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SoundJS.js
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SoundJS.js
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/*
* SoundJS
* Visit http://createjs.com/ for documentation, updates and examples.
*
*
* Copyright (c) 2012 gskinner.com, inc.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
// namespace:
this.createjs = this.createjs||{};
/**
* The SoundJS library manages the playback of audio in HTML, via plugins which
* abstract the actual implementation, and allow multiple playback modes depending
* on the environment.
*
* For example, a developer could specify:
* [WebAudioPlugin, HTML5AudioPlugin, FlashAudioPlugin]
* In the latest browsers with webaudio support, a WebAudio plugin would be used,
* other modern browsers could use HTML5 audio, and older browsers with no HTML5
* audio support would use the Flash Plugin.
*
* Note that there is not currently a supported WebAudio plugin.
*
* @module SoundJS
*/
(function() {
//TODO: Interface to validate plugins and throw warnings
//TODO: Determine if methods exist on a plugin before calling
//TODO: Interface to validate instances and throw warnings
//TODO: Surface errors on audio from all plugins
//TODO: Timeouts
//TODO: Put Plugins on SoundJS.lib?
/**
* The public API for creating sounds, and controlling the overall sound levels,
* and affecting multiple sounds at once. All SoundJS APIs are static.
*
* SoundJS can also be used as a PreloadJS plugin to help preload audio properly.
* @class SoundJS
* @constructor
*/
function SoundJS() {
throw "SoundJS cannot be instantiated";
}
var s = SoundJS;
/**
* Determine how audio is split, when multiple paths are specified in a source.
* @property DELIMITER
* @type String
* @default |
* @static
*/
s.DELIMITER = "|";
/**
* The duration in milliseconds to determine a timeout.
* @property AUDIO_TIMEOUT
* @static
* @type Number
* @default 8000
*/
s.AUDIO_TIMEOUT = 8000; //TODO: Not fully implemented
/**
* The interrupt value to use to interrupt any currently playing instance with the same source.
* @property INTERRUPT_ANY
* @type String
* @default any
* @static
*/
s.INTERRUPT_ANY = "any";
/**
* The interrupt value to use to interrupt the earliest currently playing instance with the same source.
* @property INTERRUPT_EARLY
* @type String
* @default early
* @static
*/
s.INTERRUPT_EARLY = "early";
/**
* The interrupt value to use to interrupt the latest currently playing instance with the same source.
* @property INTERRUPT_LATE
* @type String
* @default late
* @static
*/
s.INTERRUPT_LATE = "late";
/**
* The interrupt value to use to interrupt no currently playing instances with the same source.
* @property INTERRUPT_NONE
* @type String
* @default none
* @static
*/
s.INTERRUPT_NONE = "none";
// Important, implement playState in plugins with these values.
/**
* Defines the playState of an instance that is still initializing.
* @property PLAY_INITED
* @type String
* @default playInited
* @static
*/
s.PLAY_INITED = "playInited";
/**
* Defines the playState of an instance that is currently playing or paused.
* @property PLAY_SUCCEEDED
* @type String
* @default playSucceeded
* @static
*/
s.PLAY_SUCCEEDED = "playSucceeded";
/**
* Defines the playState of an instance that was interrupted by another instance.
* @property PLAY_INTERRUPTED
* @type String
* @default playInterrupted
* @static
*/
s.PLAY_INTERRUPTED = "playInterrupted";
/**
* Defines the playState of an instance that completed playback.
* @property PLAY_FINISHED
* @type String
* @default playFinished
* @static
*/
s.PLAY_FINISHED = "playFinished";
/**
* Defines the playState of an instance that failed to play. This is usually caused by a lack of available channels
* when the interrupt mode was "INTERRUPT_NONE", the playback stalled, or the sound could not be found.
* @property PLAY_FAILED
* @type String
* @default playFailed
* @static
*/
s.PLAY_FAILED = "playFailed";
/**
* The currently active plugin. If this is null, then no plugin could be initialized.
* If no plugin was specified, only the HTMLAudioPlugin is tested.
* @property activePlugin
* @type Object
* @default null
* @static
*/
s.activePlugin = null;
/**
* SoundJS is currently muted. No audio will play, unless existing instances are unmuted. This property
* is read-only.
* @property muted
* @type {Boolean}
* @default false
*/
s.muted = false;
// Private
s.pluginsRegistered = false;
s.masterVolume = 1;
s.instances = [];
s.instanceHash = {};
s.idHash = null;
s.defaultSoundInstance = null;
/**
* Get the preload rules to be used by PreloadJS. This function should not be called, except by PreloadJS.
* @method getPreloadHandlers
* @return {Object} The callback, file types, and file extensions to use for preloading.
* @static
* @private
*/
s.getPreloadHandlers = function() {
return {
callback: s.proxy(s.initLoad, s),
types: ["sound"],
extensions: ["mp3", "ogg", "wav"]
}
}
/**
* Register a list of plugins, in order of precedence.
* @method registerPlugins
* @param {Array} plugins An array of plugins to install.
* @return {Boolean} Whether a plugin was successfully initialized.
* @static
*/
s.registerPlugins = function(plugins) {
s.pluginsRegistered = true;
for (var i=0, l=plugins.length; i<l; i++) {
var plugin = plugins[i];
if (plugin == null) { continue; } // In case a plugin is not defined.
// Note: Each plugin is passed in as a class reference, but we store the activePlugin as an instances
if (plugin.isSupported()) {
s.activePlugin = new plugin();
//TODO: Check error on initialization?
return true;
}
}
return false;
}
/**
* Register a SoundJS plugin. Plugins handle the actual playing
* of audio. By default the HTMLAudio plugin will be installed if
* no other plugins are present when the user starts playback.
* @method registerPlugin
* @param {Object} plugin The plugin class to install.
* @return {Boolean} Whether the plugin was successfully initialized.
* @static
*/
s.registerPlugin = function(plugin) {
s.pluginsRegistered = true;
if (plugin == null) { return false; }
if (plugin.isSupported()) {
s.activePlugin = new plugin();
return true;
}
return false;
}
/**
* Determines if SoundJS has been initialized, and a plugin has been activated.
* @method isReady
* @return {Boolean} If SoundJS has initialized a plugin.
* @static
*/
s.isReady = function() {
return (s.activePlugin != null);
}
/**
* Get the active plugin's capabilities, which help determine if a plugin can be
* used in the current environment, or if the plugin supports a specific feature.
* Capabilities include:
* <ul>
* <li><b>panning:</b> If the plugin can pan audio from left to right</li>
* <li><b>volume;</b> If the plugin can control audio volume.</li>
* <li><b>mp3:</b> If MP3 audio is supported.</li>
* <li><b>ogg:</b> If OGG audio is supported.</li>
* <li><b>wav:</b> If WAV audio is supported.</li>
* <li><b>mpeg:</b> If MPEG audio is supported.</li>
* <li><b>channels:</b> The maximum number of audio channels that can be created.</li>
* @method getCapabilities
* @return {Object} An object containing the capabilities of the active plugin.
* @static
*/
s.getCapabilities = function() {
if (s.activePlugin == null) { return null; }
return s.activePlugin.capabilities;
}
/**
* Get a specific capability of the active plugin. See the <b>getCapabilities</b> for a full list
* of capabilities.
* @method getCapability
* @param {String} key The capability to retrieve
* @return {String | Number | Boolean} The capability value.
* @static
*/
s.getCapability = function(key) {
if (s.activePlugin == null) { return null; }
return s.activePlugin.capabilities[key];
}
/**
* Process manifest items from PreloadJS.
* @method initLoad
* @param {String | Object} value The src or object to load
* @param {String} type The optional type of object. Will likely be "sound".
* @param {String} id An optional id
* @param {Number | String | Boolean | Object} data Optional data associated with the item
* @return {Object} An object with the modified values that were passed in.
* @private
*/
s.initLoad = function(src, type, id, data) {
if (!s.checkPlugin(true)) { return false; }
var details = s.parsePath(src, type, id, data);
if (details == null) { return false; }
if (id != null) {
if (s.idHash == null) { s.idHash = {}; }
s.idHash[id] = details.src;
}
var ok = SoundChannel.create(details.src, data);
var instance = s.activePlugin.register(details.src, data);
if (instance != null) {
// If the instance returns a tag, return it instead for preloading.
if (instance.tag != null) { details.tag = instance.tag; }
else if (instance.src) { details.src = instance.src; }
// If the instance returns a complete handler, pass it on to the prelaoder.
if (instance.completeHandler != null) { details.handler = instance.completeHandler; }
}
return details;
}
/**
* Parse the path of a manifest item
* @method parsePath
* @param {String | Object} value
* @param {String} type
* @param {String} id
* @param {Number | String | Boolean | Object} data
* @return {Object} A formatted object to load.
* @private
*/
s.parsePath = function(value, type, id, data) {
// Assume value is string.
var sounds = value.split(s.DELIMITER);
var ret = {type:type||"sound", id:id, data:data, handler:s.handleSoundReady};
var found = false;
var c = s.getCapabilities();
for (var i=0, l=sounds.length; i<l; i++) {
var sound = sounds[i];
var point = sound.lastIndexOf(".");
var ext = sound.substr(point+1).toLowerCase();
var name = sound.substr(0, point).split("/").pop();
switch (ext) {
case "mp3":
if (c.mp3) { found = true; }
break;
case "ogg":
if (c.ogg) { found = true }
break;
case "wav":
if (c.wav) { found = true; }
break;
// TODO: Other cases.
}
if (found) {
ret.name = name;
ret.src = sound;
ret.extension = ext;
return ret;
}
}
return null;
}
/* ---------------
Static API.
--------------- */
/**
* Play a sound, receive an instance to control. If the sound failed to play, the soundInstance
* will still be returned, and have a playState of SoundJS.PLAY_FAILED. Note that even on sounds with
* failed playback, you may still be able to call play(), since the failure could be due to lack of available
* channels.
* @method play
* @param {String} value The src or ID of the audio.
* @param {String} interrupt How to interrupt other instances of audio. Values are defined as constants on SoundJS.
* @param {Number} delay The amount of time to delay the start of the audio. Delay is in milliseconds.
* @param {Number} offset The point to start the audio. Offset is in milliseconds.
* @param {Number} loop Determines how many times the audio loops when it reaches the end of a sound. Default is 0 (no loops). Set to -1 for infinite.
* @param {Number} volume The volume of the sound, between 0 and 1
* @param {Number} pan The left-right pan of the sound (if supported), between -1 (left) and 1 (right)
* @return {SoundInstance} A SoundInstance that can be controlled after it is created.
* @static
*/
s.play = function (src, interrupt, delay, offset, loop, volume, pan) {
if (!s.checkPlugin(true)) { return s.defaultSoundInstance; }
src = s.getSrcFromId(src);
var instance = s.activePlugin.create(src);
try { instance.mute(s.muted); } catch(error) { } // Sometimes, plugin isn't ready!
var ok = s.playInstance(instance, interrupt, delay, offset, loop, volume, pan);
if (!ok) { instance.playFailed(); }
return instance;
}
/**
* Play an instance. This is called by the static API, as well as from plugins. This allows the
* core class to control delays.
* @method playInstance
* @return {Boolean} If the sound can start playing.
* @protected
*/
s.playInstance = function(instance, interrupt, delay, offset, loop, volume, pan) {
interrupt = interrupt || s.INTERRUPT_NONE;
if (delay == null) { delay = 0; }
if (offset == null) { offset = 0; }
if (loop == null) { loop = 0; }
if (volume == null) { volume = 1; }
if (pan == null) { pan = 0; }
if (delay == 0) {
var ok = s.beginPlaying(instance, interrupt, offset, loop, volume, pan);
if (!ok) { return false; }
} else {
//Note that we can't pass arguments to proxy OR setTimeout (IE), so just wrap the function call.
setTimeout(function() {
s.beginPlaying(instance, interrupt, offset, loop, volume, pan);
}, delay); //LM: Can not stop before timeout elapses. Maybe add timeout interval to instance?
}
this.instances.push(instance);
this.instanceHash[instance.uniqueId] = instance;
return true;
}
/**
* Begin playback. This is called immediately, or after delay by SoundJS.beginPlaying
* @method beginPlaying
* @protected
*/
s.beginPlaying = function(instance, interrupt, offset, loop, volume, pan) {
if (!SoundChannel.add(instance, interrupt)) { return false; }
var result = instance.beginPlaying(offset, loop, volume, pan);
if (!result) {
var index = this.instances.indexOf(instance);
if (index > -1) {
this.instances.splice(index, 1);
}
delete this.instanceHash[instance.uniqueId];
return false;
}
return true;
}
/**
* Determine if a plugin has been initialized. Optionally initialize the default plugin, which enables
* SoundJS to work without manually setting up the plugins.
* @method checkPlugin
* @param {Boolean} initializeDefault Determines if the default plugin should be initialized if there
* is not yet a plugin when this is checked.
* @returns If a plugin is initialized. If the browser does not have the capabilities to initialize
* an available plugin, this will be false.
*/
s.checkPlugin = function(initializeDefault) {
if (s.activePlugin == null) {
if (initializeDefault && !s.pluginsRegistered) {
s.registerPlugin(createjs.HTMLAudioPlugin);
}
if (s.activePlugin == null) {
return false;
}
}
return true;
}
/**
* Get the source of a sound via the ID passed in with the manifest. If no ID is found
* the value is passed back.
* @method getSrcFromId
* @param value The name or src of a sound.
* @return {String} The source of the sound.
* @static
*/
s.getSrcFromId = function(value) {
if (s.idHash == null || s.idHash[value] == null) { return value; }
return s.idHash[value];
}
/* ---------------
Global controls
--------------- */
/**
* Set the volume of all sounds. This sets the volume value of all audio, and
* is not a "master volume". Use setMasterVolume() instead.
* @method setVolume
* @param {Number} The volume to set on all sounds. The acceptable range is 0-1.
* @param {String} id Optional, the specific sound ID to target.
* @return {Boolean} If the volume was set.
* @static
*/
s.setVolume = function(value, id) {
// don't deal with null volume
if (Number(value) == null) { return false; }
value = Math.max(0, Math.min(1, value));
return s.tellAllInstances("setVolume", id, value);
/*SoundJS.activePlugin.setVolume(value, SoundJS.getSrcFromId(id));*/
//return true;
}
/**
* Get the master volume. All sounds multiply their current volume against the master volume.
* @method getMasterVolume
* @return {Number} The master volume
* @static
*/
s.getMasterVolume = function() { return s.masterVolume; }
/**
* To set the volume of all instances at once, use the setVolume() method.
* @method setMasterVolume
* @param {Number} value The master volume to set.
* @return {Boolean} If the master volume was set.
* @static
*/
s.setMasterVolume = function(value) {
s.masterVolume = value;
return s.tellAllInstances("setMasterVolume", null, value);
}
/**
* Mute/Unmute all audio. Note that muted audio still plays at 0 volume,
* and that individually muted audio will be affected by setting the global mute.
* @method setMute
* @param {Boolean} isMuted Whether the audio should be muted or not.
* @param {String} id The specific sound ID (set) to target.
* @return {Boolean} If the mute was set.
* @static
*/
s.setMute = function(isMuted) {
this.muted = isMuted;
return s.tellAllInstances("mute", null, isMuted);
}
/**
* Pause all instances.
* @method pause
* @param id The specific sound ID (set) to target.
* @return If the audio was paused or not.
* @static
*/
s.pause = function(id) {
return s.tellAllInstances("pause", id);
}
/**
* Resume all instances. Note that the pause/resume methods do not work independantly
* of each instance's paused state. If one instance is already paused when the SoundJS.pause
* method is called, then it will resume when this method is called.
* @method resume
* @param id The specific sound ID (set) to target.
* @return If the audio was resumed or not
* @static
*/
s.resume = function(id) {
return s.tellAllInstances("resume", id);
}
/**
* Stop all audio (Global stop).
* @method stop
* @param id The specific sound ID (set) to target.
* @return If the audio was stopped or not.
* @static
*/
s.stop = function(id) {
return s.tellAllInstances("stop", id);
}
/**
* Get a SoundInstance by a unique id. It is often useful to store audio
* instances by id (in form elements for example), so this method provides
* a useful way to access the instances via their IDs.
* @method getInstanceById
* @param uniqueId The id to use as lookup.
* @return {SoundInstance} The sound instance with the specified ID.
* @static
*/
s.getInstanceById = function(uniqueId) {
return this.instanceHash[uniqueId];
}
/**
* A sound has completed playback, been interrupted, failed, or been stopped.
* Remove instance management. It will be added again, if the sound re-plays.
* Note that this method is called from the instances.
* @method playFinished
* @param {SoundInstance} instance The instance that finished playback.
* @private
*/
s.playFinished = function(instance) {
SoundChannel.remove(instance);
var index = this.instances.indexOf(instance);
if (index > -1) {
this.instances.splice(index, 1);
}
// Note: Keep in instance hash.
}
/**
* Call a method on all instances. Passing an optional ID will filter the event
* to only sounds matching that id (or source).
* @method tellAllInstances
* @param {String} command The command to call on each instance.
* @param {String} id A specific sound ID to call. If omitted, the command will be applied
* to all sound instances.
* @param {Object} value A value to pass on to each sound instance the command is applied to.
* @private
*/
s.tellAllInstances = function(command, id, value) {
if (this.activePlugin == null) { return false; }
var src = this.getSrcFromId(id);
for (var i=this.instances.length-1; i>=0; i--) {
var instance = this.instances[i];
if (src != null && instance.src != src) { continue; }
switch (command) {
case "pause":
instance.pause(); break;
case "resume":
instance.resume(); break;
case "setVolume":
instance.setVolume(value); break;
case "setMasterVolume":
instance.setMasterVolume(value); break;
case "mute":
instance.mute(value); break;
case "stop":
instance.stop(); break;
case "setPan":
instance.setPan(value); break;
}
}
return true;
}
/**
* A function proxy for SoundJS methods. By default, JavaScript methods do not maintain scope, so passing a
* method as a callback will result in the method getting called in the scope of the caller. Using a proxy
* ensures that the method gets called in the correct scope. All internal callbacks in SoundJS use this approach.
* @method proxy
* @param {Function} method The function to call
* @param {Object} scope The scope to call the method name on
* @static
* @private
*/
s.proxy = function(method, scope) {
return function() {
return method.apply(scope, arguments);
}
}
createjs.SoundJS = SoundJS;
/**
* SoundChannel manages the number of active instances
* @class SoundChannel
* @param src The source of the instances
* @param max The number of instances allowed
* @private
*/
function SoundChannel(src, max) {
this.init(src, max);
}
/* ------------
Static API
------------ */
/**
* A hash of channel instances by src.
* @property channels
* @static
* @private
*/
SoundChannel.channels = {};
/**
* Create a sound channel.
* @method create
* @static
* @param {String} src The source for the channel
* @param {Number} max The maximum amount this channel holds.
* @private
*/
SoundChannel.create = function(src, max) {
var channel = SoundChannel.get(src);
if (channel == null) {
SoundChannel.channels[src] = new SoundChannel(src, max);
} else {
channel.max += max;
}
}
/**
* Add an instance to a sound channel.
* method add
* @param {SoundInstance} instance The instance to add to the channel
* @param {String} interrupt The interrupt value to use
* @static
* @private
*/
SoundChannel.add = function(instance, interrupt) {
var channel = SoundChannel.get(instance.src);
if (channel == null) { return false; }
return channel.add(instance, interrupt);
}
/**
* Remove an instace from its channel.
* method remove
* @param {SoundInstance} instance The instance to remove from the channel
* @static
* @private
*/
SoundChannel.remove = function(instance) {
var channel = SoundChannel.get(instance.src);
if (channel == null) { return false; }
channel.remove(instance);
return true;
}
/**
* Get a channel instance by its src.
* method get
* @param {String} src The src to use to look up the channel
* @static
* @private
*/
SoundChannel.get = function(src) {
return SoundChannel.channels[src];
}
var p = SoundChannel.prototype = {
/**
* The src of the channel
* @property src
* @private
*/
src: null,
/**
* The maximum number of instances in this channel
* @property max
* @private
*/
max: null,
/**
* The current number of active instances.
* @property length
* @private
*/
length: 0,
/**
* Initialize the channel
* @method init
* @param {String} src The source of the channel
* @param {Number} max The maximum number of instances in the channel
* @private
*/
init: function(src, max) {
this.src = src;
this.max = max || 1;
this.instances = [];
},
/**
* Get an instance by index
* @method get
* @param {Number} index The index to return.
* @private
*/
get: function(index) {
return this.instances[index];
},
/**
* Add a new instance
* @method add
* @param {SoundInstance} instance The instance to add.
* @private
*/
add: function(instance, interrupt) {
if (!this.getSlot(interrupt, instance)) {
return false;
};
this.instances.push(instance);
this.length++;
return true;
},
/**
* Remove an instance
* @method remove
* @param {SoundInstance} instance The instance to remove
* @private
*/
remove: function(instance) {
var index = this.instances.indexOf(instance);
if (index == -1) { return false; }
this.instances.splice(index, 1);
this.length--;
return true;
},
/**
* Get an available slot
* @method getSlot
* @param {String} interrupt The interrupt value to use.
* @param {SoundInstance} instance The sound instance the will go in the channel if successful.
* @private
*/
getSlot: function(interrupt, instance) {
var target, replacement;
var margin = SoundJS.activePlugin.FT || 0;
for (var i=0, l=this.max||100; i<l; i++) {
target = this.get(i);
// Available Space
if (target == null) {
return true;
} else if (interrupt == SoundJS.INTERRUPT_NONE) {
continue;
}
// First replacement candidate
if (i == 0) {
replacement = target;
continue;
}
// Audio is complete or not playing
if (target.playState == SoundJS.PLAY_FINISHED ||
target == SoundJS.PLAY_INTERRUPTED ||
target == SoundJS.PLAY_FAILED) {
replacement = target;
// Audio is a better candidate than the current target, according to playhead
} else if (
(interrupt == SoundJS.INTERRUPT_EARLY && target.getPosition() < replacement.getPosition()) ||
(interrupt == SoundJS.INTERRUPT_LATE && target.getPosition() > replacement.getPosition())) {
replacement = target;
}
}
if (replacement != null) {
replacement.interrupt();
this.remove(replacement);
return true;
}
return false;
},
toString: function() {
return "[SoundJS SoundChannel]";
}
}
// do not add to namespace
// This is a dummy sound instance, which allows SoundJS to return something so
// developers don't need to check nulls.
function SoundInstance() {
this.isDefault = true;
this.pause = this.resume = this.play = this.beginPlaying = this.cleanUp = this.interrupt = this.stop = this.setMasterVolume = this.setVolume = this.mute = this.setPan = this.getPosition = this.setPosition = this.playFailed = function() { return false; };
this.getVolume = this.getPan = this.getDuration = function() { return 0; }
this.playState = SoundJS.PLAY_FAILED;
this.toString = function() { return "[SoundJS Default Sound Instance]"; }
}
SoundJS.defaultSoundInstance = new SoundInstance();
// An additional module to determine the current browser, version, operating system, and other environment variables.
function BrowserDetect() {}
BrowserDetect.init = function() {
var agent = navigator.userAgent;
BrowserDetect.isFirefox = (agent.indexOf("Firefox")> -1);
BrowserDetect.isOpera = (window.opera != null);
BrowserDetect.isIOS = agent.indexOf("iPod") > -1 || agent.indexOf("iPhone") > -1 || agent.indexOf("iPad") > -1;
}
BrowserDetect.init();
createjs.SoundJS.BrowserDetect = BrowserDetect;
}());