/*! * howler.js v1.1.26 * howlerjs.com * * (c) 2013-2015, James Simpson of GoldFire Studios * goldfirestudios.com * * MIT License */ (function() { // setup var cache = {}; // setup the audio context var ctx = null, usingWebAudio = true, noAudio = false; try { if (typeof AudioContext !== 'undefined') { ctx = new AudioContext(); } else if (typeof webkitAudioContext !== 'undefined') { ctx = new webkitAudioContext(); } else { usingWebAudio = false; } } catch(e) { usingWebAudio = false; } if (!usingWebAudio) { if (typeof Audio !== 'undefined') { try { new Audio(); } catch(e) { noAudio = true; } } else { noAudio = true; } } // create a master gain node if (usingWebAudio) { var masterGain = (typeof ctx.createGain === 'undefined') ? ctx.createGainNode() : ctx.createGain(); masterGain.gain.value = 1; masterGain.connect(ctx.destination); } // create global controller var HowlerGlobal = function(codecs) { this._volume = 1; this._muted = false; this.usingWebAudio = usingWebAudio; this.ctx = ctx; this.noAudio = noAudio; this._howls = []; this._codecs = codecs; this.iOSAutoEnable = true; }; HowlerGlobal.prototype = { /** * 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; // make sure volume is a number vol = parseFloat(vol); if (vol >= 0 && vol <= 1) { self._volume = vol; if (usingWebAudio) { masterGain.gain.value = vol; } // loop through cache and change volume of all nodes that are using HTML5 Audio for (var key in self._howls) { if (self._howls.hasOwnProperty(key) && self._howls[key]._webAudio === false) { // loop through the audio nodes for (var i=0; i<self._howls[key]._audioNode.length; i++) { self._howls[key]._audioNode[i].volume = self._howls[key]._volume * self._volume; } } } return self; } // return the current global volume return (usingWebAudio) ? masterGain.gain.value : self._volume; }, /** * Mute all sounds. * @return {Howler} */ mute: function() { this._setMuted(true); return this; }, /** * Unmute all sounds. * @return {Howler} */ unmute: function() { this._setMuted(false); return this; }, /** * Handle muting and unmuting globally. * @param {Boolean} muted Is muted or not. */ _setMuted: function(muted) { var self = this; self._muted = muted; if (usingWebAudio) { masterGain.gain.value = muted ? 0 : self._volume; } for (var key in self._howls) { if (self._howls.hasOwnProperty(key) && self._howls[key]._webAudio === false) { // loop through the audio nodes for (var i=0; i<self._howls[key]._audioNode.length; i++) { self._howls[key]._audioNode[i].muted = muted; } } } }, /** * Check for codec support. * @param {String} ext Audio file extention. * @return {Boolean} */ codecs: function(ext) { return this._codecs[ext]; }, /** * iOS 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} */ _enableiOSAudio: function() { var self = this; // only run this on iOS if audio isn't already eanbled if (ctx && (self._iOSEnabled || !/iPhone|iPad|iPod/i.test(navigator.userAgent))) { return; } self._iOSEnabled = false; // 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 var unlock = function() { // create an empty buffer var buffer = ctx.createBuffer(1, 1, 22050); var source = ctx.createBufferSource(); source.buffer = buffer; 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 setTimeout(function() { if ((source.playbackState === source.PLAYING_STATE || source.playbackState === source.FINISHED_STATE)) { // update the unlocked state and prevent this check from happening again self._iOSEnabled = true; self.iOSAutoEnable = false; // remove the touch start listener window.removeEventListener('touchstart', unlock, false); } }, 0); }; // setup a touch start listener to attempt an unlock in window.addEventListener('touchstart', unlock, false); return self; } }; // check for browser codec support var audioTest = null; var codecs = {}; if (!noAudio) { audioTest = new Audio(); codecs = { mp3: !!audioTest.canPlayType('audio/mpeg;').replace(/^no$/, ''), opus: !!audioTest.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, ''), ogg: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''), wav: !!audioTest.canPlayType('audio/wav; codecs="1"').replace(/^no$/, ''), aac: !!audioTest.canPlayType('audio/aac;').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$/, ''), weba: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, '') }; } // allow access to the global audio controls var Howler = new HowlerGlobal(codecs); // setup the audio object var Howl = function(o) { var self = this; // setup the defaults self._autoplay = o.autoplay || false; self._buffer = o.buffer || false; self._duration = o.duration || 0; self._format = o.format || null; self._loop = o.loop || false; self._loaded = false; self._sprite = o.sprite || {}; self._src = o.src || ''; self._pos3d = o.pos3d || [0, 0, -0.5]; self._volume = o.volume !== undefined ? o.volume : 1; self._urls = o.urls || []; self._rate = o.rate || 1; // allow forcing of a specific panningModel ('equalpower' or 'HRTF'), // if none is specified, defaults to 'equalpower' and switches to 'HRTF' // if 3d sound is used self._model = o.model || null; // setup event functions self._onload = [o.onload || function() {}]; self._onloaderror = [o.onloaderror || function() {}]; self._onend = [o.onend || function() {}]; self._onpause = [o.onpause || function() {}]; self._onplay = [o.onplay || function() {}]; self._onendTimer = []; // Web Audio or HTML5 Audio? self._webAudio = usingWebAudio && !self._buffer; // check if we need to fall back to HTML5 Audio self._audioNode = []; if (self._webAudio) { self._setupAudioNode(); } // automatically try to enable audio on iOS if (typeof ctx !== 'undefined' && ctx && Howler.iOSAutoEnable) { Howler._enableiOSAudio(); } // add this to an array of Howl's to allow global control Howler._howls.push(self); // load the track self.load(); }; // setup all of the methods Howl.prototype = { /** * Load an audio file. * @return {Howl} */ load: function() { var self = this, url = null; // if no audio is available, quit immediately if (noAudio) { self.on('loaderror'); return; } // loop through source URLs and pick the first one that is compatible for (var i=0; i<self._urls.length; i++) { var ext, urlItem; if (self._format) { // use specified audio format if available ext = self._format; } else { // figure out the filetype (whether an extension or base64 data) urlItem = self._urls[i]; ext = /^data:audio\/([^;,]+);/i.exec(urlItem); if (!ext) { ext = /\.([^.]+)$/.exec(urlItem.split('?', 1)[0]); } if (ext) { ext = ext[1].toLowerCase(); } else { self.on('loaderror'); return; } } if (codecs[ext]) { url = self._urls[i]; break; } } if (!url) { self.on('loaderror'); return; } self._src = url; if (self._webAudio) { loadBuffer(self, url); } else { var newNode = new Audio(); // listen for errors with HTML5 audio (http://dev.w3.org/html5/spec-author-view/spec.html#mediaerror) newNode.addEventListener('error', function () { if (newNode.error && newNode.error.code === 4) { HowlerGlobal.noAudio = true; } self.on('loaderror', {type: newNode.error ? newNode.error.code : 0}); }, false); self._audioNode.push(newNode); // setup the new audio node newNode.src = url; newNode._pos = 0; newNode.preload = 'auto'; newNode.volume = (Howler._muted) ? 0 : self._volume * Howler.volume(); // setup the event listener to start playing the sound // as soon as it has buffered enough var listener = function() { // round up the duration when using HTML5 Audio to account for the lower precision self._duration = Math.ceil(newNode.duration * 10) / 10; // setup a sprite if none is defined if (Object.getOwnPropertyNames(self._sprite).length === 0) { self._sprite = {_default: [0, self._duration * 1000]}; } if (!self._loaded) { self._loaded = true; self.on('load'); } if (self._autoplay) { self.play(); } // clear the event listener newNode.removeEventListener('canplaythrough', listener, false); }; newNode.addEventListener('canplaythrough', listener, false); newNode.load(); } return self; }, /** * Get/set the URLs to be pulled from to play in this source. * @param {Array} urls Arry of URLs to load from * @return {Howl} Returns self or the current URLs */ urls: function(urls) { var self = this; if (urls) { self.stop(); self._urls = (typeof urls === 'string') ? [urls] : urls; self._loaded = false; self.load(); return self; } else { return self._urls; } }, /** * Play a sound from the current time (0 by default). * @param {String} sprite (optional) Plays from the specified position in the sound sprite definition. * @param {Function} callback (optional) Returns the unique playback id for this sound instance. * @return {Howl} */ play: function(sprite, callback) { var self = this; // if no sprite was passed but a callback was, update the variables if (typeof sprite === 'function') { callback = sprite; } // use the default sprite if none is passed if (!sprite || typeof sprite === 'function') { sprite = '_default'; } // if the sound hasn't been loaded, add it to the event queue if (!self._loaded) { self.on('load', function() { self.play(sprite, callback); }); return self; } // if the sprite doesn't exist, play nothing if (!self._sprite[sprite]) { if (typeof callback === 'function') callback(); return self; } // get the node to playback self._inactiveNode(function(node) { // persist the sprite being played node._sprite = sprite; // determine where to start playing from var pos = (node._pos > 0) ? node._pos : self._sprite[sprite][0] / 1000; // determine how long to play for var duration = 0; if (self._webAudio) { duration = self._sprite[sprite][1] / 1000 - node._pos; if (node._pos > 0) { pos = self._sprite[sprite][0] / 1000 + pos; } } else { duration = self._sprite[sprite][1] / 1000 - (pos - self._sprite[sprite][0] / 1000); } // determine if this sound should be looped var loop = !!(self._loop || self._sprite[sprite][2]); // set timer to fire the 'onend' event var soundId = (typeof callback === 'string') ? callback : Math.round(Date.now() * Math.random()) + '', timerId; (function() { var data = { id: soundId, sprite: sprite, loop: loop }; timerId = setTimeout(function() { // if looping, restart the track if (!self._webAudio && loop) { self.stop(data.id).play(sprite, data.id); } // set web audio node to paused at end if (self._webAudio && !loop) { self._nodeById(data.id).paused = true; self._nodeById(data.id)._pos = 0; // clear the end timer self._clearEndTimer(data.id); } // end the track if it is HTML audio and a sprite if (!self._webAudio && !loop) { self.stop(data.id); } // fire ended event self.on('end', soundId); }, duration * 1000); // store the reference to the timer self._onendTimer.push({timer: timerId, id: data.id}); })(); if (self._webAudio) { var loopStart = self._sprite[sprite][0] / 1000, loopEnd = self._sprite[sprite][1] / 1000; // set the play id to this node and load into context node.id = soundId; node.paused = false; refreshBuffer(self, [loop, loopStart, loopEnd], soundId); self._playStart = ctx.currentTime; node.gain.value = self._volume; if (typeof node.bufferSource.start === 'undefined') { loop ? node.bufferSource.noteGrainOn(0, pos, 86400) : node.bufferSource.noteGrainOn(0, pos, duration); } else { loop ? node.bufferSource.start(0, pos, 86400) : node.bufferSource.start(0, pos, duration); } } else { if (node.readyState === 4 || !node.readyState && navigator.isCocoonJS) { node.readyState = 4; node.id = soundId; node.currentTime = pos; node.muted = Howler._muted || node.muted; node.volume = self._volume * Howler.volume(); setTimeout(function() { node.play(); }, 0); } else { self._clearEndTimer(soundId); (function(){ var sound = self, playSprite = sprite, fn = callback, newNode = node; var listener = function() { sound.play(playSprite, fn); // clear the event listener newNode.removeEventListener('canplaythrough', listener, false); }; newNode.addEventListener('canplaythrough', listener, false); })(); return self; } } // fire the play event and send the soundId back in the callback self.on('play'); if (typeof callback === 'function') callback(soundId); return self; }); return self; }, /** * Pause playback and save the current position. * @param {String} id (optional) The play instance ID. * @return {Howl} */ pause: function(id) { var self = this; // if the sound hasn't been loaded, add it to the event queue if (!self._loaded) { self.on('play', function() { self.pause(id); }); return self; } // clear 'onend' timer self._clearEndTimer(id); var activeNode = (id) ? self._nodeById(id) : self._activeNode(); if (activeNode) { activeNode._pos = self.pos(null, id); if (self._webAudio) { // make sure the sound has been created if (!activeNode.bufferSource || activeNode.paused) { return self; } activeNode.paused = true; if (typeof activeNode.bufferSource.stop === 'undefined') { activeNode.bufferSource.noteOff(0); } else { activeNode.bufferSource.stop(0); } } else { activeNode.pause(); } } self.on('pause'); return self; }, /** * Stop playback and reset to start. * @param {String} id (optional) The play instance ID. * @return {Howl} */ stop: function(id) { var self = this; // if the sound hasn't been loaded, add it to the event queue if (!self._loaded) { self.on('play', function() { self.stop(id); }); return self; } // clear 'onend' timer self._clearEndTimer(id); var activeNode = (id) ? self._nodeById(id) : self._activeNode(); if (activeNode) { activeNode._pos = 0; if (self._webAudio) { // make sure the sound has been created if (!activeNode.bufferSource || activeNode.paused) { return self; } activeNode.paused = true; if (typeof activeNode.bufferSource.stop === 'undefined') { activeNode.bufferSource.noteOff(0); } else { activeNode.bufferSource.stop(0); } } else if (!isNaN(activeNode.duration)) { activeNode.pause(); activeNode.currentTime = 0; } } return self; }, /** * Mute this sound. * @param {String} id (optional) The play instance ID. * @return {Howl} */ mute: function(id) { var self = this; // if the sound hasn't been loaded, add it to the event queue if (!self._loaded) { self.on('play', function() { self.mute(id); }); return self; } var activeNode = (id) ? self._nodeById(id) : self._activeNode(); if (activeNode) { if (self._webAudio) { activeNode.gain.value = 0; } else { activeNode.muted = true; } } return self; }, /** * Unmute this sound. * @param {String} id (optional) The play instance ID. * @return {Howl} */ unmute: function(id) { var self = this; // if the sound hasn't been loaded, add it to the event queue if (!self._loaded) { self.on('play', function() { self.unmute(id); }); return self; } var activeNode = (id) ? self._nodeById(id) : self._activeNode(); if (activeNode) { if (self._webAudio) { activeNode.gain.value = self._volume; } else { activeNode.muted = false; } } return self; }, /** * Get/set volume of this sound. * @param {Float} vol Volume from 0.0 to 1.0. * @param {String} id (optional) The play instance ID. * @return {Howl/Float} Returns self or current volume. */ volume: function(vol, id) { var self = this; // make sure volume is a number vol = parseFloat(vol); if (vol >= 0 && vol <= 1) { self._volume = vol; // if the sound hasn't been loaded, add it to the event queue if (!self._loaded) { self.on('play', function() { self.volume(vol, id); }); return self; } var activeNode = (id) ? self._nodeById(id) : self._activeNode(); if (activeNode) { if (self._webAudio) { activeNode.gain.value = vol; } else { activeNode.volume = vol * Howler.volume(); } } return self; } else { return self._volume; } }, /** * Get/set whether to loop the sound. * @param {Boolean} loop To loop or not to loop, that is the question. * @return {Howl/Boolean} Returns self or current looping value. */ loop: function(loop) { var self = this; if (typeof loop === 'boolean') { self._loop = loop; return self; } else { return self._loop; } }, /** * Get/set sound sprite definition. * @param {Object} sprite Example: {spriteName: [offset, duration, loop]} * @param {Integer} offset Where to begin playback in milliseconds * @param {Integer} duration How long to play in milliseconds * @param {Boolean} loop (optional) Set true to loop this sprite * @return {Howl} Returns current sprite sheet or self. */ sprite: function(sprite) { var self = this; if (typeof sprite === 'object') { self._sprite = sprite; return self; } else { return self._sprite; } }, /** * Get/set the position of playback. * @param {Float} pos The position to move current playback to. * @param {String} id (optional) The play instance ID. * @return {Howl/Float} Returns self or current playback position. */ pos: function(pos, id) { var self = this; // if the sound hasn't been loaded, add it to the event queue if (!self._loaded) { self.on('load', function() { self.pos(pos); }); return typeof pos === 'number' ? self : self._pos || 0; } // make sure we are dealing with a number for pos pos = parseFloat(pos); var activeNode = (id) ? self._nodeById(id) : self._activeNode(); if (activeNode) { if (pos >= 0) { self.pause(id); activeNode._pos = pos; self.play(activeNode._sprite, id); return self; } else { return self._webAudio ? activeNode._pos + (ctx.currentTime - self._playStart) : activeNode.currentTime; } } else if (pos >= 0) { return self; } else { // find the first inactive node to return the pos for for (var i=0; i<self._audioNode.length; i++) { if (self._audioNode[i].paused && self._audioNode[i].readyState === 4) { return (self._webAudio) ? self._audioNode[i]._pos : self._audioNode[i].currentTime; } } } }, /** * Get/set the 3D position of the audio source. * The most common usage is to set the 'x' position * to affect the left/right ear panning. Setting any value higher than * 1.0 will begin to decrease the volume of the sound as it moves further away. * NOTE: This only works with Web Audio API, HTML5 Audio playback * will not be affected. * @param {Float} x The x-position of the playback from -1000.0 to 1000.0 * @param {Float} y The y-position of the playback from -1000.0 to 1000.0 * @param {Float} z The z-position of the playback from -1000.0 to 1000.0 * @param {String} id (optional) The play instance ID. * @return {Howl/Array} Returns self or the current 3D position: [x, y, z] */ pos3d: function(x, y, z, id) { var self = this; // set a default for the optional 'y' & 'z' y = (typeof y === 'undefined' || !y) ? 0 : y; z = (typeof z === 'undefined' || !z) ? -0.5 : z; // if the sound hasn't been loaded, add it to the event queue if (!self._loaded) { self.on('play', function() { self.pos3d(x, y, z, id); }); return self; } if (x >= 0 || x < 0) { if (self._webAudio) { var activeNode = (id) ? self._nodeById(id) : self._activeNode(); if (activeNode) { self._pos3d = [x, y, z]; activeNode.panner.setPosition(x, y, z); activeNode.panner.panningModel = self._model || 'HRTF'; } } } else { return self._pos3d; } return self; }, /** * Fade a currently playing sound between two volumes. * @param {Number} from The volume 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 {Function} callback (optional) Fired when the fade is complete. * @param {String} id (optional) The play instance ID. * @return {Howl} */ fade: function(from, to, len, callback, id) { var self = this, diff = Math.abs(from - to), dir = from > to ? 'down' : 'up', steps = diff / 0.01, stepTime = len / steps; // if the sound hasn't been loaded, add it to the event queue if (!self._loaded) { self.on('load', function() { self.fade(from, to, len, callback, id); }); return self; } // set the volume to the start position self.volume(from, id); for (var i=1; i<=steps; i++) { (function() { var change = self._volume + (dir === 'up' ? 0.01 : -0.01) * i, vol = Math.round(1000 * change) / 1000, toVol = to; setTimeout(function() { self.volume(vol, id); if (vol === toVol) { if (callback) callback(); } }, stepTime * i); })(); } }, /** * [DEPRECATED] Fade in the current sound. * @param {Float} to Volume to fade to (0.0 to 1.0). * @param {Number} len Time in milliseconds to fade. * @param {Function} callback * @return {Howl} */ fadeIn: function(to, len, callback) { return this.volume(0).play().fade(0, to, len, callback); }, /** * [DEPRECATED] Fade out the current sound and pause when finished. * @param {Float} to Volume to fade to (0.0 to 1.0). * @param {Number} len Time in milliseconds to fade. * @param {Function} callback * @param {String} id (optional) The play instance ID. * @return {Howl} */ fadeOut: function(to, len, callback, id) { var self = this; return self.fade(self._volume, to, len, function() { if (callback) callback(); self.pause(id); // fire ended event self.on('end'); }, id); }, /** * Get an audio node by ID. * @return {Howl} Audio node. */ _nodeById: function(id) { var self = this, node = self._audioNode[0]; // find the node with this ID for (var i=0; i<self._audioNode.length; i++) { if (self._audioNode[i].id === id) { node = self._audioNode[i]; break; } } return node; }, /** * Get the first active audio node. * @return {Howl} Audio node. */ _activeNode: function() { var self = this, node = null; // find the first playing node for (var i=0; i<self._audioNode.length; i++) { if (!self._audioNode[i].paused) { node = self._audioNode[i]; break; } } // remove excess inactive nodes self._drainPool(); return node; }, /** * Get the first inactive audio node. * If there is none, create a new one and add it to the pool. * @param {Function} callback Function to call when the audio node is ready. */ _inactiveNode: function(callback) { var self = this, node = null; // find first inactive node to recycle for (var i=0; i<self._audioNode.length; i++) { if (self._audioNode[i].paused && self._audioNode[i].readyState === 4) { // send the node back for use by the new play instance callback(self._audioNode[i]); node = true; break; } } // remove excess inactive nodes self._drainPool(); if (node) { return; } // create new node if there are no inactives var newNode; if (self._webAudio) { newNode = self._setupAudioNode(); callback(newNode); } else { self.load(); newNode = self._audioNode[self._audioNode.length - 1]; // listen for the correct load event and fire the callback var listenerEvent = navigator.isCocoonJS ? 'canplaythrough' : 'loadedmetadata'; var listener = function() { newNode.removeEventListener(listenerEvent, listener, false); callback(newNode); }; newNode.addEventListener(listenerEvent, listener, false); } }, /** * If there are more than 5 inactive audio nodes in the pool, clear out the rest. */ _drainPool: function() { var self = this, inactive = 0, i; // count the number of inactive nodes for (i=0; i<self._audioNode.length; i++) { if (self._audioNode[i].paused) { inactive++; } } // remove excess inactive nodes for (i=self._audioNode.length-1; i>=0; i--) { if (inactive <= 5) { break; } if (self._audioNode[i].paused) { // disconnect the audio source if using Web Audio if (self._webAudio) { self._audioNode[i].disconnect(0); } inactive--; self._audioNode.splice(i, 1); } } }, /** * Clear 'onend' timeout before it ends. * @param {String} soundId The play instance ID. */ _clearEndTimer: function(soundId) { var self = this, index = 0; // loop through the timers to find the one associated with this sound for (var i=0; i<self._onendTimer.length; i++) { if (self._onendTimer[i].id === soundId) { index = i; break; } } var timer = self._onendTimer[index]; if (timer) { clearTimeout(timer.timer); self._onendTimer.splice(index, 1); } }, /** * Setup the gain node and panner for a Web Audio instance. * @return {Object} The new audio node. */ _setupAudioNode: function() { var self = this, node = self._audioNode, index = self._audioNode.length; // create gain node node[index] = (typeof ctx.createGain === 'undefined') ? ctx.createGainNode() : ctx.createGain(); node[index].gain.value = self._volume; node[index].paused = true; node[index]._pos = 0; node[index].readyState = 4; node[index].connect(masterGain); // create the panner node[index].panner = ctx.createPanner(); node[index].panner.panningModel = self._model || 'equalpower'; node[index].panner.setPosition(self._pos3d[0], self._pos3d[1], self._pos3d[2]); node[index].panner.connect(node[index]); return node[index]; }, /** * Call/set custom events. * @param {String} event Event type. * @param {Function} fn Function to call. * @return {Howl} */ on: function(event, fn) { var self = this, events = self['_on' + event]; if (typeof fn === 'function') { events.push(fn); } else { for (var i=0; i<events.length; i++) { if (fn) { events[i].call(self, fn); } else { events[i].call(self); } } } return self; }, /** * Remove a custom event. * @param {String} event Event type. * @param {Function} fn Listener to remove. * @return {Howl} */ off: function(event, fn) { var self = this, events = self['_on' + event], fnString = fn ? fn.toString() : null; if (fnString) { // loop through functions in the event for comparison for (var i=0; i<events.length; i++) { if (fnString === events[i].toString()) { events.splice(i, 1); break; } } } else { self['_on' + event] = []; } return self; }, /** * Unload and destroy the current Howl object. * This will immediately stop all play instances attached to this sound. */ unload: function() { var self = this; // stop playing any active nodes var nodes = self._audioNode; for (var i=0; i<self._audioNode.length; i++) { // stop the sound if it is currently playing if (!nodes[i].paused) { self.stop(nodes[i].id); self.on('end', nodes[i].id); } if (!self._webAudio) { // remove the source if using HTML5 Audio nodes[i].src = ''; } else { // disconnect the output from the master gain nodes[i].disconnect(0); } } // make sure all timeouts are cleared for (i=0; i<self._onendTimer.length; i++) { clearTimeout(self._onendTimer[i].timer); } // remove the reference in the global Howler object var index = Howler._howls.indexOf(self); if (index !== null && index >= 0) { Howler._howls.splice(index, 1); } // delete this sound from the cache delete cache[self._src]; self = null; } }; // only define these functions when using WebAudio if (usingWebAudio) { /** * Buffer a sound from URL (or from cache) and decode to audio source (Web Audio API). * @param {Object} obj The Howl object for the sound to load. * @param {String} url The path to the sound file. */ var loadBuffer = function(obj, url) { // check if the buffer has already been cached if (url in cache) { // set the duration from the cache obj._duration = cache[url].duration; // load the sound into this object loadSound(obj); return; } if (/^data:[^;]+;base64,/.test(url)) { // Decode base64 data-URIs because some browsers cannot load data-URIs with XMLHttpRequest. var data = atob(url.split(',')[1]); var dataView = new Uint8Array(data.length); for (var i=0; i<data.length; ++i) { dataView[i] = data.charCodeAt(i); } decodeAudioData(dataView.buffer, obj, url); } else { // load the buffer from the URL var xhr = new XMLHttpRequest(); xhr.open('GET', url, true); xhr.responseType = 'arraybuffer'; xhr.onload = function() { decodeAudioData(xhr.response, obj, url); }; xhr.onerror = function() { // if there is an error, switch the sound to HTML Audio if (obj._webAudio) { obj._buffer = true; obj._webAudio = false; obj._audioNode = []; delete obj._gainNode; delete cache[url]; obj.load(); } }; try { xhr.send(); } catch (e) { xhr.onerror(); } } }; /** * Decode audio data from an array buffer. * @param {ArrayBuffer} arraybuffer The audio data. * @param {Object} obj The Howl object for the sound to load. * @param {String} url The path to the sound file. */ var decodeAudioData = function(arraybuffer, obj, url) { // decode the buffer into an audio source ctx.decodeAudioData( arraybuffer, function(buffer) { if (buffer) { cache[url] = buffer; loadSound(obj, buffer); } }, function(err) { obj.on('loaderror'); } ); }; /** * Finishes loading the Web Audio API sound and fires the loaded event * @param {Object} obj The Howl object for the sound to load. * @param {Objecct} buffer The decoded buffer sound source. */ var loadSound = function(obj, buffer) { // set the duration obj._duration = (buffer) ? buffer.duration : obj._duration; // setup a sprite if none is defined if (Object.getOwnPropertyNames(obj._sprite).length === 0) { obj._sprite = {_default: [0, obj._duration * 1000]}; } // fire the loaded event if (!obj._loaded) { obj._loaded = true; obj.on('load'); } if (obj._autoplay) { obj.play(); } }; /** * Load the sound back into the buffer source. * @param {Object} obj The sound to load. * @param {Array} loop Loop boolean, pos, and duration. * @param {String} id (optional) The play instance ID. */ var refreshBuffer = function(obj, loop, id) { // determine which node to connect to var node = obj._nodeById(id); // setup the buffer source for playback node.bufferSource = ctx.createBufferSource(); node.bufferSource.buffer = cache[obj._src]; node.bufferSource.connect(node.panner); node.bufferSource.loop = loop[0]; if (loop[0]) { node.bufferSource.loopStart = loop[1]; node.bufferSource.loopEnd = loop[1] + loop[2]; } node.bufferSource.playbackRate.value = obj._rate; }; } /** * 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; } // define globally in case AMD is not available or available but not used if (typeof window !== 'undefined') { window.Howler = Howler; window.Howl = Howl; } })();