 1; i>=0; i--) {
+ if (cnt <= limit) {
+ return;
+ }
+
+ if (self._sounds[i]._ended) {
+ // Disconnect the audio source when using Web Audio.
+ if (self._webAudio && self._sounds[i]._node) {
+ self._sounds[i]._node.disconnect(0);
+ }
+
+ // Remove sounds until we have the pool size.
+ self._sounds.splice(i, 1);
+ cnt--;
+ }
+ }
+ },
+
+ /**
+ * Get all ID's from the sounds pool.
+ * @param {Number} id Only return one ID if one is passed.
+ * @return {Array} Array of IDs.
+ */
+ _getSoundIds: function(id) {
+ var self = this;
+
+ if (typeof id === 'undefined') {
+ var ids = [];
+ for (var i=0; i<self._sounds.length; i++) {
+ ids.push(self._sounds[i]._id);
+ }
+
+ return ids;
+ } else {
+ return [id];
+ }
+ },
+
+ /**
+ * Load the sound back into the buffer source.
+ * @param {Sound} sound The sound object to work with.
+ * @return {Howl}
+ */
+ _refreshBuffer: function(sound) {
+ var self = this;
+
+ // Setup the buffer source for playback.
+ sound._node.bufferSource = ctx.createBufferSource();
+ sound._node.bufferSource.buffer = cache[self._src];
+
+ // Connect to the correct node.
+ if (sound._panner) {
+ sound._node.bufferSource.connect(sound._panner);
+ } else {
+ sound._node.bufferSource.connect(sound._node);
+ }
+
+ // Setup looping and playback rate.
+ sound._node.bufferSource.loop = sound._loop;
+ if (sound._loop) {
+ sound._node.bufferSource.loopStart = sound._start || 0;
+ sound._node.bufferSource.loopEnd = sound._stop;
+ }
+ sound._node.bufferSource.playbackRate.value = self._rate;
+
+ return self;
+ }
+ };
+
+ /** Single Sound Methods **/
+ /***************************************************************************/
+
+ /**
+ * Setup the sound object, which each node attached to a Howl group is contained in.
+ * @param {Object} howl The Howl parent group.
+ */
+ var Sound = function(howl) {
+ this._parent = howl;
+ this.init();
+ };
+ Sound.prototype = {
+ /**
+ * Initialize a new Sound object.
+ * @return {Sound}
+ */
+ init: function() {
+ var self = this;
+ var parent = self._parent;
+
+ // Setup the default parameters.
+ self._muted = parent._muted;
+ self._loop = parent._loop;
+ self._volume = parent._volume;
+ self._muted = parent._muted;
+ self._rate = parent._rate;
+ self._seek = 0;
+ self._paused = true;
+ self._ended = true;
+
+ // Generate a unique ID for this sound.
+ self._id = Math.round(Date.now() * Math.random());
+
+ // Add itself to the parent's pool.
+ parent._sounds.push(self);
+
+ // Create the new node.
+ self.create();
+
+ return self;
+ },
+
+ /**
+ * Create and setup a new sound object, whether HTML5 Audio or Web Audio.
+ * @return {Sound}
+ */
+ create: function() {
+ var self = this;
+ var parent = self._parent;
+ var volume = (Howler._muted || self._muted || self._parent._muted) ? 0 : self._volume * Howler.volume();
+
+ if (parent._webAudio) {
+ // Create the gain node for controlling volume (the source will connect to this).
+ self._node = (typeof ctx.createGain === 'undefined') ? ctx.createGainNode() : ctx.createGain();
+ self._node.gain.setValueAtTime(volume, ctx.currentTime);
+ self._node.paused = true;
+ self._node.connect(masterGain);
+ } else {
+ self._node = new Audio();
+
+ // Listen for errors (http://dev.w3.org/html5/spec-author-view/spec.html#mediaerror).
+ self._errorFn = self._errorListener.bind(self);
+ self._node.addEventListener('error', self._errorFn, false);
+
+ // Listen for 'canplaythrough' event to let us know the sound is ready.
+ self._loadFn = self._loadListener.bind(self);
+ self._node.addEventListener('canplaythrough', self._loadFn, false);
+
+ // Setup the new audio node.
+ self._node.src = parent._src;
+ self._node.preload = 'auto';
+ self._node.volume = volume;
+
+ // Begin loading the source.
+ self._node.load();
+ }
+
+ return self;
+ },
+
+ /**
+ * Reset the parameters of this sound to the original state (for recycle).
+ * @return {Sound}
+ */
+ reset: function() {
+ var self = this;
+ var parent = self._parent;
+
+ // Reset all of the parameters of this sound.
+ self._muted = parent._muted;
+ self._loop = parent._loop;
+ self._volume = parent._volume;
+ self._muted = parent._muted;
+ self._rate = parent._rate;
+ self._seek = 0;
+ self._paused = true;
+ self._ended = true;
+ self._sprite = null;
+
+ // Generate a new ID so that it isn't confused with the previous sound.
+ self._id = Math.round(Date.now() * Math.random());
+
+ return self;
+ },
+
+ /**
+ * HTML5 Audio error listener callback.
+ */
+ _errorListener: function() {
+ var self = this;
+
+ if (self._node.error && self._node.error.code === 4) {
+ Howler.noAudio = true;
+ }
+
+ // Fire an error event and pass back the code.
+ self._parent._emit('loaderror', self._id, self._node.error ? self._node.error.code : 0);
+
+ // Clear the event listener.
+ self._node.removeEventListener('error', self._errorListener, false);
+ },
+
+ /**
+ * HTML5 Audio canplaythrough listener callback.
+ */
+ _loadListener: function() {
+ var self = this;
+ var parent = self._parent;
+
+ // Round up the duration to account for the lower precision in HTML5 Audio.
+ parent._duration = Math.ceil(self._node.duration * 10) / 10;
+
+ // Setup a sprite if none is defined.
+ if (Object.keys(parent._sprite).length === 0) {
+ parent._sprite = {__default: [0, parent._duration * 1000]};
+ }
+
+ if (!parent._loaded) {
+ parent._loaded = true;
+ parent._emit('load');
+ }
+
+ if (parent._autoplay) {
+ parent.play();
+ }
+
+ // Clear the event listener.
+ self._node.removeEventListener('canplaythrough', self._loadFn, false);
+ }
+ };
+
+ /** Helper Methods **/
+ /***************************************************************************/
+
+ // Only define these methods when using Web Audio.
+ if (usingWebAudio) {
+
+ 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)) {
+ // Setup polyfill for window.atob to support IE9.
+ // Modified from: https://github.com/davidchambers/Base64.js
+ window.atob = window.atob || function(input) {
+ var chars = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=';
+ var str = String(input).replace(/=+$/, '');
+ for (
+ var bc = 0, bs, buffer, idx = 0, output = '';
+ buffer = str.charAt(idx++);
+ ~buffer && (bs = bc % 4 ? bs * 64 + buffer : buffer, bc++ % 4) ? output += String.fromCharCode(255 & bs >> (-2 * bc & 6)) : 0
+ ) {
+ buffer = chars.indexOf(buffer);
+ }
+
+ return output;
+ };
+
+ // Decode the base64 data URI without XHR, since some browsers don't support it.
+ var data = atob(url.split(',')[1]);
+ var dataView = new Uint8Array(data.length);
+ for (var i=0; i<data.length; ++i) {
+ dataView[i] = data.charCodeAt(i);
+ }
+
+ decodeAudioData(dataView.buffer, self);
+ } else {
+ // Load the buffer from the URL.
+ var xhr = new XMLHttpRequest();
+ xhr.open('GET', url, true);
+ xhr.responseType = 'arraybuffer';
+ xhr.onload = function() {
+ decodeAudioData(xhr.response, self);
+ };
+ xhr.onerror = function() {
+ // If there is an error, switch to HTML5 Audio.
+ if (self._webAudio) {
+ self._html5 = true;
+ self._webAudio = false;
+ self._sounds = [];
+ delete cache[url];
+ self.load();
+ }
+ };
+ safeXhrSend(xhr);
+ }
+ };
+
+ /**
+ * Send the XHR request wrapped in a try/catch.
+ * @param {Object} xhr XHR to send.
+ */
+ var safeXhrSend = function(xhr) {
+ try {
+ xhr.send();
+ } catch (e) {
+ xhr.onerror();
+ }
+ };
+
+ /**
+ * Decode audio data from an array buffer.
+ * @param {ArrayBuffer} arraybuffer The audio data.
+ * @param {Howl} self
+ */
+ var decodeAudioData = function(arraybuffer, self) {
+ // Decode the buffer into an audio source.
+ ctx.decodeAudioData(arraybuffer, function(buffer) {
+ if (buffer) {
+ cache[self._src] = buffer;
+ loadSound(self, buffer);
+ }
+ }, function() {
+ self._emit('loaderror', null, 'Decoding audio data failed.');
+ });
+ };
+
+ /**
+ * Sound is now loaded, so finish setting everything up and fire the loaded event.
+ * @param {Howl} self
+ * @param {Object} buffer The decoded buffer sound source.
+ */
+ var loadSound = function(self, buffer) {
+ // Set the duration.
+ if (buffer && !self._duration) {
+ self._duration = buffer.duration;
+ }
+
+ // Setup a sprite if none is defined.
+ if (Object.keys(self._sprite).length === 0) {
+ self._sprite = {__default: [0, self._duration * 1000]};
+ }
+
+ // Fire the loaded event.
+ if (!self._loaded) {
+ self._loaded = true;
+ self._emit('load');
+ }
+
+ // Begin playback if specified.
+ if (self._autoplay) {
+ self.play();
+ }
+ };
+
+ }
+
+ /**
+ * Setup the audio context when available, or switch to HTML5 Audio mode.
+ */
+ function setupAudioContext() {
+ try {
+ if (typeof AudioContext !== 'undefined') {
+ ctx = new AudioContext();
+ } else if (typeof webkitAudioContext !== 'undefined') {
+ ctx = new webkitAudioContext();
+ } else {
+ usingWebAudio = false;
+ }
+ } catch(e) {
+ usingWebAudio = false;
+ }
+
+ if (!usingWebAudio) {
+ if (typeof Audio !== 'undefined') {
+ try {
+ new Audio();
+ } catch(e) {
+ noAudio = true;
+ }
+ } else {
+ noAudio = true;
+ }
+ }
+
+ // Test to make sure audio isn't disabled in Internet Explorer
+ try {
+ var test = new Audio();
+ if (test.muted) {
+ noAudio = true;
+ }
+ } catch (e) {}
+ }
+
+ // Add support for AMD (Asynchronous Module Definition) libraries such as require.js.
+ if (typeof define === 'function' && define.amd) {
+ define('howler', 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;
+ }
+})();
diff --git a/howler.js-2.0.0-beta4/src/plugins/howler.effects.js b/howler.js-2.0.0-beta4/src/plugins/howler.effects.js
new file mode 100644
index 0000000..116a184
--- /dev/null
+++ b/howler.js-2.0.0-beta4/src/plugins/howler.effects.js
@@ -0,0 +1,603 @@
+/*!
+ * Effects Plugin - Adds advanced Web Audio API functionality.
+ *
+ * howler.js v2.0.0-beta4
+ * howlerjs.com
+ *
+ * (c) 2013-2015, James Simpson of GoldFire Studios
+ * goldfirestudios.com
+ *
+ * MIT License
+ */
+
+(function() {
+
+ 'use strict';
+
+ /** Global Methods **/
+ /***************************************************************************/
+
+ /**
+ * Add new properties to the core global init.
+ * @param {Function} _super Core global init method.
+ * @return {Howl}
+ */
+ HowlerGlobal.prototype.init = (function(_super) {
+ return function() {
+ var self = this;
+
+ // Setup default effects properties.
+ self._pos = [0, 0, 0];
+ self._orientation = [0, 0, -1, 0, 1, 0];
+ self._velocity = [0, 0, 0];
+ self._listenerAttr = {
+ dopplerFactor: 1,
+ speedOfSound: 343.3
+ };
+
+ // Complete initilization with howler.js core's global init function.
+ return _super.call(this, o);
+ };
+ })(HowlerGlobal.prototype.init);
+
+ /**
+ * Get/set the position of the listener in 3D cartesian space. Sounds using
+ * 3D position will be relative to the listener's position.
+ * @param {Number} x The x-position of the listener.
+ * @param {Number} y The y-position of the listener.
+ * @param {Number} z The z-position of the listener.
+ * @return {Howler/Array} Self or current listener position.
+ */
+ HowlerGlobal.prototype.pos = function(x, y, z) {
+ var self = this;
+
+ // Stop right here if not using Web Audio.
+ if (!self.ctx || !self.ctx.listener) {
+ return self;
+ }
+
+ // Set the defaults for optional 'y' & 'z'.
+ y = (typeof y !== 'number') ? self._pos[1] : y;
+ z = (typeof z !== 'number') ? self._pos[2] : z;
+
+ if (typeof x === 'number') {
+ self._pos = [x, y, z];
+ self.ctx.listener.setPosition(self._pos[0], self._pos[1], self._pos[2]);
+ } else {
+ return self._pos;
+ }
+
+ return self;
+ };
+
+ /**
+ * Get/set the direction the listener is pointing in the 3D cartesian space.
+ * A front and up vector must be provided. The front is the direction the
+ * face of the listener is pointing, and up is the direction the top of the
+ * listener is pointing. Thus, these values are expected to be at right angles
+ * from each other.
+ * @param {Number} x The x-orientation of the listener.
+ * @param {Number} y The y-orientation of the listener.
+ * @param {Number} z The z-orientation of the listener.
+ * @param {Number} xUp The x-orientation of the top of the listener.
+ * @param {Number} yUp The y-orientation of the top of the listener.
+ * @param {Number} zUp The z-orientation of the top of the listener.
+ * @return {Howler/Array} Returns self or the current orientation vectors.
+ */
+ HowlerGlobal.prototype.orientation = function(x, y, z, xUp, yUp, zUp) {
+ var self = this;
+
+ // Stop right here if not using Web Audio.
+ if (!self.ctx || !self.ctx.listener) {
+ return self;
+ }
+
+ // Set the defaults for optional 'y' & 'z'.
+ var or = self._orientation;
+ y = (typeof y !== 'number') ? or[1] : y;
+ z = (typeof z !== 'number') ? or[2] : z;
+ xUp = (typeof xUp !== 'number') ? or[3] : xUp;
+ yUp = (typeof yUp !== 'number') ? or[4] : yUp;
+ zUp = (typeof zUp !== 'number') ? or[5] : zUp;
+
+ if (typeof x === 'number') {
+ self._orientation = [x, y, z, xUp, yUp, zUp];
+ self.ctx.listener.setOrientation(or[0], or[1], or[2], or[3], or[4], or[5]);
+ } else {
+ return or;
+ }
+
+ return self;
+ };
+
+ /**
+ * Get/set the velocity vector of the listener. This controls both direction and speed
+ * in 3D space, and is combined relative to a sound's velocity to determine how much
+ * doppler shift (pitch change) to apply.
+ * @param {Number} x The x-velocity of the listener.
+ * @param {Number} y The y-velocity of the listener.
+ * @param {Number} z The z-velocity of the listener.
+ * @return {Howler/Array} Self or current listener velocity.
+ */
+ HowlerGlobal.prototype.velocity = function(x, y, z) {
+ var self = this;
+
+ // Stop right here if not using Web Audio.
+ if (!self.ctx || !self.ctx.listener) {
+ return self;
+ }
+
+ // Set the defaults for optional 'y' & 'z'.
+ y = (typeof y !== 'number') ? self._velocity[1] : y;
+ z = (typeof z !== 'number') ? self._velocity[2] : z;
+
+ if (typeof x === 'number') {
+ self._velocity = [x, y, z];
+ self.ctx.listener.setVelocity(self._velocity[0], self._velocity[1], self._velocity[2]);
+ } else {
+ return self._velocity;
+ }
+
+ return self;
+ };
+
+ /**
+ * Get/set the audio listener attributes.
+ * Attributes:
+ * dopplerFactor - (`1` by default) Determines the amount of pitch shift from doppler effect.
+ * speedOfSound - (`343.3` by default) Speed of sound used to calculate doppler shift.
+ * @param {Object} o The attributes to set.
+ * @return {Howl/Object} Returns self or current listener attributes.
+ */
+ HowlerGlobal.prototype.listenerAttr = function(o) {
+ var self = this;
+
+ // Stop right here if not using Web Audio.
+ if (!self.ctx || !self.ctx.listener) {
+ return self;
+ }
+
+ var la = self._listenerAttr;
+ if (o) {
+ // Update the listener attribute values.
+ self._listenerAttr = {
+ dopplerFactor: typeof o.dopplerFactor !== 'undefined' ? o.dopplerFactor : la.dopplerFactor,
+ speedOfSound: typeof o.speedOfSound !== 'undefined' ? o.speedOfSound : la.speedOfSound
+ };
+
+ // Apply the new values.
+ self.ctx.listener.dopplerFactor = la.dopplerFactor;
+ self.ctx.listener.speedOfSound = la.speedOfSound;
+ } else {
+ return la;
+ }
+
+ return self;
+ };
+
+ /** Group Methods **/
+ /***************************************************************************/
+
+ /**
+ * Add new properties to the core init.
+ * @param {Function} _super Core init method.
+ * @return {Howl}
+ */
+ Howl.prototype.init = (function(_super) {
+ return function(o) {
+ var self = this;
+
+ // Setup user-defined default properties.
+ self._orientation = o.orientation || [1, 0, 0];
+ self._pos = o.pos || null;
+ self._velocity = o.velocity || [0, 0, 0];
+ self._pannerAttr = {
+ coneInnerAngle: typeof o.coneInnerAngle !== 'undefined' ? o.coneInnerAngle : 360,
+ coneOUterAngle: typeof o.coneOUterAngle !== 'undefined' ? o.coneOUterAngle : 360,
+ coneOuterGain: typeof o.coneOuterGain !== 'undefined' ? o.coneOuterGain : 0,
+ distanceModel: typeof o.distanceModel !== 'undefined' ? o.distanceModel : 'inverse',
+ maxDistance: typeof o.maxDistance !== 'undefined' ? o.maxDistance : 10000,
+ panningModel: typeof o.panningModel !== 'undefined' ? o.panningModel : 'HRTF',
+ refDistance: typeof o.refDistance !== 'undefined' ? o.refDistance : 1,
+ rolloffFactor: typeof o.rolloffFactor !== 'undefined' ? o.rolloffFactor : 1
+ };
+
+ // Complete initilization with howler.js core's init function.
+ return _super.call(this, o);
+ };
+ })(Howl.prototype.init);
+
+ /**
+ * Get/set the 3D spatial position of the audio source for this sound or
+ * all in the group. The most common usage is to set the 'x' position for
+ * left/right panning. Setting any value higher than 1.0 will begin to
+ * decrease the volume of the sound as it moves further away.
+ * @param {Number} x The x-position of the audio from -1000.0 to 1000.0.
+ * @param {Number} y The y-position of the audio from -1000.0 to 1000.0.
+ * @param {Number} z The z-position of the audio from -1000.0 to 1000.0.
+ * @param {Number} id (optional) The sound ID. If none is passed, all in group will be updated.
+ * @return {Howl/Array} Returns self or the current 3D spatial position: [x, y, z].
+ */
+ Howl.prototype.pos = function(x, y, z, id) {
+ var self = this;
+
+ // Stop right here if not using Web Audio.
+ if (!self._webAudio) {
+ return self;
+ }
+
+ // Wait for the sound to play before changing position.
+ if (!self._loaded) {
+ self.once('play', function() {
+ self.pos(x, y, z, id);
+ });
+
+ return self;
+ }
+
+ // Set the defaults for optional 'y' & 'z'.
+ y = (typeof y !== 'number') ? 0 : y;
+ z = (typeof z !== 'number') ? -0.5 : z;
+
+ // Setup the group's spatial position if no ID is passed.
+ if (typeof id === 'undefined') {
+ // Return the group's spatial position if no parameters are passed.
+ if (typeof x === 'number') {
+ self._pos = [x, y, z];
+ } else {
+ return self._pos;
+ }
+ }
+
+ // Change the spatial position of one or all sounds in group.
+ var ids = self._getSoundIds(id);
+ for (var i=0; i<ids.length; i++) {
+ // Get the sound.
+ var sound = self._soundById(ids[i]);
+
+ if (sound) {
+ if (typeof x === 'number') {
+ sound._pos = [x, y, z];
+
+ if (sound._node) {
+ // Check if there is a panner setup and create a new one if not.
+ if (!sound._panner) {
+ setupPanner(sound);
+ }
+
+ sound._panner.setPosition(x, y, z);
+ }
+ } else {
+ return sound._pos;
+ }
+ }
+ }
+
+ return self;
+ };
+
+ /**
+ * Get/set the direction the audio source is pointing in the 3D cartesian coordinate
+ * space. Depending on how direction the sound is, based on the `cone` attributes,
+ * a sound pointing away from the listener can be quiet or silent.
+ * @param {Number} x The x-orientation of the source.
+ * @param {Number} y The y-orientation of the source.
+ * @param {Number} z The z-orientation of the source.
+ * @param {Number} id (optional) The sound ID. If none is passed, all in group will be updated.
+ * @return {Howl/Array} Returns self or the current 3D spatial orientation: [x, y, z].
+ */
+ Howl.prototype.orientation = function(x, y, z, id) {
+ var self = this;
+
+ // Stop right here if not using Web Audio.
+ if (!self._webAudio) {
+ return self;
+ }
+
+ // Wait for the sound to play before changing orientation.
+ if (!self._loaded) {
+ self.once('play', function() {
+ self.orientation(x, y, z, id);
+ });
+
+ return self;
+ }
+
+ // Set the defaults for optional 'y' & 'z'.
+ y = (typeof y !== 'number') ? self._orientation[1] : y;
+ z = (typeof z !== 'number') ? self._orientation[1] : z;
+
+ // Setup the group's spatial orientation if no ID is passed.
+ if (typeof id === 'undefined') {
+ // Return the group's spatial orientation if no parameters are passed.
+ if (typeof x === 'number') {
+ self._orientation = [x, y, z];
+ } else {
+ return self._orientation;
+ }
+ }
+
+ // Change the spatial orientation of one or all sounds in group.
+ var ids = self._getSoundIds(id);
+ for (var i=0; i<ids.length; i++) {
+ // Get the sound.
+ var sound = self._soundById(ids[i]);
+
+ if (sound) {
+ if (typeof x === 'number') {
+ sound._orientation = [x, y, z];
+
+ if (sound._node) {
+ // Check if there is a panner setup and create a new one if not.
+ if (!sound._panner) {
+ setupPanner(sound);
+ }
+
+ sound._panner.setOrientation(x, y, z);
+ }
+ } else {
+ return sound._orientation;
+ }
+ }
+ }
+
+ return self;
+ };
+
+ /**
+ * Get/set the velocity vector of the audio source or group. This controls both
+ * direction and speed in 3D space and is relative to the listener's velocity.
+ * The units are meters/second and are independent of position and orientation.
+ * @param {Number} x The x-velocity of the source.
+ * @param {Number} y The y-velocity of the source.
+ * @param {Number} z The z-velocity of the source.
+ * @param {Number} id (optional) The sound ID. If none is passed, all in group will be updated.
+ * @return {Howl/Array} Returns self or the current 3D spatial velocity: [x, y, z].
+ */
+ Howl.prototype.velocity = function(x, y, z, id) {
+ var self = this;
+
+ // Stop right here if not using Web Audio.
+ if (!self._webAudio) {
+ return self;
+ }
+
+ // Wait for the sound to play before changing velocity.
+ if (!self._loaded) {
+ self.once('play', function() {
+ self.velocity(x, y, z, id);
+ });
+
+ return self;
+ }
+
+ // Set the defaults for optional 'y' & 'z'.
+ y = (typeof y !== 'number') ? self._velocity[1] : y;
+ z = (typeof z !== 'number') ? self._velocity[1] : z;
+
+ // Setup the group's spatial velocity if no ID is passed.
+ if (typeof id === 'undefined') {
+ // Return the group's spatial velocity if no parameters are passed.
+ if (typeof x === 'number') {
+ self._velocity = [x, y, z];
+ } else {
+ return self._velocity;
+ }
+ }
+
+ // Change the spatial velocity of one or all sounds in group.
+ var ids = self._getSoundIds(id);
+ for (var i=0; i<ids.length; i++) {
+ // Get the sound.
+ var sound = self._soundById(ids[i]);
+
+ if (sound) {
+ if (typeof x === 'number') {
+ sound._velocity = [x, y, z];
+
+ if (sound._node) {
+ // Check if there is a panner setup and create a new one if not.
+ if (!sound._panner) {
+ setupPanner(sound);
+ }
+
+ sound._panner.setVelocity(x, y, z);
+ }
+ } else {
+ return sound._velocity;
+ }
+ }
+ }
+
+ return self;
+ };
+
+ /**
+ * Get/set the panner node's attributes for a sound or group of sounds.
+ * This method can optionall take 0, 1 or 2 arguments.
+ * pannerAttr() -> Returns the group's values.
+ * pannerAttr(id) -> Returns the sound id's values.
+ * pannerAttr(o) -> Set's the values of all sounds in this Howl group.
+ * pannerAttr(o, id) -> Set's the values of passed sound id.
+ *
+ * Attributes:
+ * coneInnerAngle - (360 by default) There will be no volume reduction inside this angle.
+ * coneOUterAngle - (360 by default) The volume will be reduced to a constant value of
+ * `coneOuterGain` outside this angle.
+ * coneOuterGain - (0 by default) The amount of volume reduction outside of `coneOuterAngle`.
+ * distanceModel - ('inverse' by default) Determines algorithm to use to reduce volume as audio moves
+ * away from listener. Can be `linear`, `inverse` or `exponential.
+ * maxDistance - (10000 by default) Volume won't reduce between source/listener beyond this distance.
+ * panningModel - ('HRTF' by default) Determines which spatialization algorithm is used to position audio.
+ * Can be `HRTF` or `equalpower`.
+ * refDistance - (1 by default) A reference distance for reducing volume as the source
+ * moves away from the listener.
+ * rolloffFactor - (1 by default) How quickly the volume reduces as source moves from listener.
+ *
+ * @return {Howl/Object} Returns self or current panner attributes.
+ */
+ Howl.prototype.pannerAttr = function() {
+ var self = this;
+ var args = arguments;
+ var o, id, sound;
+
+ // Stop right here if not using Web Audio.
+ if (!self._webAudio) {
+ return self;
+ }
+
+ // Determine the values based on arguments.
+ if (args.length === 0) {
+ // Return the group's panner attribute values.
+ return self._pannerAttr;
+ } else if (args.length === 1) {
+ if (typeof args[0] === 'object') {
+ o = args[0];
+
+ // Set the grou's panner attribute values.
+ if (typeof id === 'undefined') {
+ self._pannerAttr = {
+ coneInnerAngle: typeof o.coneInnerAngle !== 'undefined' ? o.coneInnerAngle : self._coneInnerAngle,
+ coneOUterAngle: typeof o.coneOUterAngle !== 'undefined' ? o.coneOUterAngle : self._coneOUterAngle,
+ coneOuterGain: typeof o.coneOuterGain !== 'undefined' ? o.coneOuterGain : self._coneOuterGain,
+ distanceModel: typeof o.distanceModel !== 'undefined' ? o.distanceModel : self._distanceModel,
+ maxDistance: typeof o.maxDistance !== 'undefined' ? o.maxDistance : self._maxDistance,
+ panningModel: typeof o.panningModel !== 'undefined' ? o.panningModel : self._panningModel,
+ refDistance: typeof o.refDistance !== 'undefined' ? o.refDistance : self._refDistance,
+ rolloffFactor: typeof o.rolloffFactor !== 'undefined' ? o.rolloffFactor : self._rolloffFactor
+ };
+ }
+ } else {
+ // Return this sound's panner attribute values.
+ sound = self._soundById(parseInt(args[0], 10));
+ return sound ? sound._pannerAttr : self._pannerAttr;
+ }
+ } else if (args.length === 2) {
+ o = args[0];
+ id = parseInt(args[1], 10);
+ }
+
+ // Update the values of the specified sounds.
+ var ids = self._getSoundIds(id);
+ for (var i=0; i<ids.length; i++) {
+ sound = self._soundById(ids[i]);
+
+ if (sound) {
+ // Merge the new values into the sound.
+ var pa = sound._pannerAttr;
+ pa = {
+ coneInnerAngle: typeof o.coneInnerAngle !== 'undefined' ? o.coneInnerAngle : pa.coneInnerAngle,
+ coneOUterAngle: typeof o.coneOUterAngle !== 'undefined' ? o.coneOUterAngle : pa.coneOUterAngle,
+ coneOuterGain: typeof o.coneOuterGain !== 'undefined' ? o.coneOuterGain : pa.coneOuterGain,
+ distanceModel: typeof o.distanceModel !== 'undefined' ? o.distanceModel : pa.distanceModel,
+ maxDistance: typeof o.maxDistance !== 'undefined' ? o.maxDistance : pa.maxDistance,
+ panningModel: typeof o.panningModel !== 'undefined' ? o.panningModel : pa.panningModel,
+ refDistance: typeof o.refDistance !== 'undefined' ? o.refDistance : pa.refDistance,
+ rolloffFactor: typeof o.rolloffFactor !== 'undefined' ? o.rolloffFactor : pa.rolloffFactor
+ };
+
+ // Update the panner values or create a new panner if none exists.
+ var panner = sound._panner;
+ if (panner) {
+ panner.coneInnerAngle = pa.coneInnerAngle;
+ panner.coneOUterAngle = pa.coneOUterAngle;
+ panner.coneOuterGain = pa.coneOuterGain;
+ panner.distanceModel = pa.distanceModel;
+ panner.maxDistance = pa.maxDistance;
+ panner.panningModel = pa.panningModel;
+ panner.refDistance = pa.refDistance;
+ panner.rolloffFactor = pa.rolloffFactor;
+ } else {
+ // Make sure we have a position to setup the node with.
+ if (!sound._pos) {
+ sound._pos = self._pos || [0, 0, -0.5];
+ }
+
+ // Create a new panner node.
+ setupPanner(sound);
+ }
+ }
+ }
+
+ return self;
+ };
+
+ /** Single Sound Methods **/
+ /***************************************************************************/
+
+ /**
+ * Add new properties to the core Sound init.
+ * @param {Function} _super Core Sound init method.
+ * @return {Sound}
+ */
+ Sound.prototype.init = (function(_super) {
+ return function() {
+ var self = this;
+ var parent = self._parent;
+
+ // Setup user-defined default properties.
+ self._orientation = parent._orientation;
+ self._pos = parent._pos;
+ self._velocity = parent._velocity;
+ self._pannerAttr = parent._pannerAttr;
+
+ // Complete initilization with howler.js core Sound's init function.
+ _super.call(this);
+
+ // If a position was specified, set it up.
+ if (self._pos) {
+ parent.pos(self._pos[0], self._pos[1], self._pos[2], self._id);
+ }
+ };
+ })(Sound.prototype.init);
+
+ /**
+ * Override the Sound.reset method to clean up properties from the effects plugin.
+ * @param {Function} _super Sound reset method.
+ * @return {Sound}
+ */
+ Sound.prototype.reset = (function(_super) {
+ return function() {
+ var self = this;
+ var parent = self._parent;
+
+ // Reset all effects module properties on this sound.
+ self._orientation = parent._orientation;
+ self._pos = parent._pos;
+ self._velocity = parent._velocity;
+ self._pannerAttr = parent._pannerAttr;
+
+ // Complete resetting of the sound.
+ return _super.call(this);
+ };
+ })(Sound.prototype.reset);
+
+ /** Helper Methods **/
+ /***************************************************************************/
+
+ /**
+ * Create a new panner node and save it on the sound.
+ * @param {Sound} sound Specific sound to setup panning on.
+ */
+ var setupPanner = function(sound) {
+ // Create the new panner node.
+ sound._panner = Howler.ctx.createPanner();
+ sound._panner.coneInnerAngle = sound._pannerAttr.coneInnerAngle;
+ sound._panner.coneOUterAngle = sound._pannerAttr.coneOUterAngle;
+ sound._panner.coneOuterGain = sound._pannerAttr.coneOuterGain;
+ sound._panner.distanceModel = sound._pannerAttr.distanceModel;
+ sound._panner.maxDistance = sound._pannerAttr.maxDistance;
+ sound._panner.panningModel = sound._pannerAttr.panningModel;
+ sound._panner.refDistance = sound._pannerAttr.refDistance;
+ sound._panner.rolloffFactor = sound._pannerAttr.rolloffFactor;
+ sound._panner.setPosition(sound._pos[0], sound._pos[1], sound._pos[2]);
+ sound._panner.setOrientation(sound._orientation[0], sound._orientation[1], sound._orientation[2]);
+ sound._panner.setVelocity(sound._velocity[0], sound._velocity[1], sound._velocity[2]);
+ sound._panner.connect(sound._node);
+
+ // Update the connections.
+ if (!sound._paused) {
+ sound._parent.pause(sound._id).play(sound._id);
+ }
+ };
+})();