This page covers the basics of adding SoundManager 2 to your project.
The minimal code needed to get SoundManager 2 going is below, with configurable parts highlighted. You can copy/paste it to get started. This page is also running the template code; If available, look at your JavaScript console for debug output from SM2.
You'll need to copy the files inside the script/ and swf/ subdirectories included with the SoundManager 2 package into your project.
At the bare minimum, you will need soundmanager2.js, soundmanager2.swf and soundmanager2_debug.swf for the default flash 8-based configuration. (Optionally, SM2 can use a Flash 9-based audio API which has MP4 support, data visualization and a few other features.)
This is a compact version of the template you can copy/paste to get started. For new users, see the commented version.
<script src="/path/to/soundmanager2.js"></script>
<script>
soundManager.setup({
url: '/path/to/swf-files/',
onready: function() {
var mySound = soundManager.createSound({
id: 'aSound',
url: '/path/to/an.mp3'
});
mySound.play();
},
ontimeout: function() {
// Hrmm, SM2 could not start. Missing SWF? Flash blocked? Show an error, etc.?
}
});
</script>
<!-- include SM2 library (see builds for optimized versions) -->
<script type="text/javascript" src="/path/to/soundmanager2.js"></script>
<!-- configure SM2 for your use -->
<script type="text/javascript">
soundManager.setup({
// location: path to SWF files, as needed (SWF file name is appended later.)
url: '/path/to/swf-files/',
// optional: version of SM2 flash audio API to use (8 or 9; default is 8 if omitted, OK for most use cases.)
// flashVersion: 9,
// use soundmanager2-nodebug-jsmin.js, or disable debug mode (enabled by default) after development/testing
// debugMode: false,
// good to go: the onready() callback
onready: function() {
// SM2 has started - now you can create and play sounds!
var mySound = soundManager.createSound({
id: 'aSound', // optional: provide your own unique id
url: '/path/to/an.mp3'
// onload: function() { console.log('sound loaded!', this); }
// other options here..
});
mySound.play();
},
// optional: ontimeout() callback for handling start-up failure
ontimeout: function() {
// Hrmm, SM2 could not start. Missing SWF? Flash blocked? No HTML5 audio support? Show an error, etc.?
// See the flashblock demo when you want to start getting fancy.
}
});
</script>
Read up on HTML5 audio support, if you're feeling adventurous. iPad/iPhone and devices without flash installed will always use 100% HTML5 mode. By default, SM2 will use 100% HTML5 mode where supported. If you want to override this, specify preferFlash: true
and Flash will be used (if present) for playing MP3 and MP4 (AAC) formats.
It's good to let users see the flash component of SM2, so those with flash blockers can unblock it and allow SM2 to start. For more info, see the Flashblock example.
SoundManager 2 will write debug output via console.log()
if available, by default. To disable it, simply specify debugMode: false
.
You can also write HTML-based debug output to the DOM via consoleOnly: false
and/or useConsole: false
.
To see related configuration code, refer to the source of this page which basically does all of the above "for real."
If SM2 is failing to start and throwing errors due to flash security, timeouts or other issues, check out the troubleshooting tool for tips.
Once development is finished, you can also use the "minified" (down to ~8% of original size with gzip!) version of SM2, which has debug output and comments removed for you: soundmanager2-nodebug-jsmin.js. Serve with gzip compression wherever possible for best bandwidth savings.