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- /*!
- * howler.js v2.0.13
- * howlerjs.com
- *
- * (c) 2013-2018, James Simpson of GoldFire Studios
- * goldfirestudios.com
- *
- * MIT License
- */
- 'use strict';
- /** Global Methods **/
- /***************************************************************************/
- /**
- * Create the global controller. All contained methods and properties apply
- * to all sounds that are currently playing or will be in the future.
- */
- var HowlerGlobal = function () {
- this.init();
- };
- HowlerGlobal.prototype = {
- /**
- * Initialize the global Howler object.
- * @return {Howler}
- */
- init: function () {
- var self = this || Howler;
- // Create a global ID counter.
- self._counter = 1000;
- // Internal properties.
- self._codecs = {};
- self._howls = [];
- self._muted = false;
- self._volume = 1;
- self._canPlayEvent = 'canplaythrough';
- self._navigator = (typeof window !== 'undefined' && window.navigator) ? window.navigator : null;
- // Public properties.
- self.masterGain = null;
- self.noAudio = false;
- self.usingWebAudio = true;
- self.autoSuspend = true;
- self.ctx = null;
- // Set to false to disable the auto iOS enabler.
- self.mobileAutoEnable = true;
- // Setup the various state values for global tracking.
- self._setup();
- return self;
- },
- /**
- * Get/set the global volume for all sounds.
- * @param {Float} vol Volume from 0.0 to 1.0.
- * @return {Howler/Float} Returns self or current volume.
- */
- volume: function (vol) {
- var self = this || Howler;
- vol = parseFloat(vol);
- // If we don't have an AudioContext created yet, run the setup.
- if (!self.ctx) {
- setupAudioContext();
- }
- if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) {
- self._volume = vol;
- // Don't update any of the nodes if we are muted.
- if (self._muted) {
- return self;
- }
- // When using Web Audio, we just need to adjust the master gain.
- if (self.usingWebAudio) {
- self.masterGain.gain.setValueAtTime(vol, Howler.ctx.currentTime);
- }
- // Loop through and change volume for all HTML5 audio nodes.
- for (var i = 0; i < self._howls.length; i++) {
- if (!self._howls[i]._webAudio) {
- // Get all of the sounds in this Howl group.
- var ids = self._howls[i]._getSoundIds();
- // Loop through all sounds and change the volumes.
- for (var j = 0; j < ids.length; j++) {
- var sound = self._howls[i]._soundById(ids[j]);
- if (sound && sound._node) {
- sound._node.volume = sound._volume * vol;
- }
- }
- }
- }
- return self;
- }
- return self._volume;
- },
- /**
- * Handle muting and unmuting globally.
- * @param {Boolean} muted Is muted or not.
- */
- mute: function (muted) {
- var self = this || Howler;
- // If we don't have an AudioContext created yet, run the setup.
- if (!self.ctx) {
- setupAudioContext();
- }
- self._muted = muted;
- // With Web Audio, we just need to mute the master gain.
- if (self.usingWebAudio) {
- self.masterGain.gain.setValueAtTime(muted ? 0 : self._volume, Howler.ctx.currentTime);
- }
- // Loop through and mute all HTML5 Audio nodes.
- for (var i = 0; i < self._howls.length; i++) {
- if (!self._howls[i]._webAudio) {
- // Get all of the sounds in this Howl group.
- var ids = self._howls[i]._getSoundIds();
- // Loop through all sounds and mark the audio node as muted.
- for (var j = 0; j < ids.length; j++) {
- var sound = self._howls[i]._soundById(ids[j]);
- if (sound && sound._node) {
- sound._node.muted = (muted) ? true : sound._muted;
- }
- }
- }
- }
- return self;
- },
- /**
- * Unload and destroy all currently loaded Howl objects.
- * @return {Howler}
- */
- unload: function () {
- var self = this || Howler;
- for (var i = self._howls.length - 1; i >= 0; i--) {
- self._howls[i].unload();
- }
- // Create a new AudioContext to make sure it is fully reset.
- if (self.usingWebAudio && self.ctx && typeof self.ctx.close !== 'undefined') {
- self.ctx.close();
- self.ctx = null;
- setupAudioContext();
- }
- return self;
- },
- /**
- * Check for codec support of specific extension.
- * @param {String} ext Audio file extention.
- * @return {Boolean}
- */
- codecs: function (ext) {
- return (this || Howler)._codecs[ext.replace(/^x-/, '')];
- },
- /**
- * Setup various state values for global tracking.
- * @return {Howler}
- */
- _setup: function () {
- var self = this || Howler;
- // Keeps track of the suspend/resume state of the AudioContext.
- self.state = self.ctx ? self.ctx.state || 'running' : 'running';
- // Automatically begin the 30-second suspend process
- self._autoSuspend();
- // Check if audio is available.
- if (!self.usingWebAudio) {
- // No audio is available on this system if noAudio is set to true.
- if (typeof Audio !== 'undefined') {
- try {
- var test = new Audio();
- // Check if the canplaythrough event is available.
- if (typeof test.oncanplaythrough === 'undefined') {
- self._canPlayEvent = 'canplay';
- }
- } catch (e) {
- self.noAudio = true;
- }
- } else {
- self.noAudio = true;
- }
- }
- // Test to make sure audio isn't disabled in Internet Explorer.
- try {
- var test = new Audio();
- if (test.muted) {
- self.noAudio = true;
- }
- } catch (e) { }
- // Check for supported codecs.
- if (!self.noAudio) {
- self._setupCodecs();
- }
- return self;
- },
- /**
- * Check for browser support for various codecs and cache the results.
- * @return {Howler}
- */
- _setupCodecs: function () {
- var self = this || Howler;
- var audioTest = null;
- // Must wrap in a try/catch because IE11 in server mode throws an error.
- try {
- audioTest = (typeof Audio !== 'undefined') ? new Audio() : null;
- } catch (err) {
- return self;
- }
- if (!audioTest || typeof audioTest.canPlayType !== 'function') {
- return self;
- }
- var mpegTest = audioTest.canPlayType('audio/mpeg;').replace(/^no$/, '');
- // Opera version <33 has mixed MP3 support, so we need to check for and block it.
- var checkOpera = self._navigator && self._navigator.userAgent.match(/OPR\/([0-6].)/g);
- var isOldOpera = (checkOpera && parseInt(checkOpera[0].split('/')[1], 10) < 33);
- self._codecs = {
- mp3: !!(!isOldOpera && (mpegTest || audioTest.canPlayType('audio/mp3;').replace(/^no$/, ''))),
- mpeg: !!mpegTest,
- opus: !!audioTest.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, ''),
- ogg: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''),
- oga: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''),
- wav: !!audioTest.canPlayType('audio/wav; codecs="1"').replace(/^no$/, ''),
- aac: !!audioTest.canPlayType('audio/aac;').replace(/^no$/, ''),
- caf: !!audioTest.canPlayType('audio/x-caf;').replace(/^no$/, ''),
- m4a: !!(audioTest.canPlayType('audio/x-m4a;') || audioTest.canPlayType('audio/m4a;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''),
- mp4: !!(audioTest.canPlayType('audio/x-mp4;') || audioTest.canPlayType('audio/mp4;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''),
- weba: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, ''),
- webm: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, ''),
- dolby: !!audioTest.canPlayType('audio/mp4; codecs="ec-3"').replace(/^no$/, ''),
- flac: !!(audioTest.canPlayType('audio/x-flac;') || audioTest.canPlayType('audio/flac;')).replace(/^no$/, '')
- };
- return self;
- },
- /**
- * 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 mobile devices if audio isn't already eanbled.
- var isMobile = /iPhone|iPad|iPod|Android|BlackBerry|BB10|Silk|Mobi/i.test(self._navigator && self._navigator.userAgent);
- var isTouch = !!(('ontouchend' in window) || (self._navigator && self._navigator.maxTouchPoints > 0) || (self._navigator && self._navigator.msMaxTouchPoints > 0));
- if (self._mobileEnabled || !self.ctx || (!isMobile && !isTouch)) {
- return;
- }
- self._mobileEnabled = false;
- // Some mobile devices/platforms have distortion issues when opening/closing tabs and/or web views.
- // Bugs in the browser (especially Mobile Safari) can cause the sampleRate to change from 44100 to 48000.
- // By calling Howler.unload(), we create a new AudioContext with the correct sampleRate.
- if (!self._mobileUnloaded && self.ctx.sampleRate !== 44100) {
- self._mobileUnloaded = true;
- self.unload();
- }
- // Scratch buffer for enabling iOS to dispose of web audio buffers correctly, as per:
- // http://stackoverflow.com/questions/24119684
- self._scratchBuffer = self.ctx.createBuffer(1, 1, 22050);
- // Call this method on touch start to create and play a buffer,
- // then check if the audio actually played to determine if
- // audio has now been unlocked on iOS, Android, etc.
- var unlock = function () {
- // Fix Android can not play in suspend state.
- Howler._autoResume();
- // Create an empty buffer.
- var source = self.ctx.createBufferSource();
- source.buffer = self._scratchBuffer;
- source.connect(self.ctx.destination);
- // Play the empty buffer.
- if (typeof source.start === 'undefined') {
- source.noteOn(0);
- } else {
- source.start(0);
- }
- // Calling resume() on a stack initiated by user gesture is what actually unlocks the audio on Android Chrome >= 55.
- if (typeof self.ctx.resume === 'function') {
- self.ctx.resume();
- }
- // Setup a timeout to check that we are unlocked on the next event loop.
- source.onended = function () {
- source.disconnect(0);
- // Update the unlocked state and prevent this check from happening again.
- self._mobileEnabled = true;
- self.mobileAutoEnable = false;
- // Remove the touch start listener.
- document.removeEventListener('touchstart', unlock, true);
- document.removeEventListener('touchend', unlock, true);
- };
- };
- // Setup a touch start listener to attempt an unlock in.
- document.addEventListener('touchstart', unlock, true);
- document.addEventListener('touchend', unlock, true);
- return self;
- },
- /**
- * Automatically suspend the Web Audio AudioContext after no sound has played for 30 seconds.
- * This saves processing/energy and fixes various browser-specific bugs with audio getting stuck.
- * @return {Howler}
- */
- _autoSuspend: function () {
- var self = this;
- if (!self.autoSuspend || !self.ctx || typeof self.ctx.suspend === 'undefined' || !Howler.usingWebAudio) {
- return;
- }
- // Check if any sounds are playing.
- for (var i = 0; i < self._howls.length; i++) {
- if (self._howls[i]._webAudio) {
- for (var j = 0; j < self._howls[i]._sounds.length; j++) {
- if (!self._howls[i]._sounds[j]._paused) {
- return self;
- }
- }
- }
- }
- if (self._suspendTimer) {
- clearTimeout(self._suspendTimer);
- }
- // If no sound has played after 30 seconds, suspend the context.
- self._suspendTimer = setTimeout(function () {
- if (!self.autoSuspend) {
- return;
- }
- self._suspendTimer = null;
- self.state = 'suspending';
- self.ctx.suspend().then(function () {
- self.state = 'suspended';
- if (self._resumeAfterSuspend) {
- delete self._resumeAfterSuspend;
- self._autoResume();
- }
- });
- }, 30000);
- return self;
- },
- /**
- * Automatically resume the Web Audio AudioContext when a new sound is played.
- * @return {Howler}
- */
- _autoResume: function () {
- var self = this;
- if (!self.ctx || typeof self.ctx.resume === 'undefined' || !Howler.usingWebAudio) {
- return;
- }
- if (self.state === 'running' && self._suspendTimer) {
- clearTimeout(self._suspendTimer);
- self._suspendTimer = null;
- } else if (self.state === 'suspended') {
- self.ctx.resume().then(function () {
- self.state = 'running';
- // Emit to all Howls that the audio has resumed.
- for (var i = 0; i < self._howls.length; i++) {
- self._howls[i]._emit('resume');
- }
- });
- if (self._suspendTimer) {
- clearTimeout(self._suspendTimer);
- self._suspendTimer = null;
- }
- } else if (self.state === 'suspending') {
- self._resumeAfterSuspend = true;
- }
- return self;
- }
- };
- // Setup the global audio controller.
- var Howler = new HowlerGlobal();
- /** Group Methods **/
- /***************************************************************************/
- /**
- * Create an audio group controller.
- * @param {Object} o Passed in properties for this group.
- */
- var Howl = function (o) {
- var self = this;
- // Throw an error if no source is provided.
- if (!o.src || o.src.length === 0) {
- console.error('An array of source files must be passed with any new Howl.');
- return;
- }
- self.init(o);
- };
- Howl.prototype = {
- /**
- * Initialize a new Howl group object.
- * @param {Object} o Passed in properties for this group.
- * @return {Howl}
- */
- init: function (o) {
- var self = this;
- // If we don't have an AudioContext created yet, run the setup.
- if (!Howler.ctx) {
- setupAudioContext();
- }
- // Setup user-defined default properties.
- self._autoplay = o.autoplay || false;
- self._format = (typeof o.format !== 'string') ? o.format : [o.format];
- self._html5 = o.html5 || false;
- self._muted = o.mute || false;
- self._loop = o.loop || false;
- self._pool = o.pool || 5;
- self._preload = (typeof o.preload === 'boolean') ? o.preload : true;
- self._rate = o.rate || 1;
- self._sprite = o.sprite || {};
- self._src = (typeof o.src !== 'string') ? o.src : [o.src];
- self._volume = o.volume !== undefined ? o.volume : 1;
- self._xhrWithCredentials = o.xhrWithCredentials || false;
- // Setup all other default properties.
- self._duration = 0;
- self._state = 'unloaded';
- self._sounds = [];
- self._endTimers = {};
- self._queue = [];
- self._playLock = false;
- // Setup event listeners.
- self._onend = o.onend ? [{ fn: o.onend }] : [];
- self._onfade = o.onfade ? [{ fn: o.onfade }] : [];
- self._onload = o.onload ? [{ fn: o.onload }] : [];
- self._onloaderror = o.onloaderror ? [{ fn: o.onloaderror }] : [];
- self._onplayerror = o.onplayerror ? [{ fn: o.onplayerror }] : [];
- self._onpause = o.onpause ? [{ fn: o.onpause }] : [];
- self._onplay = o.onplay ? [{ fn: o.onplay }] : [];
- self._onstop = o.onstop ? [{ fn: o.onstop }] : [];
- self._onmute = o.onmute ? [{ fn: o.onmute }] : [];
- self._onvolume = o.onvolume ? [{ fn: o.onvolume }] : [];
- self._onrate = o.onrate ? [{ fn: o.onrate }] : [];
- self._onseek = o.onseek ? [{ fn: o.onseek }] : [];
- self._onresume = [];
- // Web Audio or HTML5 Audio?
- self._webAudio = Howler.usingWebAudio && !self._html5;
- // Automatically try to enable audio on iOS.
- if (typeof Howler.ctx !== 'undefined' && Howler.ctx && Howler.mobileAutoEnable) {
- Howler._enableMobileAudio();
- }
- // Keep track of this Howl group in the global controller.
- Howler._howls.push(self);
- // If they selected autoplay, add a play event to the load queue.
- if (self._autoplay) {
- self._queue.push({
- event: 'play',
- action: function () {
- self.play();
- }
- });
- }
- // Load the source file unless otherwise specified.
- if (self._preload) {
- self.load();
- }
- return self;
- },
- /**
- * Load the audio file.
- * @return {Howler}
- */
- load: function () {
- console.log('load audio file')
- var self = this;
- var url = null;
- // If no audio is available, quit immediately.
- if (Howler.noAudio) {
- self._emit('loaderror', null, 'No audio support.');
- return;
- }
- // Make sure our source is in an array.
- if (typeof self._src === 'string') {
- self._src = [self._src];
- }
- // Loop through the sources and pick the first one that is compatible.
- for (var i = 0; i < self._src.length; i++) {
- var ext, str;
- if (self._format && self._format[i]) {
- // If an extension was specified, use that instead.
- ext = self._format[i];
- } else {
- // Make sure the source is a string.
- str = self._src[i];
- if (typeof str !== 'string') {
- self._emit('loaderror', null, 'Non-string found in selected audio sources - ignoring.');
- continue;
- }
- // Extract the file extension from the URL or base64 data URI.
- ext = /^data:audio\/([^;,]+);/i.exec(str);
- if (!ext) {
- ext = /\.([^.]+)$/.exec(str.split('?', 1)[0]);
- }
- if (ext) {
- ext = ext[1].toLowerCase();
- }
- }
- // Log a warning if no extension was found.
- if (!ext) {
- console.warn('No file extension was found. Consider using the "format" property or specify an extension.');
- }
- // Check if this extension is available.
- if (ext && Howler.codecs(ext)) {
- url = self._src[i];
- break;
- }
- }
- if (!url) {
- self._emit('loaderror', null, 'No codec support for selected audio sources.');
- return;
- }
- self._src = url;
- self._state = 'loading';
- // If the hosting page is HTTPS and the source isn't,
- // drop down to HTML5 Audio to avoid Mixed Content errors.
- if (window.location.protocol === 'https:' && url.slice(0, 5) === 'http:') {
- self._html5 = true;
- self._webAudio = false;
- }
- // Create a new sound object and add it to the pool.
- new Sound(self);
- // Load and decode the audio data for playback.
- if (self._webAudio) {
- console.log('loadBuffer')
- loadBuffer(self);
- }
- return self;
- },
- /**
- * Play a sound or resume previous playback.
- * @param {String/Number} sprite Sprite name for sprite playback or sound id to continue previous.
- * @param {Boolean} internal Internal Use: true prevents event firing.
- * @return {Number} Sound ID.
- */
- play: function (sprite, internal) {
- var self = this;
- var id = null;
- // Determine if a sprite, sound id or nothing was passed
- if (typeof sprite === 'number') {
- id = sprite;
- sprite = null;
- } else if (typeof sprite === 'string' && self._state === 'loaded' && !self._sprite[sprite]) {
- // If the passed sprite doesn't exist, do nothing.
- return null;
- } else if (typeof sprite === 'undefined') {
- // Use the default sound sprite (plays the full audio length).
- sprite = '__default';
- // Check if there is a single paused sound that isn't ended.
- // If there is, play that sound. If not, continue as usual.
- var num = 0;
- for (var i = 0; i < self._sounds.length; i++) {
- if (self._sounds[i]._paused && !self._sounds[i]._ended) {
- num++;
- id = self._sounds[i]._id;
- }
- }
- if (num === 1) {
- sprite = null;
- } else {
- id = null;
- }
- }
- // Get the selected node, or get one from the pool.
- var sound = id ? self._soundById(id) : self._inactiveSound();
- // If the sound doesn't exist, do nothing.
- if (!sound) {
- return null;
- }
- // Select the sprite definition.
- if (id && !sprite) {
- sprite = sound._sprite || '__default';
- }
- // If the sound hasn't loaded, we must wait to get the audio's duration.
- // We also need to wait to make sure we don't run into race conditions with
- // the order of function calls.
- if (self._state !== 'loaded') {
- // Set the sprite value on this sound.
- sound._sprite = sprite;
- // Makr this sounded as not ended in case another sound is played before this one loads.
- sound._ended = false;
- // Add the sound to the queue to be played on load.
- var soundId = sound._id;
- self._queue.push({
- event: 'play',
- action: function () {
- self.play(soundId);
- }
- });
- return soundId;
- }
- // Don't play the sound if an id was passed and it is already playing.
- if (id && !sound._paused) {
- // Trigger the play event, in order to keep iterating through queue.
- if (!internal) {
- self._loadQueue('play');
- }
- return sound._id;
- }
- // Make sure the AudioContext isn't suspended, and resume it if it is.
- if (self._webAudio) {
- Howler._autoResume();
- }
- // Determine how long to play for and where to start playing.
- var seek = Math.max(0, sound._seek > 0 ? sound._seek : self._sprite[sprite][0] / 1000);
- var duration = Math.max(0, ((self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000) - seek);
- var timeout = (duration * 1000) / Math.abs(sound._rate);
- // 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;
- node.gain.setValueAtTime(vol, Howler.ctx.currentTime);
- sound._playStart = Howler.ctx.currentTime;
- // Play the sound using the supported method.
- if (typeof node.bufferSource.start === 'undefined') {
- sound._loop ? node.bufferSource.noteGrainOn(0, seek, 86400) : node.bufferSource.noteGrainOn(0, seek, duration);
- } else {
- sound._loop ? node.bufferSource.start(0, seek, 86400) : node.bufferSource.start(0, seek, duration);
- }
- // Start a new timer if none is present.
- if (timeout !== Infinity) {
- self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout);
- }
- if (!internal) {
- setTimeout(function () {
- self._emit('play', sound._id);
- }, 0);
- }
- };
- if (Howler.state === 'running') {
- playWebAudio();
- } else {
- self.once('resume', playWebAudio);
- // Cancel the end timer.
- self._clearTimer(sound._id);
- }
- } else {
- // Fire this when the sound is ready to play to begin HTML5 Audio playback.
- var playHtml5 = function () {
- node.currentTime = seek;
- node.muted = sound._muted || self._muted || Howler._muted || node.muted;
- node.volume = sound._volume * Howler.volume();
- node.playbackRate = sound._rate;
- // Mobile browsers will throw an error if this is called without user interaction.
- try {
- var play = node.play();
- // Support older browsers that don't support promises, and thus don't have this issue.
- if (typeof Promise !== 'undefined' && play instanceof Promise) {
- // Implements a lock to prevent DOMException: The play() request was interrupted by a call to pause().
- self._playLock = true;
- // Releases the lock and executes queued actions.
- var runLoadQueue = function () {
- self._playLock = false;
- if (!internal) {
- self._emit('play', sound._id);
- }
- };
- play.then(runLoadQueue, runLoadQueue);
- } else if (!internal) {
- self._emit('play', sound._id);
- }
- // Setting rate before playing won't work in IE, so we set it again here.
- node.playbackRate = sound._rate;
- // If the node is still paused, then we can assume there was a playback issue.
- if (node.paused) {
- self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' +
- 'on mobile devices where playback was not within a user interaction.');
- return;
- }
- // Setup the end timer on sprites or listen for the ended event.
- if (sprite !== '__default' || sound._loop) {
- self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout);
- } else {
- self._endTimers[sound._id] = function () {
- // Fire ended on this audio node.
- self._ended(sound);
- // Clear this listener.
- node.removeEventListener && node.removeEventListener('ended', self._endTimers[sound._id], false);
- };
- node.removeEventListener && node.addEventListener('ended', self._endTimers[sound._id], false);
- }
- } catch (err) {
- self._emit('playerror', sound._id, err);
- }
- };
- var playEnd = () => {
- node.pause();
- node.offEnded(playEnd)
- }
- var playWX = function () {
- node.play();
- }
- // Play immediately if ready, or wait for the 'canplaythrough'e vent.
- var loadedNoReadyState = (window && window.ejecta) || (!node.readyState && Howler._navigator.isCocoonJS);
- if (node.readyState >= 3 || loadedNoReadyState) {
- playHtml5();
- } else {
- playWX();
- var listener = function () {
- // Begin playback.
- playHtml5();
- // Clear this listener.
- node.removeEventListener && node.removeEventListener(Howler._canPlayEvent, listener, false);
- };
- node.addEventListener && node.addEventListener(Howler._canPlayEvent, listener, false);
- // Cancel the end timer.
- self._clearTimer(sound._id);
- }
- }
- return sound._id;
- },
- /**
- * Pause playback and save current position.
- * @param {Number} id The sound ID (empty to pause all in group).
- * @return {Howl}
- */
- pause: function (id) {
- var self = this;
- // If the sound hasn't loaded or a play() promise is pending, add it to the load queue to pause when capable.
- if (self._state !== 'loaded' || self._playLock) {
- self._queue.push({
- event: 'pause',
- action: function () {
- self.pause(id);
- }
- });
- return self;
- }
- // If no id is passed, get all ID's to be paused.
- var ids = self._getSoundIds(id);
- for (var i = 0; i < ids.length; i++) {
- // Clear the end timer.
- self._clearTimer(ids[i]);
- // Get the sound.
- var sound = self._soundById(ids[i]);
- if (sound && !sound._paused) {
- // Reset the seek position.
- sound._seek = self.seek(ids[i]);
- sound._rateSeek = 0;
- sound._paused = true;
- // Stop currently running fades.
- self._stopFade(ids[i]);
- if (sound._node) {
- if (self._webAudio) {
- // Make sure the sound has been created.
- if (!sound._node.bufferSource) {
- continue;
- }
- if (typeof sound._node.bufferSource.stop === 'undefined') {
- sound._node.bufferSource.noteOff(0);
- } else {
- sound._node.bufferSource.stop(0);
- }
- // Clean up the buffer source.
- self._cleanBuffer(sound._node);
- } else if (!isNaN(sound._node.duration) || sound._node.duration === Infinity) {
- sound._node.pause();
- }
- }
- }
- // Fire the pause event, unless `true` is passed as the 2nd argument.
- if (!arguments[1]) {
- self._emit('pause', sound ? sound._id : null);
- }
- }
- return self;
- },
- /**
- * Stop playback and reset to start.
- * @param {Number} id The sound ID (empty to stop all in group).
- * @param {Boolean} internal Internal Use: true prevents event firing.
- * @return {Howl}
- */
- stop: function (id, internal) {
- var self = this;
- // If the sound hasn't loaded, add it to the load queue to stop when capable.
- if (self._state !== 'loaded') {
- self._queue.push({
- event: 'stop',
- action: function () {
- self.stop(id);
- }
- });
- return self;
- }
- // If no id is passed, get all ID's to be stopped.
- var ids = self._getSoundIds(id);
- for (var i = 0; i < ids.length; i++) {
- // Clear the end timer.
- self._clearTimer(ids[i]);
- // Get the sound.
- var sound = self._soundById(ids[i]);
- if (sound) {
- // Reset the seek position.
- sound._seek = sound._start || 0;
- sound._rateSeek = 0;
- sound._paused = true;
- sound._ended = true;
- // Stop currently running fades.
- self._stopFade(ids[i]);
- if (sound._node) {
- if (self._webAudio) {
- // Make sure the sound's AudioBufferSourceNode has been created.
- if (sound._node.bufferSource) {
- if (typeof sound._node.bufferSource.stop === 'undefined') {
- sound._node.bufferSource.noteOff(0);
- } else {
- sound._node.bufferSource.stop(0);
- }
- // Clean up the buffer source.
- self._cleanBuffer(sound._node);
- }
- } else if (!isNaN(sound._node.duration) || sound._node.duration === Infinity) {
- try {
- // sound._node.currentTime = sound._start || 0;
- } catch (e) {
- console.log(e)
- }
- sound._node.pause();
- }
- }
- if (!internal) {
- self._emit('stop', sound._id);
- }
- }
- }
- return self;
- },
- /**
- * Mute/unmute a single sound or all sounds in this Howl group.
- * @param {Boolean} muted Set to true to mute and false to unmute.
- * @param {Number} id The sound ID to update (omit to mute/unmute all).
- * @return {Howl}
- */
- mute: function (muted, id) {
- var self = this;
- // If the sound hasn't loaded, add it to the load queue to mute when capable.
- if (self._state !== 'loaded') {
- self._queue.push({
- event: 'mute',
- action: function () {
- self.mute(muted, id);
- }
- });
- return self;
- }
- // If applying mute/unmute to all sounds, update the group's value.
- if (typeof id === 'undefined') {
- if (typeof muted === 'boolean') {
- self._muted = muted;
- } else {
- return self._muted;
- }
- }
- // If no id is passed, get all ID's to be muted.
- var ids = self._getSoundIds(id);
- for (var i = 0; i < ids.length; i++) {
- // Get the sound.
- var sound = self._soundById(ids[i]);
- if (sound) {
- sound._muted = muted;
- // Cancel active fade and set the volume to the end value.
- if (sound._interval) {
- self._stopFade(sound._id);
- }
- if (self._webAudio && sound._node) {
- sound._node.gain.setValueAtTime(muted ? 0 : sound._volume, Howler.ctx.currentTime);
- } else if (sound._node) {
- sound._node.muted = Howler._muted ? true : muted;
- }
- self._emit('mute', sound._id);
- }
- }
- return self;
- },
- /**
- * Get/set the volume of this sound or of the Howl group. This method can optionally take 0, 1 or 2 arguments.
- * volume() -> Returns the group's volume value.
- * volume(id) -> Returns the sound id's current volume.
- * volume(vol) -> Sets the volume of all sounds in this Howl group.
- * volume(vol, id) -> Sets the volume of passed sound id.
- * @return {Howl/Number} Returns self or current volume.
- */
- volume: function () {
- var self = this;
- var args = arguments;
- var vol, id;
- // Determine the values based on arguments.
- if (args.length === 0) {
- // Return the value of the groups' volume.
- return self._volume;
- } else if (args.length === 1 || args.length === 2 && typeof args[1] === 'undefined') {
- // First check if this is an ID, and if not, assume it is a new volume.
- var ids = self._getSoundIds();
- var index = ids.indexOf(args[0]);
- if (index >= 0) {
- id = parseInt(args[0], 10);
- } else {
- vol = parseFloat(args[0]);
- }
- } else if (args.length >= 2) {
- vol = parseFloat(args[0]);
- id = parseInt(args[1], 10);
- }
- // Update the volume or return the current volume.
- var sound;
- if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) {
- // If the sound hasn't loaded, add it to the load queue to change volume when capable.
- if (self._state !== 'loaded') {
- self._queue.push({
- event: 'volume',
- action: function () {
- self.volume.apply(self, args);
- }
- });
- return self;
- }
- // Set the group volume.
- if (typeof id === 'undefined') {
- self._volume = vol;
- }
- // Update one or all volumes.
- id = self._getSoundIds(id);
- for (var i = 0; i < id.length; i++) {
- // Get the sound.
- sound = self._soundById(id[i]);
- if (sound) {
- sound._volume = vol;
- // Stop currently running fades.
- if (!args[2]) {
- self._stopFade(id[i]);
- }
- if (self._webAudio && sound._node && !sound._muted) {
- sound._node.gain.setValueAtTime(vol, Howler.ctx.currentTime);
- } else if (sound._node && !sound._muted) {
- sound._node.volume = vol * Howler.volume();
- }
- self._emit('volume', sound._id);
- }
- }
- } else {
- sound = id ? self._soundById(id) : self._sounds[0];
- return sound ? sound._volume : 0;
- }
- return self;
- },
- /**
- * Fade a currently playing sound between two volumes (if no id is passsed, all sounds will fade).
- * @param {Number} from The value to fade from (0.0 to 1.0).
- * @param {Number} to The volume to fade to (0.0 to 1.0).
- * @param {Number} len Time in milliseconds to fade.
- * @param {Number} id The sound id (omit to fade all sounds).
- * @return {Howl}
- */
- fade: function (from, to, len, id) {
- var self = this;
- // If the sound hasn't loaded, add it to the load queue to fade when capable.
- if (self._state !== 'loaded') {
- self._queue.push({
- event: 'fade',
- action: 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) {
- // Stop the previous fade if no sprite is being used (otherwise, volume handles this).
- if (!id) {
- self._stopFade(ids[i]);
- }
- // If we are using Web Audio, let the native methods do the actual fade.
- if (self._webAudio && !sound._muted) {
- var currentTime = Howler.ctx.currentTime;
- var end = currentTime + (len / 1000);
- sound._volume = from;
- sound._node.gain.setValueAtTime(from, currentTime);
- sound._node.gain.linearRampToValueAtTime(to, end);
- }
- self._startFadeInterval(sound, from, to, len, ids[i], typeof id === 'undefined');
- }
- }
- return self;
- },
- /**
- * Starts the internal interval to fade a sound.
- * @param {Object} sound Reference to sound to fade.
- * @param {Number} from The value to fade from (0.0 to 1.0).
- * @param {Number} to The volume to fade to (0.0 to 1.0).
- * @param {Number} len Time in milliseconds to fade.
- * @param {Number} id The sound id to fade.
- * @param {Boolean} isGroup If true, set the volume on the group.
- */
- _startFadeInterval: function (sound, from, to, len, id, isGroup) {
- var self = this;
- var vol = from;
- var diff = to - from;
- var steps = Math.abs(diff / 0.01);
- var stepLen = Math.max(4, (steps > 0) ? len / steps : len);
- var lastTick = Date.now();
- // Store the value being faded to.
- sound._fadeTo = to;
- // Update the volume value on each interval tick.
- sound._interval = setInterval(function () {
- // Update the volume based on the time since the last tick.
- var tick = (Date.now() - lastTick) / len;
- lastTick = Date.now();
- vol += diff * tick;
- // Make sure the volume is in the right bounds.
- vol = Math.max(0, vol);
- vol = Math.min(1, vol);
- // Round to within 2 decimal points.
- vol = Math.round(vol * 100) / 100;
- // Change the volume.
- if (self._webAudio) {
- sound._volume = vol;
- } else {
- self.volume(vol, sound._id, true);
- }
- // Set the group's volume.
- if (isGroup) {
- self._volume = vol;
- }
- // When the fade is complete, stop it and fire event.
- if ((to < from && vol <= to) || (to > from && vol >= to)) {
- clearInterval(sound._interval);
- sound._interval = null;
- sound._fadeTo = null;
- self.volume(to, sound._id);
- self._emit('fade', sound._id);
- }
- }, stepLen);
- },
- /**
- * Internal method that stops the currently playing fade when
- * a new fade starts, volume is changed or the sound is stopped.
- * @param {Number} id The sound id.
- * @return {Howl}
- */
- _stopFade: function (id) {
- var self = this;
- var sound = self._soundById(id);
- if (sound && sound._interval) {
- if (self._webAudio) {
- sound._node.gain.cancelScheduledValues(Howler.ctx.currentTime);
- }
- clearInterval(sound._interval);
- sound._interval = null;
- self.volume(sound._fadeTo, id);
- sound._fadeTo = null;
- self._emit('fade', id);
- }
- return self;
- },
- /**
- * Get/set the loop parameter on a sound. This method can optionally take 0, 1 or 2 arguments.
- * loop() -> Returns the group's loop value.
- * loop(id) -> Returns the sound id's loop value.
- * loop(loop) -> Sets the loop value for all sounds in this Howl group.
- * loop(loop, id) -> Sets the loop value of passed sound id.
- * @return {Howl/Boolean} Returns self or current loop value.
- */
- loop: function () {
- var self = this;
- var args = arguments;
- var loop, id, sound;
- // Determine the values for loop and id.
- if (args.length === 0) {
- // Return the grou's loop value.
- return self._loop;
- } else if (args.length === 1) {
- if (typeof args[0] === 'boolean') {
- loop = args[0];
- self._loop = loop;
- } else {
- // Return this sound's loop value.
- sound = self._soundById(parseInt(args[0], 10));
- return sound ? sound._loop : false;
- }
- } else if (args.length === 2) {
- loop = args[0];
- id = parseInt(args[1], 10);
- }
- // If no id is passed, get all ID's to be looped.
- var ids = self._getSoundIds(id);
- for (var i = 0; i < ids.length; i++) {
- sound = self._soundById(ids[i]);
- if (sound) {
- sound._loop = loop;
- if (self._webAudio && sound._node && sound._node.bufferSource) {
- sound._node.bufferSource.loop = loop;
- if (loop) {
- sound._node.bufferSource.loopStart = sound._start || 0;
- sound._node.bufferSource.loopEnd = sound._stop;
- }
- }
- }
- }
- return self;
- },
- /**
- * Get/set the playback rate of a sound. This method can optionally take 0, 1 or 2 arguments.
- * rate() -> Returns the first sound node's current playback rate.
- * rate(id) -> Returns the sound id's current playback rate.
- * rate(rate) -> Sets the playback rate of all sounds in this Howl group.
- * rate(rate, id) -> Sets the playback rate of passed sound id.
- * @return {Howl/Number} Returns self or the current playback rate.
- */
- rate: function () {
- var self = this;
- var args = arguments;
- var rate, id;
- // Determine the values based on arguments.
- if (args.length === 0) {
- // We will simply return the current rate of the first node.
- id = self._sounds[0]._id;
- } else if (args.length === 1) {
- // First check if this is an ID, and if not, assume it is a new rate value.
- var ids = self._getSoundIds();
- var index = ids.indexOf(args[0]);
- if (index >= 0) {
- id = parseInt(args[0], 10);
- } else {
- rate = parseFloat(args[0]);
- }
- } else if (args.length === 2) {
- rate = parseFloat(args[0]);
- id = parseInt(args[1], 10);
- }
- // Update the playback rate or return the current value.
- var sound;
- if (typeof rate === 'number') {
- // If the sound hasn't loaded, add it to the load queue to change playback rate when capable.
- if (self._state !== 'loaded') {
- self._queue.push({
- event: 'rate',
- action: function () {
- self.rate.apply(self, args);
- }
- });
- return self;
- }
- // Set the group rate.
- if (typeof id === 'undefined') {
- self._rate = rate;
- }
- // Update one or all volumes.
- id = self._getSoundIds(id);
- for (var i = 0; i < id.length; i++) {
- // Get the sound.
- sound = self._soundById(id[i]);
- if (sound) {
- // Keep track of our position when the rate changed and update the playback
- // start position so we can properly adjust the seek position for time elapsed.
- sound._rateSeek = self.seek(id[i]);
- sound._playStart = self._webAudio ? Howler.ctx.currentTime : sound._playStart;
- sound._rate = rate;
- // Change the playback rate.
- if (self._webAudio && sound._node && sound._node.bufferSource) {
- sound._node.bufferSource.playbackRate.setValueAtTime(rate, Howler.ctx.currentTime);
- } else if (sound._node) {
- sound._node.playbackRate = rate;
- }
- // Reset the timers.
- var seek = self.seek(id[i]);
- var duration = ((self._sprite[sound._sprite][0] + self._sprite[sound._sprite][1]) / 1000) - seek;
- var timeout = (duration * 1000) / Math.abs(sound._rate);
- // Start a new end timer if sound is already playing.
- if (self._endTimers[id[i]] || !sound._paused) {
- self._clearTimer(id[i]);
- self._endTimers[id[i]] = setTimeout(self._ended.bind(self, sound), timeout);
- }
- self._emit('rate', sound._id);
- }
- }
- } else {
- sound = self._soundById(id);
- return sound ? sound._rate : self._rate;
- }
- return self;
- },
- /**
- * Get/set the seek position of a sound. This method can optionally take 0, 1 or 2 arguments.
- * seek() -> Returns the first sound node's current seek position.
- * seek(id) -> Returns the sound id's current seek position.
- * seek(seek) -> Sets the seek position of the first sound node.
- * seek(seek, id) -> Sets the seek position of passed sound id.
- * @return {Howl/Number} Returns self or the current seek position.
- */
- seek: function () {
- var self = this;
- var args = arguments;
- var seek, id;
- // Determine the values based on arguments.
- if (args.length === 0) {
- // We will simply return the current position of the first node.
- id = self._sounds[0]._id;
- } else if (args.length === 1) {
- // First check if this is an ID, and if not, assume it is a new seek position.
- var ids = self._getSoundIds();
- var index = ids.indexOf(args[0]);
- if (index >= 0) {
- id = parseInt(args[0], 10);
- } else if (self._sounds.length) {
- id = self._sounds[0]._id;
- seek = parseFloat(args[0]);
- }
- } else if (args.length === 2) {
- seek = parseFloat(args[0]);
- id = parseInt(args[1], 10);
- }
- // If there is no ID, bail out.
- if (typeof id === 'undefined') {
- return self;
- }
- // If the sound hasn't loaded, add it to the load queue to seek when capable.
- if (self._state !== 'loaded') {
- self._queue.push({
- event: 'seek',
- action: function () {
- self.seek.apply(self, args);
- }
- });
- return self;
- }
- // Get the sound.
- var sound = self._soundById(id);
- if (sound) {
- if (typeof seek === 'number' && seek >= 0) {
- // Pause the sound and update position for restarting playback.
- var playing = self.playing(id);
- if (playing) {
- self.pause(id, true);
- }
- // Move the position of the track and cancel timer.
- sound._seek = seek;
- sound._ended = false;
- self._clearTimer(id);
- // Restart the playback if the sound was playing.
- if (playing) {
- self.play(id, true);
- }
- // Update the seek position for HTML5 Audio.
- if (!self._webAudio && sound._node) {
- sound._node.currentTime = seek;
- }
- // Wait for the play lock to be unset before emitting (HTML5 Audio).
- if (playing && !self._webAudio) {
- var emitSeek = function () {
- if (!self._playLock) {
- self._emit('seek', id);
- } else {
- setTimeout(emitSeek, 0);
- }
- };
- setTimeout(emitSeek, 0);
- } else {
- self._emit('seek', id);
- }
- } else {
- if (self._webAudio) {
- var realTime = self.playing(id) ? Howler.ctx.currentTime - sound._playStart : 0;
- var rateSeek = sound._rateSeek ? sound._rateSeek - sound._seek : 0;
- return sound._seek + (rateSeek + realTime * Math.abs(sound._rate));
- } else {
- return sound._node.currentTime;
- }
- }
- }
- return self;
- },
- /**
- * Check if a specific sound is currently playing or not (if id is provided), or check if at least one of the sounds in the group is playing or not.
- * @param {Number} id The sound id to check. If none is passed, the whole sound group is checked.
- * @return {Boolean} True if playing and false if not.
- */
- playing: function (id) {
- var self = this;
- // Check the passed sound ID (if any).
- if (typeof id === 'number') {
- var sound = self._soundById(id);
- return sound ? !sound._paused : false;
- }
- // Otherwise, loop through all sounds and check if any are playing.
- for (var i = 0; i < self._sounds.length; i++) {
- if (!self._sounds[i]._paused) {
- return true;
- }
- }
- return false;
- },
- /**
- * Get the duration of this sound. Passing a sound id will return the sprite duration.
- * @param {Number} id The sound id to check. If none is passed, return full source duration.
- * @return {Number} Audio duration in seconds.
- */
- duration: function (id) {
- var self = this;
- var duration = self._duration;
- // If we pass an ID, get the sound and return the sprite length.
- var sound = self._soundById(id);
- if (sound) {
- duration = self._sprite[sound._sprite][1] / 1000;
- }
- return duration;
- },
- /**
- * Returns the current loaded state of this Howl.
- * @return {String} 'unloaded', 'loading', 'loaded'
- */
- state: function () {
- return this._state;
- },
- /**
- * Unload and destroy the current Howl object.
- * This will immediately stop all sound instances attached to this group.
- */
- unload: function () {
- var self = this;
- // Stop playing any active sounds.
- var sounds = self._sounds;
- for (var i = 0; i < sounds.length; i++) {
- // Stop the sound if it is currently playing.
- if (!sounds[i]._paused) {
- self.stop(sounds[i]._id);
- }
- // Remove the source or disconnect.
- if (!self._webAudio) {
- // Set the source to 0-second silence to stop any downloading (except in IE).
- var checkIE = /MSIE |Trident\//.test(Howler._navigator && Howler._navigator.userAgent);
- if (!checkIE) {
- sounds[i]._node.src = 'data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA';
- }
- // Remove any event listeners.
- sounds[i]._node.removeEventListener('error', sounds[i]._errorFn, false);
- sounds[i]._node.removeEventListener(Howler._canPlayEvent, 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 no other Howl is using it).
- var remCache = true;
- for (i = 0; i < Howler._howls.length; i++) {
- if (Howler._howls[i]._src === self._src) {
- remCache = false;
- break;
- }
- }
- if (cache && remCache) {
- delete cache[self._src];
- }
- // Clear global errors.
- Howler.noAudio = false;
- // Clear out `self`.
- self._state = 'unloaded';
- self._sounds = [];
- self = null;
- return null;
- },
- /**
- * Listen to a custom event.
- * @param {String} event Event name.
- * @param {Function} fn Listener to call.
- * @param {Number} id (optional) Only listen to events for this sound.
- * @param {Number} once (INTERNAL) Marks event to fire only once.
- * @return {Howl}
- */
- on: function (event, fn, id, once) {
- var self = this;
- var events = self['_on' + event];
- if (typeof fn === 'function') {
- events.push(once ? { id: id, fn: fn, once: once } : { id: id, fn: fn });
- }
- return self;
- },
- /**
- * Remove a custom event. Call without parameters to remove all events.
- * @param {String} event Event name.
- * @param {Function} fn Listener to remove. Leave empty to remove all.
- * @param {Number} id (optional) Only remove events for this sound.
- * @return {Howl}
- */
- off: function (event, fn, id) {
- var self = this;
- var events = self['_on' + event];
- var i = 0;
- // Allow passing just an event and ID.
- if (typeof fn === 'number') {
- id = fn;
- fn = null;
- }
- if (fn || id) {
- // Loop through event store and remove the passed function.
- for (i = 0; i < events.length; i++) {
- var isId = (id === events[i].id);
- if (fn === events[i].fn && isId || !fn && isId) {
- events.splice(i, 1);
- break;
- }
- }
- } else if (event) {
- // Clear out all events of this type.
- self['_on' + event] = [];
- } else {
- // Clear out all events of every type.
- var keys = Object.keys(self);
- for (i = 0; i < keys.length; i++) {
- if ((keys[i].indexOf('_on') === 0) && Array.isArray(self[keys[i]])) {
- self[keys[i]] = [];
- }
- }
- }
- return self;
- },
- /**
- * Listen to a custom event and remove it once fired.
- * @param {String} event Event name.
- * @param {Function} fn Listener to call.
- * @param {Number} id (optional) Only listen to events for this sound.
- * @return {Howl}
- */
- once: function (event, fn, id) {
- var self = this;
- // Setup the event listener.
- self.on(event, fn, id, 1);
- return self;
- },
- /**
- * Emit all events of a specific type and pass the sound id.
- * @param {String} event Event name.
- * @param {Number} id Sound ID.
- * @param {Number} msg Message to go with event.
- * @return {Howl}
- */
- _emit: function (event, id, msg) {
- var self = this;
- var events = self['_on' + event];
- // Loop through event store and fire all functions.
- for (var i = events.length - 1; i >= 0; i--) {
- // Only fire the listener if the correct ID is used.
- if (!events[i].id || events[i].id === id || event === 'load') {
- setTimeout(function (fn) {
- fn.call(this, id, msg);
- }.bind(self, events[i].fn), 0);
- // If this event was setup with `once`, remove it.
- if (events[i].once) {
- self.off(event, events[i].fn, events[i].id);
- }
- }
- }
- // Pass the event type into load queue so that it can continue stepping.
- self._loadQueue(event);
- return self;
- },
- /**
- * Queue of actions initiated before the sound has loaded.
- * These will be called in sequence, with the next only firing
- * after the previous has finished executing (even if async like play).
- * @return {Howl}
- */
- _loadQueue: function (event) {
- var self = this;
- if (self._queue.length > 0) {
- var task = self._queue[0];
- // Remove this task if a matching event was passed.
- if (task.event === event) {
- self._queue.shift();
- self._loadQueue();
- }
- // Run the task if no event type is passed.
- if (!event) {
- task.action();
- }
- }
- return self;
- },
- /**
- * Fired when playback ends at the end of the duration.
- * @param {Sound} sound The sound object to work with.
- * @return {Howl}
- */
- _ended: function (sound) {
- var self = this;
- var sprite = sound._sprite;
- // If we are using IE and there was network latency we may be clipping
- // audio before it completes playing. Lets check the node to make sure it
- // believes it has completed, before ending the playback.
- if (!self._webAudio && sound._node && !sound._node.paused && !sound._node.ended && sound._node.currentTime < sound._stop) {
- setTimeout(self._ended.bind(self, sound), 100);
- return self;
- }
- // Should this sound loop?
- var loop = !!(sound._loop || self._sprite[sprite][2]);
- // Fire the ended event.
- self._emit('end', sound._id);
- // Restart the playback for HTML5 Audio loop.
- if (!self._webAudio && loop) {
- self.stop(sound._id, true).play(sound._id);
- }
- // Restart this timer if on a Web Audio loop.
- if (self._webAudio && loop) {
- self._emit('play', sound._id);
- sound._seek = sound._start || 0;
- sound._rateSeek = 0;
- sound._playStart = Howler.ctx.currentTime;
- var timeout = ((sound._stop - sound._start) * 1000) / Math.abs(sound._rate);
- self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout);
- }
- // Mark the node as paused.
- if (self._webAudio && !loop) {
- sound._paused = true;
- sound._ended = true;
- sound._seek = sound._start || 0;
- sound._rateSeek = 0;
- self._clearTimer(sound._id);
- // Clean up the buffer source.
- self._cleanBuffer(sound._node);
- // Attempt to auto-suspend AudioContext if no sounds are still playing.
- Howler._autoSuspend();
- }
- // When using a sprite, end the track.
- if (!self._webAudio && !loop) {
- self.stop(sound._id, true);
- }
- return self;
- },
- /**
- * Clear the end timer for a sound playback.
- * @param {Number} id The sound ID.
- * @return {Howl}
- */
- _clearTimer: function (id) {
- var self = this;
- if (self._endTimers[id]) {
- // Clear the timeout or remove the ended listener.
- if (typeof self._endTimers[id] !== 'function') {
- clearTimeout(self._endTimers[id]);
- } else {
- var sound = self._soundById(id);
- if (sound && sound._node) {
- sound._node.removeEventListener('ended', self._endTimers[id], false);
- }
- }
- delete self._endTimers[id];
- }
- return self;
- },
- /**
- * Return the sound identified by this ID, or return null.
- * @param {Number} id Sound ID
- * @return {Object} Sound object or null.
- */
- _soundById: function (id) {
- var self = this;
- // Loop through all sounds and find the one with this ID.
- for (var i = 0; i < self._sounds.length; i++) {
- if (id === self._sounds[i]._id) {
- return self._sounds[i];
- }
- }
- return null;
- },
- /**
- * Return an inactive sound from the pool or create a new one.
- * @return {Sound} Sound playback object.
- */
- _inactiveSound: function () {
- var self = this;
- self._drain();
- // Find the first inactive node to recycle.
- for (var i = 0; i < self._sounds.length; i++) {
- if (self._sounds[i]._ended) {
- return self._sounds[i].reset();
- }
- }
- // If no inactive node was found, create a new one.
- return new Sound(self);
- },
- /**
- * Drain excess inactive sounds from the pool.
- */
- _drain: function () {
- var self = this;
- var limit = self._pool;
- var cnt = 0;
- var i = 0;
- // If there are less sounds than the max pool size, we are done.
- if (self._sounds.length < limit) {
- return;
- }
- // Count the number of inactive sounds.
- for (i = 0; i < self._sounds.length; i++) {
- if (self._sounds[i]._ended) {
- cnt++;
- }
- }
- // Remove excess inactive sounds, going in reverse order.
- for (i = self._sounds.length - 1; i >= 0; i--) {
- if (cnt <= limit) {
- return;
- }
- if (self._sounds[i]._ended) {
- // Disconnect the audio source when using Web Audio.
- if (self._webAudio && self._sounds[i]._node) {
- self._sounds[i]._node.disconnect(0);
- }
- // Remove sounds until we have the pool size.
- self._sounds.splice(i, 1);
- cnt--;
- }
- }
- },
- /**
- * Get all ID's from the sounds pool.
- * @param {Number} id Only return one ID if one is passed.
- * @return {Array} Array of IDs.
- */
- _getSoundIds: function (id) {
- var self = this;
- if (typeof id === 'undefined') {
- var ids = [];
- for (var i = 0; i < self._sounds.length; i++) {
- ids.push(self._sounds[i]._id);
- }
- return ids;
- } else {
- return [id];
- }
- },
- /**
- * Load the sound back into the buffer source.
- * @param {Sound} sound The sound object to work with.
- * @return {Howl}
- */
- _refreshBuffer: function (sound) {
- var self = this;
- // Setup the buffer source for playback.
- sound._node.bufferSource = Howler.ctx.createBufferSource();
- sound._node.bufferSource.buffer = cache[self._src];
- // Connect to the correct node.
- if (sound._panner) {
- sound._node.bufferSource.connect(sound._panner);
- } else {
- sound._node.bufferSource.connect(sound._node);
- }
- // Setup looping and playback rate.
- sound._node.bufferSource.loop = sound._loop;
- if (sound._loop) {
- sound._node.bufferSource.loopStart = sound._start || 0;
- sound._node.bufferSource.loopEnd = sound._stop;
- }
- sound._node.bufferSource.playbackRate.setValueAtTime(sound._rate, Howler.ctx.currentTime);
- return self;
- },
- /**
- * Prevent memory leaks by cleaning up the buffer source after playback.
- * @param {Object} node Sound's audio node containing the buffer source.
- * @return {Howl}
- */
- _cleanBuffer: function (node) {
- var self = this;
- if (Howler._scratchBuffer && node.bufferSource) {
- node.bufferSource.onended = null;
- node.bufferSource.disconnect(0);
- try { node.bufferSource.buffer = Howler._scratchBuffer; } catch (e) { }
- }
- node.bufferSource = null;
- 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._rate = parent._rate;
- self._seek = 0;
- self._paused = true;
- self._ended = true;
- self._sprite = '__default';
- // Generate a unique ID for this sound.
- self._id = ++Howler._counter;
- // Add itself to the parent's pool.
- parent._sounds.push(self);
- // Create the new node.
- self.create();
- return self;
- },
- /**
- * Create and setup a new sound object, whether HTML5 Audio or Web Audio.
- * @return {Sound}
- */
- create: function () {
- var self = this;
- var parent = self._parent;
- var volume = (Howler._muted || self._muted || self._parent._muted) ? 0 : self._volume;
- if (parent._webAudio) {
- // Create the gain node for controlling volume (the source will connect to this).
- self._node = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain();
- self._node.gain.setValueAtTime(volume, Howler.ctx.currentTime);
- self._node.paused = true;
- self._node.connect(Howler.masterGain);
- } else {
- if (wx.createInnerAudioContext) {
- self._node = wx.createInnerAudioContext();
- // Listen for errors (http://dev.w3.org/html5/spec-author-view/spec.html#mediaerror).
- self._errorFn = self._errorListener.bind(self);
- self._node.onError(self._errorFn);
- // Listen for 'canplaythrough' event to let us know the sound is ready.
- self._loadFn = self._loadListener.bind(self);
- self._node.onCanplay(self._loadFn);
- // Setup the new audio node.
- self._node.src = parent._src;
- self._node.preload = 'auto';
- self._node.volume = volume * Howler.volume();
- // wx.downloadFile({
- // url: parent._src,
- // success: function (res) {
- // if (res.statusCode === 200) {
- // console.log(self._node, res.tempFilePath)
- // }
- // }
- // })
- // Begin loading the source.
- // self._node.load();
- } 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(Howler._canPlayEvent, self._loadFn, false);
- // Setup the new audio node.
- self._node.src = parent._src;
- self._node.preload = 'auto';
- self._node.volume = volume * Howler.volume();
- // Begin loading the source.
- self._node.load();
- }
- }
- return self;
- },
- /**
- * Reset the parameters of this sound to the original state (for recycle).
- * @return {Sound}
- */
- reset: function () {
- var self = this;
- var parent = self._parent;
- // Reset all of the parameters of this sound.
- self._muted = parent._muted;
- self._loop = parent._loop;
- self._volume = parent._volume;
- self._rate = parent._rate;
- self._seek = 0;
- self._rateSeek = 0;
- self._paused = true;
- self._ended = true;
- self._sprite = '__default';
- // Generate a new ID so that it isn't confused with the previous sound.
- self._id = ++Howler._counter;
- return self;
- },
- /**
- * HTML5 Audio error listener callback.
- */
- _errorListener: function () {
- var self = this;
- // Fire an error event and pass back the code.
- self._parent._emit('loaderror', self._id, self._node.error ? self._node.error.code : 0);
- // Clear the event listener.
- self._node.removeEventListener('error', self._errorFn, false);
- },
- /**
- * HTML5 Audio canplaythrough listener callback.
- */
- _loadListener: function () {
- var self = this;
- var parent = self._parent;
- // Round up the duration to account for the lower precision in HTML5 Audio.
- parent._duration = Math.ceil(self._node.duration * 10) / 10;
- // Setup a sprite if none is defined.
- if (Object.keys(parent._sprite).length === 0) {
- parent._sprite = { __default: [0, parent._duration * 1000] };
- }
- if (parent._state !== 'loaded') {
- parent._state = 'loaded';
- parent._emit('load');
- parent._loadQueue();
- }
- // Clear the event listener.
- self._node.removeEventListener && self._node.removeEventListener(Howler._canPlayEvent, self._loadFn, false);
- }
- };
- /** Helper Methods **/
- /***************************************************************************/
- var cache = {};
- /**
- * Buffer a sound from URL, Data URI or cache and decode to audio source (Web Audio API).
- * @param {Howl} self
- */
- var loadBuffer = function (self) {
- var url = self._src;
- // Check if the buffer has already been cached and use it instead.
- if (cache[url]) {
- // Set the duration from the cache.
- self._duration = cache[url].duration;
- // Load the sound into this Howl.
- loadSound(self);
- return;
- }
- if (wx.createInnerAudioContext) {
- var audio = wx.createInnerAudioContext();
- audio.src = url
- cache[self._src] = audio;
- } else if (/^data:[^;]+;base64,/.test(url)) {
- // Decode the base64 data URI without XHR, since some browsers don't support it.
- var data = atob(url.split(',')[1]);
- var dataView = new Uint8Array(data.length);
- for (var i = 0; i < data.length; ++i) {
- dataView[i] = data.charCodeAt(i);
- }
- decodeAudioData(dataView.buffer, self);
- } else {
- // Load the buffer from the URL.
- var xhr = new XMLHttpRequest();
- xhr.open('GET', url, true);
- xhr.withCredentials = self._xhrWithCredentials;
- xhr.responseType = 'arraybuffer';
- xhr.onload = function () {
- // Make sure we get a successful response back.
- var code = (xhr.status + '')[0];
- if (code !== '0' && code !== '2' && code !== '3') {
- self._emit('loaderror', null, 'Failed loading audio file with status: ' + xhr.status + '.');
- return;
- }
- decodeAudioData(xhr.response, self);
- };
- xhr.onerror = function () {
- // If there is an error, switch to HTML5 Audio.
- if (self._webAudio) {
- self._html5 = true;
- self._webAudio = false;
- self._sounds = [];
- delete cache[url];
- self.load();
- }
- };
- safeXhrSend(xhr);
- }
- };
- /**
- * Send the XHR request wrapped in a try/catch.
- * @param {Object} xhr XHR to send.
- */
- var safeXhrSend = function (xhr) {
- try {
- xhr.send();
- } catch (e) {
- xhr.onerror();
- }
- };
- /**
- * Decode audio data from an array buffer.
- * @param {ArrayBuffer} arraybuffer The audio data.
- * @param {Howl} self
- */
- var decodeAudioData = function (arraybuffer, self) {
- // Decode the buffer into an audio source.
- Howler.ctx.decodeAudioData(arraybuffer, function (buffer) {
- if (buffer && self._sounds.length > 0) {
- 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._state !== 'loaded') {
- self._state = 'loaded';
- self._emit('load');
- self._loadQueue();
- }
- };
- /**
- * Setup the audio context when available, or switch to HTML5 Audio mode.
- */
- var setupAudioContext = function () {
- // Check if we are using Web Audio and setup the AudioContext if we are.
- try {
- if (typeof AudioContext !== 'undefined') {
- Howler.ctx = new AudioContext();
- } else if (typeof webkitAudioContext !== 'undefined') {
- Howler.ctx = new webkitAudioContext();
- } else {
- Howler.usingWebAudio = false;
- }
- } catch (e) {
- Howler.usingWebAudio = false;
- }
- // Check if a webview is being used on iOS8 or earlier (rather than the browser).
- // If it is, disable Web Audio as it causes crashing.
- var iOS = (/iP(hone|od|ad)/.test(Howler._navigator && Howler._navigator.platform));
- var appVersion = Howler._navigator && Howler._navigator.appVersion.match(/OS (\d+)_(\d+)_?(\d+)?/);
- var version = appVersion ? parseInt(appVersion[1], 10) : null;
- if (iOS && version && version < 9) {
- var safari = /safari/.test(Howler._navigator && Howler._navigator.userAgent.toLowerCase());
- if (Howler._navigator && Howler._navigator.standalone && !safari || Howler._navigator && !Howler._navigator.standalone && !safari) {
- Howler.usingWebAudio = false;
- }
- }
- // Create and expose the master GainNode when using Web Audio (useful for plugins or advanced usage).
- if (Howler.usingWebAudio) {
- Howler.masterGain = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain();
- Howler.masterGain.gain.setValueAtTime(Howler._muted ? 0 : 1, Howler.ctx.currentTime);
- Howler.masterGain.connect(Howler.ctx.destination);
- }
- // Re-run the setup on Howler.
- Howler._setup();
- };
- // Add support for AMD (Asynchronous Module Definition) libraries such as require.js.
- if (typeof define === 'function' && define.amd) {
- define([], function () {
- return {
- Howler: Howler,
- Howl: Howl
- };
- });
- }
- // Add support for CommonJS libraries such as browserify.
- if (typeof exports !== 'undefined') {
- exports.Howler = Howler;
- exports.Howl = Howl;
- }
- // Define globally in case AMD is not available or unused.
- if (typeof window !== 'undefined') {
- window.HowlerGlobal = HowlerGlobal;
- window.Howler = Howler;
- window.Howl = Howl;
- window.Sound = Sound;
- } else if (typeof global !== 'undefined') { // Add to global in Node.js (for testing, etc).
- global.HowlerGlobal = HowlerGlobal;
- global.Howler = Howler;
- global.Howl = Howl;
- global.Sound = Sound;
- }
- /*!
- * Spatial Plugin - Adds support for stereo and 3D audio where Web Audio is supported.
- *
- * howler.js v2.0.13
- * howlerjs.com
- *
- * (c) 2013-2018, James Simpson of GoldFire Studios
- * goldfirestudios.com
- *
- * MIT License
- */
- 'use strict';
- // Setup default properties.
- HowlerGlobal.prototype._pos = [0, 0, 0];
- HowlerGlobal.prototype._orientation = [0, 0, -1, 0, 1, 0];
- /** Global Methods **/
- /***************************************************************************/
- /**
- * Helper method to update the stereo panning position of all current Howls.
- * Future Howls will not use this value unless explicitly set.
- * @param {Number} pan A value of -1.0 is all the way left and 1.0 is all the way right.
- * @return {Howler/Number} Self or current stereo panning value.
- */
- HowlerGlobal.prototype.stereo = function (pan) {
- var self = this;
- // Stop right here if not using Web Audio.
- if (!self.ctx || !self.ctx.listener) {
- return self;
- }
- // Loop through all Howls and update their stereo panning.
- for (var i = self._howls.length - 1; i >= 0; i--) {
- self._howls[i].stereo(pan);
- }
- return self;
- };
- /**
- * 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];
- if (typeof self.ctx.listener.positionX !== 'undefined') {
- self.ctx.listener.positionX.setTargetAtTime(self._pos[0], Howler.ctx.currentTime, 0.1);
- self.ctx.listener.positionY.setTargetAtTime(self._pos[1], Howler.ctx.currentTime, 0.1);
- self.ctx.listener.positionZ.setTargetAtTime(self._pos[2], Howler.ctx.currentTime, 0.1);
- } else {
- 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];
- if (typeof self.ctx.listener.forwardX !== 'undefined') {
- self.ctx.listener.forwardX.setTargetAtTime(x, Howler.ctx.currentTime, 0.1);
- self.ctx.listener.forwardY.setTargetAtTime(y, Howler.ctx.currentTime, 0.1);
- self.ctx.listener.forwardZ.setTargetAtTime(z, Howler.ctx.currentTime, 0.1);
- self.ctx.listener.upX.setTargetAtTime(x, Howler.ctx.currentTime, 0.1);
- self.ctx.listener.upY.setTargetAtTime(y, Howler.ctx.currentTime, 0.1);
- self.ctx.listener.upZ.setTargetAtTime(z, Howler.ctx.currentTime, 0.1);
- } else {
- self.ctx.listener.setOrientation(x, y, z, xUp, yUp, zUp);
- }
- } else {
- return or;
- }
- 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._stereo = o.stereo || null;
- self._pos = o.pos || null;
- 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
- };
- // Setup event listeners.
- self._onstereo = o.onstereo ? [{ fn: o.onstereo }] : [];
- self._onpos = o.onpos ? [{ fn: o.onpos }] : [];
- self._onorientation = o.onorientation ? [{ fn: o.onorientation }] : [];
- // Complete initilization with howler.js core's init function.
- return _super.call(this, o);
- };
- })(Howl.prototype.init);
- /**
- * Get/set the stereo panning of the audio source for this sound or all in the group.
- * @param {Number} pan A value of -1.0 is all the way left and 1.0 is all the way right.
- * @param {Number} id (optional) The sound ID. If none is passed, all in group will be updated.
- * @return {Howl/Number} Returns self or the current stereo panning value.
- */
- Howl.prototype.stereo = function (pan, id) {
- var self = this;
- // Stop right here if not using Web Audio.
- if (!self._webAudio) {
- return self;
- }
- // If the sound hasn't loaded, add it to the load queue to change stereo pan when capable.
- if (self._state !== 'loaded') {
- self._queue.push({
- event: 'stereo',
- action: function () {
- self.stereo(pan, id);
- }
- });
- return self;
- }
- // Check for PannerStereoNode support and fallback to PannerNode if it doesn't exist.
- var pannerType = (typeof Howler.ctx.createStereoPanner === 'undefined') ? 'spatial' : 'stereo';
- // Setup the group's stereo panning if no ID is passed.
- if (typeof id === 'undefined') {
- // Return the group's stereo panning if no parameters are passed.
- if (typeof pan === 'number') {
- self._stereo = pan;
- self._pos = [pan, 0, 0];
- } else {
- return self._stereo;
- }
- }
- // Change the streo panning 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 pan === 'number') {
- sound._stereo = pan;
- sound._pos = [pan, 0, 0];
- if (sound._node) {
- // If we are falling back, make sure the panningModel is equalpower.
- sound._pannerAttr.panningModel = 'equalpower';
- // Check if there is a panner setup and create a new one if not.
- if (!sound._panner || !sound._panner.pan) {
- setupPanner(sound, pannerType);
- }
- if (pannerType === 'spatial') {
- if (typeof sound._panner.positionX !== 'undefined') {
- sound._panner.positionX.setValueAtTime(pan, Howler.ctx.currentTime);
- sound._panner.positionY.setValueAtTime(0, Howler.ctx.currentTime);
- sound._panner.positionZ.setValueAtTime(0, Howler.ctx.currentTime);
- } else {
- sound._panner.setPosition(pan, 0, 0);
- }
- } else {
- sound._panner.pan.setValueAtTime(pan, Howler.ctx.currentTime);
- }
- }
- self._emit('stereo', sound._id);
- } else {
- return sound._stereo;
- }
- }
- }
- return self;
- };
- /**
- * Get/set the 3D spatial position of the audio source for this sound or group relative to the global listener.
- * @param {Number} x The x-position of the audio source.
- * @param {Number} y The y-position of the audio source.
- * @param {Number} z The z-position of the audio 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 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;
- }
- // If the sound hasn't loaded, add it to the load queue to change position when capable.
- if (self._state !== 'loaded') {
- self._queue.push({
- event: 'pos',
- action: 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 || sound._panner.pan) {
- setupPanner(sound, 'spatial');
- }
- if (typeof sound._panner.positionX !== 'undefined') {
- sound._panner.positionX.setValueAtTime(x, Howler.ctx.currentTime);
- sound._panner.positionY.setValueAtTime(y, Howler.ctx.currentTime);
- sound._panner.positionZ.setValueAtTime(z, Howler.ctx.currentTime);
- } else {
- sound._panner.setOrientation(x, y, z);
- }
- }
- self._emit('pos', sound._id);
- } 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;
- }
- // If the sound hasn't loaded, add it to the load queue to change orientation when capable.
- if (self._state !== 'loaded') {
- self._queue.push({
- event: 'orientation',
- action: 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[2] : 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) {
- // Make sure we have a position to setup the node with.
- if (!sound._pos) {
- sound._pos = self._pos || [0, 0, -0.5];
- }
- setupPanner(sound, 'spatial');
- }
- sound._panner.orientationX.setValueAtTime(x, Howler.ctx.currentTime);
- sound._panner.orientationY.setValueAtTime(y, Howler.ctx.currentTime);
- sound._panner.orientationZ.setValueAtTime(z, Howler.ctx.currentTime);
- }
- self._emit('orientation', sound._id);
- } else {
- return sound._orientation;
- }
- }
- }
- 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) A parameter for directional audio sources, this is an angle, in degrees,
- * inside of which there will be no volume reduction.
- * coneOuterAngle - (360 by default) A parameter for directional audio sources, this is an angle, in degrees,
- * outside of which the volume will be reduced to a constant value of `coneOuterGain`.
- * coneOuterGain - (0 by default) A parameter for directional audio sources, this is the gain outside of the
- * `coneOuterAngle`. It is a linear value in the range `[0, 1]`.
- * distanceModel - ('inverse' by default) Determines algorithm used to reduce volume as audio moves away from
- * listener. Can be `linear`, `inverse` or `exponential.
- * maxDistance - (10000 by default) The maximum distance between source and listener, after which the volume
- * will not be reduced any further.
- * refDistance - (1 by default) A reference distance for reducing volume as source moves further from the listener.
- * This is simply a variable of the distance model and has a different effect depending on which model
- * is used and the scale of your coordinates. Generally, volume will be equal to 1 at this distance.
- * rolloffFactor - (1 by default) How quickly the volume reduces as source moves from listener. This is simply a
- * variable of the distance model and can be in the range of `[0, 1]` with `linear` and `[0, ∞]`
- * with `inverse` and `exponential`.
- * panningModel - ('HRTF' by default) Determines which spatialization algorithm is used to position audio.
- * Can be `HRTF` or `equalpower`.
- *
- * @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') {
- if (!o.pannerAttr) {
- o.pannerAttr = {
- coneInnerAngle: o.coneInnerAngle,
- coneOuterAngle: o.coneOuterAngle,
- coneOuterGain: o.coneOuterGain,
- distanceModel: o.distanceModel,
- maxDistance: o.maxDistance,
- refDistance: o.refDistance,
- rolloffFactor: o.rolloffFactor,
- panningModel: o.panningModel
- };
- }
- self._pannerAttr = {
- coneInnerAngle: typeof o.pannerAttr.coneInnerAngle !== 'undefined' ? o.pannerAttr.coneInnerAngle : self._coneInnerAngle,
- coneOuterAngle: typeof o.pannerAttr.coneOuterAngle !== 'undefined' ? o.pannerAttr.coneOuterAngle : self._coneOuterAngle,
- coneOuterGain: typeof o.pannerAttr.coneOuterGain !== 'undefined' ? o.pannerAttr.coneOuterGain : self._coneOuterGain,
- distanceModel: typeof o.pannerAttr.distanceModel !== 'undefined' ? o.pannerAttr.distanceModel : self._distanceModel,
- maxDistance: typeof o.pannerAttr.maxDistance !== 'undefined' ? o.pannerAttr.maxDistance : self._maxDistance,
- refDistance: typeof o.pannerAttr.refDistance !== 'undefined' ? o.pannerAttr.refDistance : self._refDistance,
- rolloffFactor: typeof o.pannerAttr.rolloffFactor !== 'undefined' ? o.pannerAttr.rolloffFactor : self._rolloffFactor,
- panningModel: typeof o.pannerAttr.panningModel !== 'undefined' ? o.pannerAttr.panningModel : self._panningModel
- };
- }
- } 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,
- refDistance: typeof o.refDistance !== 'undefined' ? o.refDistance : pa.refDistance,
- rolloffFactor: typeof o.rolloffFactor !== 'undefined' ? o.rolloffFactor : pa.rolloffFactor,
- panningModel: typeof o.panningModel !== 'undefined' ? o.panningModel : pa.panningModel
- };
- // 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.refDistance = pa.refDistance;
- panner.rolloffFactor = pa.rolloffFactor;
- panner.panningModel = pa.panningModel;
- } 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, 'spatial');
- }
- }
- }
- 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._stereo = parent._stereo;
- self._pos = parent._pos;
- self._pannerAttr = parent._pannerAttr;
- // Complete initilization with howler.js core Sound's init function.
- _super.call(this);
- // If a stereo or position was specified, set it up.
- if (self._stereo) {
- parent.stereo(self._stereo);
- } else 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 spatial 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 spatial plugin properties on this sound.
- self._orientation = parent._orientation;
- self._stereo = parent._stereo;
- self._pos = parent._pos;
- self._pannerAttr = parent._pannerAttr;
- // If a stereo or position was specified, set it up.
- if (self._stereo) {
- parent.stereo(self._stereo);
- } else if (self._pos) {
- parent.pos(self._pos[0], self._pos[1], self._pos[2], self._id);
- } else if (self._panner) {
- // Disconnect the panner.
- self._panner.disconnect(0);
- self._panner = undefined;
- parent._refreshBuffer(self);
- }
- // 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.
- * @param {String} type Type of panner to create: 'stereo' or 'spatial'.
- */
- var setupPanner = function (sound, type) {
- type = type || 'spatial';
- // Create the new panner node.
- if (type === 'spatial') {
- 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.refDistance = sound._pannerAttr.refDistance;
- sound._panner.rolloffFactor = sound._pannerAttr.rolloffFactor;
- sound._panner.panningModel = sound._pannerAttr.panningModel;
- if (typeof sound._panner.positionX !== 'undefined') {
- sound._panner.positionX.setValueAtTime(sound._pos[0], Howler.ctx.currentTime);
- sound._panner.positionY.setValueAtTime(sound._pos[1], Howler.ctx.currentTime);
- sound._panner.positionZ.setValueAtTime(sound._pos[2], Howler.ctx.currentTime);
- } else {
- sound._panner.setPosition(sound._pos[0], sound._pos[1], sound._pos[2]);
- }
- if (typeof sound._panner.orientationX !== 'undefined') {
- sound._panner.orientationX.setValueAtTime(sound._orientation[0], Howler.ctx.currentTime);
- sound._panner.orientationY.setValueAtTime(sound._orientation[1], Howler.ctx.currentTime);
- sound._panner.orientationZ.setValueAtTime(sound._orientation[2], Howler.ctx.currentTime);
- } else {
- sound._panner.setOrientation(sound._orientation[0], sound._orientation[1], sound._orientation[2]);
- }
- } else {
- sound._panner = Howler.ctx.createStereoPanner();
- sound._panner.pan.setValueAtTime(sound._stereo, Howler.ctx.currentTime);
- }
- sound._panner.connect(sound._node);
- // Update the connections.
- if (!sound._paused) {
- sound._parent.pause(sound._id, true).play(sound._id, true);
- }
- };
- export {
- Howl,
- Howler,
- Sound
- }
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