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/*!
* howler.js v2.2.3
* howlerjs.com
*
* (c) 2013-2020, James Simpson of GoldFire Studios
* goldfirestudios.com
*
* MIT License
*/
(function() {
'use strict';
/** 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=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$/, '');
// Opera version <33 has mixed MP3 support, so we need to check for and block it.
var ua = self._navigator ? self._navigator.userAgent : '';
var checkOpera = ua.match(/OPR\/([0-6].)/g);
var isOldOpera = (checkOpera && parseInt(checkOpera[0].split('/')[1], 10) < 33);
var checkSafari = ua.indexOf('Safari') !== -1 && ua.indexOf('Chrome') === -1;
var safariVersion = ua.match(/Version\/(.*?) /);
var isOldSafari = (checkSafari && safariVersion && parseInt(safariVersion[1], 10) < 15);
self._codecs = {
mp3: !!(!isOldOpera && (mpegTest || audioTest.canPlayType('audio/mp3;').replace(/^no$/, ''))),
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= 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 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';
s
// 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 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 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 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 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._playLock) {
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 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.
if (self._sounds.length) {
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 if (self._sounds.length) {
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 0;
}
// If the sound hasn't loaded, add it to the load queue to seek when capable.
if (typeof seek === 'number' && (self._state !== 'loaded' || self._playLock)) {
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 (typeof seek === 'number' && 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;
sound._ended = false;
self._clearTimer(id);
// Update the seek position for HTML5 Audio.
if (!self._webAudio && sound._node && !isNaN(sound._node.duration)) {
sound._node.currentTime = seek;
}
// Seek and emit when ready.
var seekAndEmit = function() {
// Restart the playback if the sound was playing.
if (playing) {
self.play(id, true);
}
self._emit('seek', id);
};
// Wait for the play lock to be unset before emitting (HTML5 Audio).
if (playing && !self._webAudio) {
var emitSeek = function() {
if (!self._playLock) {
seekAndEmit();
} else {
setTimeout(emitSeek, 0);
}
};
setTimeout(emitSeek, 0);
} else {
seekAndEmit();
}
} else {
if (self._webAudio) {
var realTime = self.playing(id) ? Howler.ctx.currentTime - sound._playStart : 0;
var rateSeek = sound._rateSeek ? sound._rateSeek - sound._seek : 0;
return sound._seek + (rateSeek + realTime * Math.abs(sound._rate));
} else {
return sound._node.currentTime;
}
}
}
return self;
},
/**
* Check if a specific sound is currently playing or not (if id is provided), or check if at least one of the sounds in the group is playing or not.
* @param {Number} id The sound id to check. If none is passed, the whole sound group is checked.
* @return {Boolean} True if playing and false if not.
*/
playing: function(id) {
var self = this;
// Check the passed sound ID (if any).
if (typeof id === 'number') {
var sound = self._soundById(id);
return sound ? !sound._paused : false;
}
// Otherwise, loop through all sounds and check if any are playing.
for (var i=0; i= 0) {
Howler._howls.splice(index, 1);
}
// Delete this sound from the cache (if no other Howl is using it).
var remCache = true;
for (i=0; i= 0) {
remCache = false;
break;
}
}
if (cache && remCache) {
delete cache[self._src];
}
// Clear global errors.
Howler.noAudio = false;
// 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];
var i = 0;
// Allow passing just an event and ID.
if (typeof fn === 'number') {
id = fn;
fn = null;
}
if (fn || id) {
// Loop through event store and remove the passed function.
for (i=0; i=0; i--) {
// Only fire the listener if the correct ID is used.
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);
}
}
}
// Pass the event type into load queue so that it can continue stepping.
self._loadQueue(event);
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(event) {
var self = this;
if (self._queue.length > 0) {
var task = self._queue[0];
// Remove this task if a matching event was passed.
if (task.event === event) {
self._queue.shift();
self._loadQueue();
}
// Run the task if no event type is passed.
if (!event) {
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;
// If we are using IE and there was network latency we may be clipping
// audio before it completes playing. Lets check the node to make sure it
// believes it has completed, before ending the playback.
if (!self._webAudio && sound._node && !sound._node.paused && !sound._node.ended && sound._node.currentTime < sound._stop) {
setTimeout(self._ended.bind(self, sound), 100);
return self;
}
// 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, true).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._rateSeek = 0;
sound._playStart = Howler.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;
sound._rateSeek = 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, true);
}
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]) {
// Clear the timeout or remove the ended listener.
if (typeof self._endTimers[id] !== 'function') {
clearTimeout(self._endTimers[id]);
} else {
var sound = self._soundById(id);
if (sound && sound._node) {
sound._node.removeEventListener('ended', self._endTimers[id], false);
}
}
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=0; i--) {
if (cnt <= limit) {
return;
}
if (self._sounds[i]._ended) {
// Disconnect the audio source when using Web Audio.
if (self._webAudio && self._sounds[i]._node) {
self._sounds[i]._node.disconnect(0);
}
// Remove sounds until we have the pool size.
self._sounds.splice(i, 1);
cnt--;
}
}
},
/**
* Get all ID's from the sounds pool.
* @param {Number} id Only return one ID if one is passed.
* @return {Array} Array of IDs.
*/
_getSoundIds: function(id) {
var self = this;
if (typeof id === 'undefined') {
var ids = [];
for (var i=0; i= 0;
if (!node.bufferSource) {
return self;
}
if (Howler._scratchBuffer && node.bufferSource) {
node.bufferSource.onended = null;
node.bufferSource.disconnect(0);
if (isIOS) {
try { node.bufferSource.buffer = Howler._scratchBuffer; } catch(e) {}
}
}
node.bufferSource = null;
return self;
},
/**
* Set the source to a 0-second silence to stop any downloading (except in IE).
* @param {Object} node Audio node to clear.
*/
_clearSound: function(node) {
var checkIE = /MSIE |Trident\//.test(Howler._navigator && Howler._navigator.userAgent);
if (!checkIE) {
node.src = 'data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA';
}
}
};
/** Single Sound Methods **/
/***************************************************************************/
/**
* Setup the sound object, which each node attached to a Howl group is contained in.
* @param {Object} howl The Howl parent group.
*/
var Sound = function(howl) {
this._parent = howl;
this.init();
};
Sound.prototype = {
/**
* Initialize a new Sound object.
* @return {Sound}
*/
init: function() {
var self = this;
var parent = self._parent;
// Setup the default parameters.
self._muted = parent._muted;
self._loop = parent._loop;
self._volume = parent._volume;
self._rate = parent._rate;
self._seek = 0;
self._paused = true;
self._ended = true;
self._sprite = '__default';
// Generate a unique ID for this sound.
self._id = ++Howler._counter;
// Add itself to the parent's pool.
parent._sounds.push(self);
// Create the new node.
self.create();
return self;
},
/**
* Create and setup a new sound object, whether HTML5 Audio or Web Audio.
* @return {Sound}
*/
create: function() {
var self = this;
var parent = self._parent;
var volume = (Howler._muted || self._muted || self._parent._muted) ? 0 : self._volume;
if (parent._webAudio) {
// Create the gain node for controlling volume (the source will connect to this).
self._node = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain();
self._node.gain.setValueAtTime(volume, Howler.ctx.currentTime);
self._node.paused = true;
self._node.connect(Howler.masterGain);
} else if (!Howler.noAudio) {
// Get an unlocked Audio object from the pool.
self._node = Howler._obtainHtml5Audio();
// Listen for errors (http://dev.w3.org/html5/spec-author-view/spec.html#mediaerror).
self._errorFn = self._errorListener.bind(self);
self._node.addEventListener('error', self._errorFn, false);
// Listen for 'canplaythrough' event to let us know the sound is ready.
self._loadFn = self._loadListener.bind(self);
self._node.addEventListener(Howler._canPlayEvent, self._loadFn, false);
// Listen for the 'ended' event on the sound to account for edge-case where
// a finite sound has a duration of Infinity.
self._endFn = self._endListener.bind(self);
self._node.addEventListener('ended', self._endFn, false);
// Setup the new audio node.
self._node.src = parent._src;
self._node.preload = parent._preload === true ? 'auto' : parent._preload;
self._node.volume = volume * Howler.volume();
// Begin loading the source.
self._node.load();
}
return self;
},
/**
* Reset the parameters of this sound to the original state (for recycle).
* @return {Sound}
*/
reset: function() {
var self = this;
var parent = self._parent;
// Reset all of the parameters of this sound.
self._muted = parent._muted;
self._loop = parent._loop;
self._volume = parent._volume;
self._rate = parent._rate;
self._seek = 0;
self._rateSeek = 0;
self._paused = true;
self._ended = true;
self._sprite = '__default';
// Generate a new ID so that it isn't confused with the previous sound.
self._id = ++Howler._counter;
return self;
},
/**
* HTML5 Audio error listener callback.
*/
_errorListener: function() {
var self = this;
// Fire an error event and pass back the code.
self._parent._emit('loaderror', self._id, self._node.error ? self._node.error.code : 0);
// Clear the event listener.
self._node.removeEventListener('error', self._errorFn, false);
},
/**
* HTML5 Audio canplaythrough listener callback.
*/
_loadListener: function() {
var self = this;
var parent = self._parent;
// Round up the duration to account for the lower precision in HTML5 Audio.
parent._duration = Math.ceil(self._node.duration * 10) / 10;
// Setup a sprite if none is defined.
if (Object.keys(parent._sprite).length === 0) {
parent._sprite = {__default: [0, parent._duration * 1000]};
}
if (parent._state !== 'loaded') {
parent._state = 'loaded';
parent._emit('load');
parent._loadQueue();
}
// Clear the event listener.
self._node.removeEventListener(Howler._canPlayEvent, self._loadFn, false);
},
/**
* HTML5 Audio ended listener callback.
*/
_endListener: function() {
var self = this;
var parent = self._parent;
// Only handle the `ended`` event if the duration is Infinity.
if (parent._duration === Infinity) {
// Update the parent duration to match the real audio duration.
// Round up the duration to account for the lower precision in HTML5 Audio.
parent._duration = Math.ceil(self._node.duration * 10) / 10;
// Update the sprite that corresponds to the real duration.
if (parent._sprite.__default[1] === Infinity) {
parent._sprite.__default[1] = parent._duration * 1000;
}
// Run the regular ended method.
parent._ended(self);
}
// Clear the event listener since the duration is now correct.
self._node.removeEventListener('ended', self._endFn, false);
}
};
/** Helper Methods **/
/***************************************************************************/
var cache = {};
/**
* Buffer a sound from URL, Data URI or cache and decode to audio source (Web Audio API).
* @param {Howl} self
*/
var loadBuffer = function(self) {
var url = self._src;
// Check if the buffer has already been cached and use it instead.
if (cache[url]) {
// Set the duration from the cache.
self._duration = cache[url].duration;
// Load the sound into this Howl.
loadSound(self);
return;
}
if (/^data:[^;]+;base64,/.test(url)) {
// Decode the base64 data URI without XHR, since some browsers don't support it.
var data = atob(url.split(',')[1]);
var dataView = new Uint8Array(data.length);
for (var i=0; i 0) {
cache[self._src] = buffer;
loadSound(self, buffer);
} else {
error();
}
};
// Decode the buffer into an audio source.
if (typeof Promise !== 'undefined' && Howler.ctx.decodeAudioData.length === 1) {
Howler.ctx.decodeAudioData(arraybuffer).then(success).catch(error);
} else {
Howler.ctx.decodeAudioData(arraybuffer, success, error);
}
}
/**
* Sound is now loaded, so finish setting everything up and fire the loaded event.
* @param {Howl} self
* @param {Object} buffer The decoded buffer sound source.
*/
var loadSound = function(self, buffer) {
// Set the duration.
if (buffer && !self._duration) {
self._duration = buffer.duration;
}
// Setup a sprite if none is defined.
if (Object.keys(self._sprite).length === 0) {
self._sprite = {__default: [0, self._duration * 1000]};
}
// Fire the loaded event.
if (self._state !== 'loaded') {
self._state = 'loaded';
self._emit('load');
self._loadQueue();
}
};
/**
* Setup the audio context when available, or switch to HTML5 Audio mode.
*/
var setupAudioContext = function() {
// If we have already detected that Web Audio isn't supported, don't run this step again.
if (!Howler.usingWebAudio) {
return;
}
// Check if we are using Web Audio and setup the AudioContext if we are.
try {
if (typeof AudioContext !== 'undefined') {
Howler.ctx = new AudioContext();
} else if (typeof webkitAudioContext !== 'undefined') {
Howler.ctx = new webkitAudioContext();
} else {
Howler.usingWebAudio = false;
}
} catch(e) {
Howler.usingWebAudio = false;
}
// If the audio context creation still failed, set using web audio to false.
if (!Howler.ctx) {
Howler.usingWebAudio = false;
}
// Check if a webview is being used on iOS8 or earlier (rather than the browser).
// If it is, disable Web Audio as it causes crashing.
var iOS = (/iP(hone|od|ad)/.test(Howler._navigator && Howler._navigator.platform));
var appVersion = Howler._navigator && Howler._navigator.appVersion.match(/OS (\d+)_(\d+)_?(\d+)?/);
var version = appVersion ? parseInt(appVersion[1], 10) : null;
if (iOS && version && version < 9) {
var safari = /safari/.test(Howler._navigator && Howler._navigator.userAgent.toLowerCase());
if (Howler._navigator && !safari) {
Howler.usingWebAudio = false;
}
}
// Create and expose the master GainNode when using Web Audio (useful for plugins or advanced usage).
if (Howler.usingWebAudio) {
Howler.masterGain = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain();
Howler.masterGain.gain.setValueAtTime(Howler._muted ? 0 : Howler._volume, Howler.ctx.currentTime);
Howler.masterGain.connect(Howler.ctx.destination);
}
// Re-run the setup on Howler.
Howler._setup();
};
// Add support for AMD (Asynchronous Module Definition) libraries such as require.js.
if (typeof define === 'function' && define.amd) {
define([], function() {
return {
Howler: Howler,
Howl: Howl
};
});
}
// Add support for CommonJS libraries such as browserify.
if (typeof exports !== 'undefined') {
exports.Howler = Howler;
exports.Howl = Howl;
}
// Add to global in Node.js (for testing, etc).
if (typeof global !== 'undefined') {
global.HowlerGlobal = HowlerGlobal;
global.Howler = Howler;
global.Howl = Howl;
global.Sound = Sound;
} else if (typeof window !== 'undefined') { // Define globally in case AMD is not available or unused.
window.HowlerGlobal = HowlerGlobal;
window.Howler = Howler;
window.Howl = Howl;
window.Sound = Sound;
}
})();