From 13c5dc317abe0fb4458e703f2ab9397a7c24c859 Mon Sep 17 00:00:00 2001 From: Jan Tuomi Date: Mon, 16 Nov 2015 16:58:18 +0200 Subject: Rengöring MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- howler.js-2.0.0-beta4/src/howler.core.js | 1808 ++++++++++++++++++++ .../src/plugins/howler.effects.js | 603 +++++++ 2 files changed, 2411 insertions(+) create mode 100644 howler.js-2.0.0-beta4/src/howler.core.js create mode 100644 howler.js-2.0.0-beta4/src/plugins/howler.effects.js (limited to 'howler.js-2.0.0-beta4/src') 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=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 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 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 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 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 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= 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=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> (-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 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