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HTMLAudioPlugin.js
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HTMLAudioPlugin.js
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/*
* HTMLAudioPlugin for 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.
*/
/**
* @module SoundJS
*/
(function(ns) {
/**
* Play sounds using HTML <audio> tags in the browser.
* @class HTMLAudioPlugin
* @constructor
*/
function HTMLAudioPlugin() {
this.init();
}
var s = HTMLAudioPlugin;
/**
* The maximum number of instances that can be played. This is a browser limitation.
* @property MAX_INSTANCES
* @type Number
* @default 30
* @static
*/
s.MAX_INSTANCES = 30;
/**
* The capabilities of the plugin.
* @property capabilities
* @type Object
* @default null
* @static
*/
s.capabilities = null;
s.lastId = 0;
// Event constants
s.AUDIO_READY = "canplaythrough";
s.AUDIO_ENDED = "ended";
s.AUDIO_ERROR = "error"; //TODO: Handle error cases
s.AUDIO_STALLED = "stalled";
//TODO: Not used. Chrome can not do this when loading audio from a server.
s.fillChannels = false;
/**
* Determine if the plugin can be used.
* @method isSupported
* @return {Boolean} If the plugin can be initialized.
* @static
*/
s.isSupported = function() {
if (createjs.SoundJS.BrowserDetect.isIOS) { return false; }
s.generateCapabilities();
var t = s.tag;
if (t == null || t.canPlayType == null) { return false; }
return true;
};
/**
* Determine the capabilities of the plugin.
* @method generateCapabiities
* @static
*/
s.generateCapabilities = function() {
if (s.capabilities != null) { return; }
var t = s.tag = document.createElement("audio");
var c = s.capabilities = {
panning: false,
volume: true,
mp3: t.canPlayType("audio/mp3") != "no" && t.canPlayType("audio/mp3") != "",
ogg: t.canPlayType("audio/ogg") != "no" && t.canPlayType("audio/ogg") != "",
mpeg: t.canPlayType("audio/mpeg") != "no" && t.canPlayType("audio/mpeg") != "",
wav:t.canPlayType("audio/wav") != "no" && t.canPlayType("audio/wav") != "",
channels: s.MAX_INSTANCES
};
// TODO: Other props?
}
var p = s.prototype = {
capabilities: null,
FT: 0.001,
channels: null,
init: function() {
this.capabilities = s.capabilities;
this.channels = {};
},
/**
* Pre-register a sound instance when preloading/setup.
* @method register
* @param {String} src The source of the audio
* @param {Number} instances The number of concurrently playing instances to allow for the channel at any time.
* @return {Object} A result object, containing a tag for preloading purposes.
*/
register: function(src, instances) {
var channel = TagChannel.get(src);
var tag;
for (var i=0, l=instances||1; i<l; i++) {
tag = this.createTag(src);
channel.add(tag);
}
return {
tag: tag // Return one instance for preloading purposes
};
},
createTag: function(src) {
var tag = document.createElement("audio");
tag.preload = false;
tag.src = src;
//tag.type = "audio/ogg"; //LM: Need to set properly
return tag;
},
/**
* Create a sound instance.
* @method create
* @param {String} src The source to use.
* @return {SoundInstance} A sound instance for playback and control.
*/
create: function(src) {
var instance = new SoundInstance(src);
instance.owner = this;
return instance;
},
toString: function() {
return "[HTMLAudioPlugin]";
}
}
ns.HTMLAudioPlugin = HTMLAudioPlugin;
/**
* Sound Instances are created when any calls to SoundJS.play() are made.
* The instances are returned by the active plugin for control by the user.
* Users can control audio directly through the instance.
* @class SoundInstance
* @param {String} src The path to the sound
* @constructor
*/
function SoundInstance(src) {
this.init(src);
}
var p = SoundInstance.prototype = {
//TODO: Fading out when paused/stopped?
/**
* The source of the sound.
* @property src
* @type String
* @default null
*/
src: null,
/**
* The unique ID of the instance
* @property uniqueId
* @type String | Number
* @default -1
*/
uniqueId:-1,
/**
* The play state of the sound. Play states are defined as constants on SoundJS
* @property playState
* @type String
* @default null
*/
playState: null,
/**
* The plugin that created the instance
* @property owner
* @type HTMLAudioPlugin
* @default null
*/
owner: null,
loaded: false,
lastInterrupt: createjs.SoundJS.INTERRUPT_NONE,
offset: 0,
delay: 0,
volume: 1,
pan: 0,
remainingLoops: 0,
delayTimeout: -1,
tag: null,
/**
* Determines if the audio is currently muted.
* @property muted
* @type Boolean
* @default false
*/
muted: false,
/**
* Determines if the audio is currently paused. If the audio has not yet started playing,
* it will be true, unless the user pauses it.
* @property paused
* @type Boolean
* @default false
*/
paused: false,
/**
* The callback that is fired when a sound has completed playback
* @event onComplete
*/
onComplete: null,
/**
* The callback that is fired when a sound has completed playback, but has loops remaining.
* @event onLoop
*/
onLoop: null,
/**
* The callback that is fired when a sound is ready to play.
* @event onReady
*/
onReady: null,
/**
* The callback that is fired when a sound has failed to start.
* @event onPlayFailed
*/
onPlayFailed: null,
/**
* The callback that is fired when a sound has been interrupted.
* @event onPlayInterrupted
*/
onPlayInterrupted: null,
// Proxies, make removing listeners easier.
endedHandler: null,
readyHandler: null,
stalledHandler:null,
// Constructor
init: function(src) {
this.uniqueId = ns.HTMLAudioPlugin.lastId++;
this.src = src;
this.endedHandler = createjs.SoundJS.proxy(this.handleSoundComplete, this);
this.readyHandler = createjs.SoundJS.proxy(this.handleSoundReady, this);
this.stalledHandler = createjs.SoundJS.proxy(this.handleSoundStalled, this);
},
cleanUp: function() {
var tag = this.tag;
if (tag != null) {
tag.pause();
try { tag.currentTime = 0; } catch (e) {} // Reset Position
tag.removeEventListener(ns.HTMLAudioPlugin.AUDIO_ENDED, this.endedHandler, false);
tag.removeEventListener(ns.HTMLAudioPlugin.AUDIO_READY, this.readyHandler, false);
TagChannel.setInstance(this.src, tag);
this.tag = null;
}
createjs.SoundJS.playFinished(this);
},
interrupt: function () {
if (this.tag == null) { return; }
this.playState = createjs.SoundJS.PLAY_INTERRUPTED;
if (this.onPlayInterrupted) { this.onPlayInterrupted(this); }
this.cleanUp();
this.paused = false;
},
// Public API
/**
* Play an instance. This API is only used to play an instance after it has been stopped
* or interrupted.`
* @method play
* @param {String} interrupt How this sound interrupts other instances with the same source. Interrupt values are defined as constants on SoundJS.
* @param {Number} delay The delay in milliseconds before the sound starts
* @param {Number} offset How far into the sound to begin playback.
* @param {Number} loop The number of times to loop the audio. Use -1 for infinite loops.
* @param {Number} volume The volume of the sound between 0 and 1.
* @param {Number} pan The pan of the sound between -1 and 1. Note that pan does not work for HTML Audio.
*/
play: function(interrupt, delay, offset, loop, volume, pan) {
this.cleanUp();
createjs.SoundJS.playInstance(this, interrupt, delay, offset, loop, volume, pan);
},
// Called by SoundJS when ready
beginPlaying: function(offset, loop, volume, pan) {
var tag = this.tag = TagChannel.getInstance(this.src);
if (tag == null) { this.playFailed(); return -1; }
tag.addEventListener(ns.HTMLAudioPlugin.AUDIO_ENDED, this.endedHandler, false);
this.offset = offset;
this.volume = volume;
this.updateVolume();
this.remainingLoops = loop;
if (tag.readyState !== 4) {
tag.addEventListener(ns.HTMLAudioPlugin.AUDIO_READY, this.readyHandler, false);
tag.addEventListener(ns.HTMLAudioPlugin.AUDIO_STALLED, this.stalledHandler, false);
tag.load();
} else {
this.handleSoundReady(null);
}
return 1;
},
handleSoundStalled: function(event) {
if (this.onPlayFailed != null) { this.onPlayFailed(this); }
this.cleanUp();
},
handleSoundReady: function(event) {
this.playState = createjs.SoundJS.PLAY_SUCCEEDED;
this.paused = false;
this.tag.removeEventListener(ns.HTMLAudioPlugin.AUDIO_READY, this.readyHandler, false);
if(this.offset >= this.getDuration()) {
this.playFailed();
return;
}
this.tag.currentTime = this.offset * 0.001;
this.tag.play();
},
/**
* Pause the instance.
* @method pause
* @return {Boolean} If the pause call succeeds.
*/
pause: function() {
this.paused = true;
// Note: when paused by user, we hold a reference to our tag. We do not release it until stopped.
if (this.tag != null) {
this.tag.pause();
return false;
}
return true;
},
/**
* Resume a sound instance that has been paused.
* @method resume
* @return {Boolean} If the resume call succeeds.
*/
resume: function() {
this.paused = false;
if (this.tag != null) {
this.tag.play();
return false;
}
return true;
},
/**
* Stop a sound instance.
* @method stop
* @return {Boolean} If the stop call succeeds.
*/
stop: function() {
this.pause();
this.playState = createjs.SoundJS.PLAY_FINISHED;
this.cleanUp();
return true;
},
// Called by SoundJS
setMasterVolume: function(value) {
this.updateVolume();
return true;
},
/**
* Set the volume of the sound instance.
* @method setVolume
* @param value
* @return {Boolean} If the setVolume call succeeds.
*/
setVolume: function(value) {
this.volume = value;
this.updateVolume();
return true;
},
updateVolume: function() {
if (this.tag != null) {
this.tag.volume = this.muted ? 0 : this.volume * createjs.SoundJS.masterVolume;
return true;
} else {
return false;
}
},
/**
* Get the volume of the sound, not including how the master volume has affected it.
* @method getVolume
* @param value
* @return The volume of the sound.
*/
getVolume: function(value) {
return this.volume;
},
/**
* Mute the sound.
* @method mute
* @param {Boolean} isMuted If the sound should be muted or not.
* @return {Boolean} If the mute call succeeds.
*/
mute: function(isMuted) {
this.muted = isMuted;
this.updateVolume();
return true;
},
/**
* Set the pan of a sound instance. Note that this does not work in HTML audio.
* @method setPan
* @param {Number} value The pan value between -1 (left) and 1 (right).
* @return {Number} If the setPan call succeeds.
*/
setPan: function(value) { return false; }, // Can not set pan in HTML
/**
* Get the pan of a sound instance. Note that this does not work in HTML audio.
* @method getPan
* @return {Number} The value of the pan between -1 (left) and 1 (right).
*/
getPan: function() { return 0; },
/**
* Get the position of the playhead in the sound instance.
* @method getPosition
* @return {Number} The position of the playhead in milliseconds.
*/
getPosition: function() {
if (this.tag == null) { return 0; }
return this.tag.currentTime * 1000;
},
/**
* Set the position of the playhead in the sound instance.
* @method setPosition
* @param {Number} value The position of the playhead in milliseconds.
*/
setPosition: function(value) {
if (this.tag == null) { return false; }
try {
this.tag.currentTime = value * 0.001;
} catch(error) { // Out of range
return false;
}
return true;
},
/**
* Get the duration of the sound instance.
* @method getDuration
* @return {Number} The duration of the sound instance in milliseconds.
*/
getDuration: function() {
if (this.tag == null) { return 0; }
return this.tag.duration * 1000;
},
handleSoundComplete: function(event) {
if (this.remainingLoops != 0) {
this.remainingLoops--;
try { this.tag.currentTime = 0; } catch(error) {}
this.tag.play();
if (this.onLoop != null) { this.onLoop(this); }
return;
}
this.playState = createjs.SoundJS.PLAY_FINISHED;
if (this.onComplete != null) { this.onComplete(this); }
this.cleanUp();
},
// Play has failed
playFailed: function() {
this.playState = createjs.SoundJS.PLAY_FAILED;
if (this.onPlayFailed != null) { this.onPlayFailed(this); }
this.cleanUp();
},
toString: function() {
return "[HTMLAudioPlugin SoundInstance]";
}
}
// Do not add to window.
/**
* The TagChannel is an object pool for HTML tag instances.
* In Chrome, we have to pre-create the number of tag instances that we are going to play
* before we load the data, otherwise the audio stalls. (Note: This seems to be a bug in Chrome)
* @param src The source of the channel.
* @private
*/
function TagChannel(src) {
this.init(src);
}
/**
* Contains each sound channel, indexed by src.
* @private
*/
TagChannel.channels = {};
/**
* Get a tag channel.
* @private
*/
TagChannel.get = function(src) {
var channel = TagChannel.channels[src];
if (channel == null) {
channel = TagChannel.channels[src] = new TagChannel(src);
}
return channel;
}
/**
* Get a tag instance. This is a shortcut method.
* @private
*/
TagChannel.getInstance = function(src) {
var channel = TagChannel.channels[src];
if (channel == null) { return null; }
return channel.get();
}
/** Return a tag instance. This is a shortcut method.
* @private
*/
TagChannel.setInstance = function(src, tag) {
var channel = TagChannel.channels[src];
if (channel == null) { return null; }
return channel.set(tag);
}
TagChannel.prototype = {
src: null,
length: 0,
available: 0,
tags: null,
init: function(src) {
this.src = src;
this.tags = [];
},
add: function(tag) {
this.tags.push(tag);
this.length++;
this.available = this.tags.length;
},
get: function() {
if (this.tags.length == 0) { return null; }
this.available = this.tags.length;
var tag = this.tags.pop();
document.body.appendChild(tag);
return tag;
},
set: function(tag) {
var index = this.tags.indexOf(tag);
if (index == -1) {
this.tags.push(tag);
}
document.body.removeChild(tag);
this.available = this.tags.length;
},
toString: function() {
return "[HTMLAudioPlugin TagChannel]";
}
}
}(createjs||(createjs={})));
var createjs;