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@aqua-ds/web-components

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import { proxyCustomElement, HTMLElement, createEvent, h } from '@stencil/core/internal/client'; import { d as defineCustomElement$2 } from './aq-button2.js'; import { d as defineCustomElement$1 } from './aq-tooltip2.js'; var commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {}; var howler = {}; /*! * howler.js v2.2.4 * howlerjs.com * * (c) 2013-2020, James Simpson of GoldFire Studios * goldfirestudios.com * * MIT License */ var hasRequiredHowler; function requireHowler () { if (hasRequiredHowler) return howler; hasRequiredHowler = 1; (function (exports) { (function() { /** 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; // Pool of unlocked HTML5 Audio objects. self._html5AudioPool = []; self.html5PoolSize = 10; // 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 audio unlocker. self.autoUnlock = 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; }, /** * Handle stopping all sounds globally. */ stop: function() { var self = this || Howler; // Loop through all Howls and stop them. for (var i=0; i<self._howls.length; i++) { self._howls[i].stop(); } 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 || 'suspended' : 'suspended'; // 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 ua = self._navigator ? self._navigator.userAgent : ''; var checkOpera = ua.match(/OPR\/(\d+)/g); var isOldOpera = (checkOpera && parseInt(checkOpera[0].split('/')[1], 10) < 33); var checkSafari = ua.indexOf('Safari') !== -1 && ua.indexOf('Chrome') === -1; var safariVersion = ua.match(/Version\/(.*?) /); var isOldSafari = (checkSafari && safariVersion && parseInt(safariVersion[1], 10) < 15); 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"') || audioTest.canPlayType('audio/wav')).replace(/^no$/, ''), aac: !!audioTest.canPlayType('audio/aac;').replace(/^no$/, ''), caf: !!audioTest.canPlayType('audio/x-caf;').replace(/^no$/, ''), m4a: !!(audioTest.canPlayType('audio/x-m4a;') || audioTest.canPlayType('audio/m4a;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''), m4b: !!(audioTest.canPlayType('audio/x-m4b;') || audioTest.canPlayType('audio/m4b;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''), mp4: !!(audioTest.canPlayType('audio/x-mp4;') || audioTest.canPlayType('audio/mp4;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''), weba: !!(!isOldSafari && audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, '')), webm: !!(!isOldSafari && audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, '')), dolby: !!audioTest.canPlayType('audio/mp4; codecs="ec-3"').replace(/^no$/, ''), flac: !!(audioTest.canPlayType('audio/x-flac;') || audioTest.canPlayType('audio/flac;')).replace(/^no$/, '') }; return self; }, /** * Some browsers/devices 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} */ _unlockAudio: function() { var self = this || Howler; // Only run this if Web Audio is supported and it hasn't already been unlocked. if (self._audioUnlocked || !self.ctx) { return; } self._audioUnlocked = false; self.autoUnlock = 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(e) { // Create a pool of unlocked HTML5 Audio objects that can // be used for playing sounds without user interaction. HTML5 // Audio objects must be individually unlocked, as opposed // to the WebAudio API which only needs a single activation. // This must occur before WebAudio setup or the source.onended // event will not fire. while (self._html5AudioPool.length < self.html5PoolSize) { try { var audioNode = new Audio(); // Mark this Audio object as unlocked to ensure it can get returned // to the unlocked pool when released. audioNode._unlocked = true; // Add the audio node to the pool. self._releaseHtml5Audio(audioNode); } catch (e) { self.noAudio = true; break; } } // Loop through any assigned audio nodes and unlock them. 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 unlock the audio nodes. for (var j=0; j<ids.length; j++) { var sound = self._howls[i]._soundById(ids[j]); if (sound && sound._node && !sound._node._unlocked) { sound._node._unlocked = true; sound._node.load(); } } } } // Fix Android can not play in suspend state. self._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._audioUnlocked = true; // Remove the touch start listener. document.removeEventListener('touchstart', unlock, true); document.removeEventListener('touchend', unlock, true); document.removeEventListener('click', unlock, true); document.removeEventListener('keydown', unlock, true); // Let all sounds know that audio has been unlocked. for (var i=0; i<self._howls.length; i++) { self._howls[i]._emit('unlock'); } }; }; // Setup a touch start listener to attempt an unlock in. document.addEventListener('touchstart', unlock, true); document.addEventListener('touchend', unlock, true); document.addEventListener('click', unlock, true); document.addEventListener('keydown', unlock, true); return self; }, /** * Get an unlocked HTML5 Audio object from the pool. If none are left, * return a new Audio object and throw a warning. * @return {Audio} HTML5 Audio object. */ _obtainHtml5Audio: function() { var self = this || Howler; // Return the next object from the pool if one exists. if (self._html5AudioPool.length) { return self._html5AudioPool.pop(); } //.Check if the audio is locked and throw a warning. var testPlay = new Audio().play(); if (testPlay && typeof Promise !== 'undefined' && (testPlay instanceof Promise || typeof testPlay.then === 'function')) { testPlay.catch(function() { console.warn('HTML5 Audio pool exhausted, returning potentially locked audio object.'); }); } return new Audio(); }, /** * Return an activated HTML5 Audio object to the pool. * @return {Howler} */ _releaseHtml5Audio: function(audio) { var self = this || Howler; // Don't add audio to the pool if we don't know if it has been unlocked. if (audio._unlocked) { self._html5AudioPool.push(audio); } 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'; // Handle updating the state of the audio context after suspending. var handleSuspension = function() { self.state = 'suspended'; if (self._resumeAfterSuspend) { delete self._resumeAfterSuspend; self._autoResume(); } }; // Either the state gets suspended or it is interrupted. // Either way, we need to update the state to suspended. self.ctx.suspend().then(handleSuspension, handleSuspension); }, 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.ctx.state !== 'interrupted' && self._suspendTimer) { clearTimeout(self._suspendTimer); self._suspendTimer = null; } else if (self.state === 'suspended' || self.state === 'running' && self.ctx.state === 'interrupted') { 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 === 'metadata') ? 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._xhr = { method: o.xhr && o.xhr.method ? o.xhr.method : 'GET', headers: o.xhr && o.xhr.headers ? o.xhr.headers : null, withCredentials: o.xhr && o.xhr.withCredentials ? o.xhr.withCredentials : 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._onunlock = o.onunlock ? [{fn: o.onunlock}] : []; self._onresume = []; // Web Audio or HTML5 Audio? self._webAudio = Howler.usingWebAudio && !self._html5; // Automatically try to enable audio. if (typeof Howler.ctx !== 'undefined' && Howler.ctx && Howler.autoUnlock) { Howler._unlockAudio(); } // 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._preload !== 'none') { self.load(); } return self; }, /** * Load the audio file. * @return {Howler} */ load: function() { var self = this; var url = null; // If no audio is available, quit immediately. if (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) { 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. if (!self._playLock) { 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; // Mark this sound 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); var start = self._sprite[sprite][0] / 1000; var stop = (self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000; sound._sprite = sprite; // Mark the sound as ended instantly so that this async playback // doesn't get grabbed by another call to play while this one waits to start. sound._ended = false; // Update the parameters of the sound. var setParams = function() { sound._paused = false; sound._seek = seek; sound._start = start; sound._stop = stop; sound._loop = !!(sound._loop || self._sprite[sprite][2]); }; // End the sound instantly if seek is at the end. if (seek >= stop) { self._ended(sound); return; } // 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._playLock = false; setParams(); 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); self._loadQueue(); }, 0); } }; if (Howler.state === 'running' && Howler.ctx.state !== 'interrupted') { playWebAudio(); } else { self._playLock = true; // Wait for the audio context to resume before playing. 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; // Some 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 (play && typeof Promise !== 'undefined' && (play instanceof Promise || typeof play.then === 'function')) { // Implements a lock to prevent DOMException: The play() request was interrupted by a call to pause(). self._playLock = true; // Set param values immediately. setParams(); // Releases the lock and executes queued actions. play .then(function() { self._playLock = false; node._unlocked = true; if (!internal) { self._emit('play', sound._id); } else { self._loadQueue(); } }) .catch(function() { self._playLock = false; self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' + 'on mobile devices and Chrome where playback was not within a user interaction.'); // Reset the ended and paused values. sound._ended = true; sound._paused = true; }); } else if (!internal) { self._playLock = false; setParams(); 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 and Chrome 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('ended', self._endTimers[sound._id], false); }; node.addEventListener('ended', self._endTimers[sound._id], false); } } catch (err) { self._emit('playerror', sound._id, err); } }; // If this is streaming audio, make sure the src is set and load again. if (node.src === 'data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA') { node.src = self._src; node.load(); } // 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 { self._playLock = true; self._state = 'loading'; var listener = function() { self._state = 'loaded'; // Begin playback. playHtml5(); // Clear this listener. node.removeEventListener(Howler._canPlayEvent, listener, false); }; 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._playLock) { 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) { sound._node.currentTime = sound._start || 0; sound._node.pause(); // If this is a live stream, stop download once the audio is stopped. if (sound._node.duration === Infinity) { self._clearSound(sound._node); } } } 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._playLock) { 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._playLock) { 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 passed, 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._playLock) { self._queue.push({ event: 'fade', action: function() { self.fade(from, to, len, id); } }); return self; } // Make sure the to/from/len values are numbers. from = Math.min(Math.max(0, parseFloat(from)), 1); to = Math.min(Math.max(0, parseFloat(to)), 1); len = parseFloat(len); // 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; // Round to within 2 decimal points. vol = Math.round(vol * 100) / 100; // Make sure the volume is in the right bounds. if (diff < 0) { vol = Math.max(to, vol); } else { vol = Math.min(to, vol); } // 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