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tommoor committed Mar 19, 2011
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19 changes: 19 additions & 0 deletions LICENSE
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Copyright (c) 2011 Tom Moor

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
93 changes: 93 additions & 0 deletions Readme.md
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# Zap! HTML 5 Game Audio

Zap! is an audio manager for html 5 applications with a focus on real time uses such as games.

It provides a common interface that works across the individual browser quirks and shortcomings such as multiple channels, looping and callbacks.

## Documentation

### init(options)

Init should be run before anything else to setup configuration and create dom elements

__Arguments__
* options - Optional configuration object

__Example__

Zap.init({
console: true,
complete: function(){
// callback for all sounds finished loading
},
error: function(ref){
// callback when a sound fails to load
},
update: function(percent){
// callback when a sound finishes loading
}
});



### addSound(ref, sources, channels, time)

Add a sound to be loaded, this method can be chained.

__Arguments__
* refs - A unique string reference for this sound
* sources - An array of possible sources in the order they should be checked
* channels - The maximum number of channels available for this sample
* time - Time to wait until giving up on the sound loading

__Example__

Zap.addSound('beat', ['beat.mp3', 'beat.ogg', 'beat.wav'])
.addSound('laser', ['shoot.mp3', 'shoot.ogg'], 5);


### play(ref, volume, loops, callback)

Play a sound by reference, this method can be chained.

__Arguments__
* ref - The sound reference
* volume - A number between 0-1
* loops - The number of times the sample should loop
* callback - An optional callback to be run once the sample finishes

__Example__

Zap.play('mysound', 1, 10, function(){

alert('My sound has finished');
});

### stop(ref)

Stop a sound by reference, this method can be chained.

__Arguments__
* ref - The sound reference

__Example__

Zap.stop('mysound');

### stopAllSounds

Stop every loaded sound

__Example__

Zap.stopAllSounds();


## Download

Releases are available for download from
[GitHub](http://github.com/tommoor/zap/downloads).

__Development:__ [zap.js](https://github.com/tommoor/zap/raw/master/zap.js)

__Production:__ [zap.min.js](https://github.com/tommoor/zap/raw/master/zap.min.js)
238 changes: 238 additions & 0 deletions Zap.js
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/**
* Zap! - HTML5 Sound Manager
* Copyright (c) 2011 Tom Moor
* MIT Licensed
*/

var Zap = (function() {

var exports = {},
sounds = {},
loaded = 0,
timeout = 6*1000,
self = this,
options = {
container: 'sounds',
console: true,
complete: function(){},
error: function(){},
update: function(){}
};


/**
* Initalise zap object, optionally include configs
*
* @param {Object} config object
* @return {Zap} return itself to allow chaining
*/

exports.init = function(opt){

options = $.extend(options, opt);
$('<div/>', {'id': options.container}).appendTo('body');

return this;
}


/**
* Add a sound to be played later
*
* @param {String} ref
* @param {Array} sources
* @param {Integer} maximum channels
* @param {Integer} maximum ms loading before considered to have timed out
* @return {Zap} return itself to allow chaining
*/

exports.addSound = function(ref, sources, channels, time){

var channels = channels || 1;
var element = ref;

// create reference to sound channels
sounds[ref] = {
asset: '#' + ref,
loaded: false,
failed: false,
duration: 0,
channels: channels,
channel: 0
}

// if a sound fails to load for any reason it shouldnt stop complete callback
var loadTimeout = setTimeout(function(){

log('Zap: sound failed to load: ' + ref);
sounds[ref].failed = true;
soundLoaded();
options.error(ref);

}, time || timeout);

// create new wrapper to categorise channels
$('<div/>', {
'id': ref
}).appendTo('#' + options.container);

var c;
// create an audio element for each channel
while(channels--){

c = 'sound-' + element + '-' + channels;

// create new channel
$('<audio/>', {
'id': c,
'preload': 'auto',
'autobuffer': true
}).appendTo('#' + ref);

// bind event handlers
$('#' + c).bind('canplaythrough', function(){
clearTimeout(loadTimeout);
sounds[ref].loaded = true;
sounds[ref].duration = $(this).get(0).duration*1000;
soundLoaded();
});

// add sound sources
for(var s in sources){
$('<source/>', {
'src': sources[s]
}).appendTo('#' + c);
}
}

log('Zap: sound added ' + ref);

return this;
}


/**
* Play a sound by reference
*
* @param {String} ref
* @param {Float} vol
* @param {Integer} loops
* @param {Function} callback
* @return {Zap} return itself to allow chaining
*/

exports.play = function(ref, vol, loops, c){

if(! sounds[ref].loaded){
log('Zap: sound with reference "' + ref + '" is not loaded');
return false;
}
var callback = c || function(){};
var volume = vol || 1;
var sound = sounds[ref];
var element = $('#sounds #' + ref + ' audio').get(sound.channel);

log('Zap: playing "' + ref + '" on channel ' + (sound.channel+1));

// circulate through the available channels
if(sound.channel++ >= sound.channels-1){
sound.channel = 0;
}

// play one shot
element.volume = volume;
element.play();

if(loops){
// loop, if requested
var count = 0;
var loopInterval = setInterval(function(){

if(++count < loops){
Zap.play(ref, vol);
return true;
}
clearInterval(loopInterval);
callback();
}, sound.duration);

} else {
// callback, if provided
setTimeout(callback, sound.duration);
}

return this;
}


/**
* Stop a sound by reference
*
* @param {String} ref
* @return {Zap} return itself to allow chaining
*/

exports.stop = function(ref){

// find all channels this sound could
// be playing on and stop each one individually.
var element = $('#sounds #' + ref + ' audio').each(function(){

$(this).get(0).pause();
});

return this;
}


/**
* Stop every sound that has been loaded
*
* @return {Zap} return itself to allow chaining
*/

exports.stopAllSounds = function(){

$('#sounds audio').each(function(){

$(this).get(0).pause();
});

return this;
}


var getChannelCount = function(){

var c = 0;
for (var i in sounds) {
c += sounds[i].channels;
}

return c;
}


var getPercentageLoaded = function(){
return (getChannelCount() / loaded )*100;
}


var soundLoaded = function(){
loaded++;
options.update( getPercentageLoaded() );

if(loaded == getChannelCount()) options.complete();
}


var log = function(){
if(window.console && options.console){
window.console.log( Array.prototype.slice.call(arguments) );
}
}

return exports;
})();

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25 changes: 25 additions & 0 deletions examples/click.html
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<!doctype html>
<html>
<head>
<title>Zap!</title>
<script src="http://ajax.googleapis.com/ajax/libs/jquery/1.5/jquery.min.js"></script>
<script src="../Zap.js"></script>
<script>
$(function(){
Zap.init({
complete: function(){
$(window).click(function(){

Zap.play('laser');
});
}
});
Zap.addSound('laser', ['zap.mp3', 'zap.ogg'], 5);
});
</script>
</head>
<body>
<h1>Zap! Action Example</h1>
<p>Turn your speakers on and click the page.</p>
</body>
</html>

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