/*! * 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