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twreporter-react

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React-Redux site for The Reporter Foundation in Taiwan

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/*! * howler.js v2.0.0-beta10 * howlerjs.com * * (c) 2013-2016, James Simpson of GoldFire Studios * goldfirestudios.com * * MIT License */ (function() { 'use strict'; // Setup our audio context. var navigator = (window && window.navigator) ? window.navigator : null; var ctx = null; var usingWebAudio = true; var noAudio = false; var masterGain = null; var canPlayEvent = 'canplaythrough'; setupAudioContext(); /** 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; // Internal properties. self._codecs = {}; self._howls = []; self._muted = false; self._volume = 1; // Keeps track of the suspend/resume state of the AudioContext. self.state = ctx ? ctx.state || 'running' : 'running'; self.autoSuspend = true; // Automatically begin the 30-second suspend process self._autoSuspend(); // Set to false to disable the auto iOS enabler. self.mobileAutoEnable = true; // No audio is available on this system if this is set to true. self.noAudio = noAudio; // This will be true if the Web Audio API is available. self.usingWebAudio = usingWebAudio; // Expose the AudioContext when using Web Audio. self.ctx = ctx; // Expose the master GainNode when using Web Audio (useful for plugins or advanced usage). self.masterGain = masterGain; // Check for supported codecs. if (!noAudio) { self._setupCodecs(); } 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 (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) { self._volume = vol; // When using Web Audio, we just need to adjust the master gain. if (usingWebAudio) { masterGain.gain.value = vol; } // 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; self._muted = muted; // With Web Audio, we just need to mute the master gain. if (usingWebAudio) { masterGain.gain.value = muted ? 0 : self._volume; } // 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 && typeof ctx.close !== 'undefined') { self.ctx = null; ctx.close(); setupAudioContext(); self.ctx = ctx; } 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]; }, /** * Check for browser support for various codecs and cache the results. * @return {Howler} */ _setupCodecs: function() { var self = this || Howler; var audioTest = new Audio(); var mpegTest = audioTest.canPlayType('audio/mpeg;').replace(/^no$/, ''); // Opera version <33 has mixed MP3 support, so we need to check for and block it. var checkOpera = navigator && navigator.userAgent.match(/OPR\/([0-6].)/g); var isOldOpera = (checkOpera && parseInt(checkOpera[0].split('/')[1], 10) < 33); self._codecs = { mp3: !!(!isOldOpera && (mpegTest || audioTest.canPlayType('audio/mp3;').replace(/^no$/, ''))), 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$/, '') }; 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 iOS if audio isn't already eanbled. var isMobile = /iPhone|iPad|iPod|Android|BlackBerry|BB10|Silk|Mobi/i.test(navigator && navigator.userAgent); var isTouch = !!(('ontouchend' in window) || (navigator && navigator.maxTouchPoints > 0) || (navigator && navigator.msMaxTouchPoints > 0)); if (ctx && (self._mobileEnabled || !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. Howler.unload(); // Scratch buffer for enabling iOS to dispose of web audio buffers correctly, as per: // http://stackoverflow.com/questions/24119684 self._scratchBuffer = 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() { // Create an empty buffer. var source = ctx.createBufferSource(); source.buffer = self._scratchBuffer; source.connect(ctx.destination); // Play the empty buffer. if (typeof source.start === 'undefined') { source.noteOn(0); } else { source.start(0); } // 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('touchend', unlock, true); }; }; // Setup a touch start listener to attempt an unlock in. 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 || !ctx || typeof ctx.suspend === 'undefined' || !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 no sound has played after 30 seconds, suspend the context. self._suspendTimer = setTimeout(function() { if (!self.autoSuspend) { return; } self._suspendTimer = null; self.state = 'suspending'; 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 (!ctx || typeof ctx.resume === 'undefined' || !usingWebAudio) { return; } if (self.state === 'running' && self._suspendTimer) { clearTimeout(self._suspendTimer); self._suspendTimer = null; } else if (self.state === 'suspended') { self.state = 'resuming'; ctx.resume().then(function() { self.state = 'running'; }); 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; // 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; // Setup all other default properties. self._duration = 0; self._state = 'unloaded'; self._sounds = []; self._endTimers = {}; self._queue = []; // 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._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}] : []; // Web Audio or HTML5 Audio? self._webAudio = usingWebAudio && !self._html5; // Automatically try to enable audio on iOS. if (typeof ctx !== 'undefined' && ctx && Howler.mobileAutoEnable) { Howler._enableMobileAudio(); } // Keep track of this Howl group in the global controller. Howler._howls.push(self); // Load the source file unless otherwise specified. if (self._preload) { 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 (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 { // Extract the file extension from the URL or base64 data URI. str = self._src[i]; ext = /^data:audio\/([^;,]+);/i.exec(str); if (!ext) { ext = /\.([^.]+)$/.exec(str.split('?', 1)[0]); } if (ext) { ext = ext[1].toLowerCase(); } } // Check if this extension is available. if (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. * @return {Number} Sound ID. */ play: function(sprite) { var self = this; var args = arguments; 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 === '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 we have no sprite and the sound hasn't loaded, we must wait // for the sound to load to get our audio's duration. if (self._state !== 'loaded' && !self._sprite[sprite]) { self._queue.push({ event: 'play', action: function() { self.play(self._soundById(sound._id) ? sound._id : undefined); } }); return sound._id; } // 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 (!args[1]) { setTimeout(function() { self._emit('play', sound._id); }, 0); } 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 = sound._seek > 0 ? sound._seek : self._sprite[sprite][0] / 1000; var duration = ((self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000) - seek; // Create a timer to fire at the end of playback or the start of a new loop. var timeout = (duration * 1000) / Math.abs(sound._rate); if (timeout !== Infinity) { self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); } // 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 * Howler.volume(); node.gain.setValueAtTime(vol, ctx.currentTime); sound._playStart = 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 (!self._endTimers[sound._id] && timeout !== Infinity) { self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); } if (!args[1]) { setTimeout(function() { self._emit('play', sound._id); }, 0); } }; if (self._state === 'loaded') { playWebAudio(); } else { // Wait for the audio to load and then begin playback. self.once('load', playWebAudio, sound._id); // 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; setTimeout(function() { node.play(); if (!args[1]) { self._emit('play', sound._id); } }, 0); }; // Play immediately if ready, or wait for the 'canplaythrough'e vent. var loadedNoReadyState = (self._state === 'loaded' && (window && window.ejecta || !node.readyState && navigator.isCocoonJS)); if (node.readyState === 4 || loadedNoReadyState) { playHtml5(); } else { var listener = function() { // Setup the new end timer. if (timeout !== Infinity) { self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); } // Begin playback. playHtml5(); // Clear this listener. node.removeEventListener(canPlayEvent, listener, false); }; node.addEventListener(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, add it to the load queue to pause when capable. if (self._state !== 'loaded') { 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._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) { return self; } 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._id); } } } return self; }, /** * Stop playback and reset to start. * @param {Number} id The sound ID (empty to stop all in group). * @return {Howl} */ stop: function(id) { 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 && !sound._paused) { // Reset the seek position. sound._seek = sound._start || 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 has been created if (!sound._node.bufferSource) { return self; } 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(); sound._node.currentTime = sound._start || 0; } } } if (sound) { 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; if (self._webAudio && sound._node) { sound._node.gain.setValueAtTime(muted ? 0 : sound._volume * Howler.volume(), 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) { // 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.volume(), 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 (self._webAudio && !sound._muted) { var currentTime = ctx.currentTime; var end = currentTime + (len / 1000); sound._volume = from; sound._node.gain.setValueAtTime(from, currentTime); sound._node.gain.linearRampToValueAtTime(to, end); // Fire the event when complete. sound._timeout = setTimeout(function(id, sound) { delete sound._timeout; setTimeout(function() { sound._volume = to; self._emit('fade', id); }, end - ctx.currentTime > 0 ? Math.ceil((end - ctx.currentTime) * 1000) : 0); }.bind(self, ids[i], sound), len); } else { var diff = Math.abs(from - to); var dir = from > to ? 'out' : 'in'; var steps = diff / 0.01; var stepLen = len / steps; (function() { var vol = from; sound._interval = setInterval(function(id, sound) { // Update the volume amount. vol += (dir === 'in' ? 0.01 : -0.01); // 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. self.volume(vol, id, true); // When the fade is complete, stop it and fire event. if (vol === to) { clearInterval(sound._interval); delete sound._interval; self._emit('fade', id); } }.bind(self, ids[i], sound), stepLen); })(); } } } return self; }, /** * 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._interval) { clearInterval(sound._interval); delete sound._interval; self._emit('fade', id); } else if (sound._timeout) { clearTimeout(sound._timeout); delete sound._timeout; sound._node.gain.cancelScheduledValues(ctx.currentTime); 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; } } } 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) { sound._rate = rate; // Change the playback rate. if (self._webAudio && sound._node && sound._node.bufferSource) { sound._node.bufferSource.playbackRate.value = rate; } 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); 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 { 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 (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; self._clearTimer(id); // Restart the playback if the sound was playing. if (playing) { self.play(id, true); } self._emit('seek', id); } else { if (self._webAudio) { return (sound._seek + (self.playing(id) ? ctx.currentTime - sound._playStart : 0)); } else { return sound._node.currentTime; } } } return self; }, /** * Check if a specific sound is currently playing or not. * @param {Number} id The sound id to check. If none is passed, first sound is used. * @return {Boolean} True if playing and false if not. */ playing: function(id) { var self = this; var sound = self._soundById(id) || self._sounds[0]; return sound ? !sound._paused : false; }, /** * Get the duration of this sound. * @param {Number} id The sound id to check. If none is passed, first sound is used. * @return {Number} Audio duration. */ duration: function(id) { var self = this; var sound = self._soundById(id) || self._sounds[0]; return self._duration / sound._rate; }, /** * 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); self._emit('end', sounds[i]._id); } // Remove the source or disconnect. if (!self._webAudio) { // Set the source to an empty string to stop any downloading. sounds[i]._node.src = ''; // Remove any event listeners. sounds[i]._node.removeEventListener('error', sounds[i]._errorFn, false); sounds[i]._node.removeEventListener(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 (cache) { delete cache[self._src]; } // 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]; if (fn) { // Loop through event store and remove the passed function. for (var i=0; i<events.length; i++) { if (fn === events[i].fn && id === events[i].id) { 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 (var 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--) { 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); } } } 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() { var self = this; if (self._queue.length > 0) { var task = self._queue[0]; // don't move onto the next task until this one is done self.once(task.event, function() { self._queue.shift(); self._loadQueue(); }); 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; // 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).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._playStart = 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; 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); } 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]) { clearTimeout(self._endTimers[id]); 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; }