<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd"> <html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en"> <head> <title>SoundManager 2: Deferred loading / Lazy-loading / Dynamic script loading Example</title> <meta name="description" content="How to load soundmanager2.js on-the-fly using JavaScript, and start it dynamically after window.load() has already fired using beginDelayedInit()." /> <style type="text/css"> #soundmanager-debug { /* SM2 debug container (optional, use or customize this as you like - makes in-browser debug output more useable) */ position:fixed;_position:absolute;right:1em;bottom:1em;width:50em;height:18em;overflow:auto;background:#fff;margin:1em;padding:1em;border:1px solid #999;font-family:monaco,"lucida console",verdana,tahoma,"sans serif";font-size:x-small;line-height:1.5em;opacity:0.9;filter:alpha(opacity=90); } </style> <!-- some CSS for this demo page, not required for SM2 --> <link rel="stylesheet" href="template.css" /> <!-- SM2 BAREBONES TEMPLATE: START --> <script type="text/javascript"> function loadScript(sURL, onLoad) { function loadScriptHandler() { var rs = this.readyState; if (rs == 'loaded' || rs == 'complete') { this.onreadystatechange = null; this.onload = null; if (onLoad) { onLoad(); } } } function scriptOnload() { this.onreadystatechange = null; this.onload = null; window.setTimeout(onLoad,20); } var oS = document.createElement('script'); oS.type = 'text/javascript'; if (onLoad) { oS.onreadystatechange = loadScriptHandler; oS.onload = scriptOnload; } oS.src = sURL; document.getElementsByTagName('head')[0].appendChild(oS); } function msg(s) { document.getElementById('sm2-status').innerHTML += '<br />' + s; } window.onload = function() { msg('Window loaded, waiting 1 second...'); setTimeout(function() { msg('Loading soundmanager2.js...'); loadScript('../../script/soundmanager2.js', function() { // SM2 script has loaded window.setTimeout(function() { msg('soundmanager2.js loaded, delaying before setup()...'); }, 500); window.setTimeout(function() { soundManager.setup({ url: '../../swf/', onready: function() { soundManager.createSound({ id:'foo', url:'../_mp3/mouseover.mp3' }).play(); msg('Started OK'); }, ontimeout: function() { msg('Loaded OK, but unable to start: unsupported/flash blocked, etc.'); } }); // ensure start-up in case document.readyState and/or DOMContentLoaded are unavailable soundManager.beginDelayedInit(); }, 1000); }); },1000); } </script> </head> <body style="height:100%"> <div style="margin-right:43em"> <h1>SoundManager 2: Lazy Loading Example</h1> <p>This is an example of dynamically loading SoundManager 2 using JS, after <code>window.onload()</code> has fired.</p> <h2>How it works</h2> <p>This page waits until <code>window.onload()</code>, delays 1 second and loads soundmanager2.js, which should then start up.</p> <p><b>Behaviour note:</b> SM2 will not automatically start if it is loaded at or after the <code>DOMContentLoaded</code> event has fired, which may be common with most JS loaders.</p> <p>However, SM2 will try to start once <code>soundManager.setup()</code> is called and a <code>url</code> attribute has been provided.</p> <p>If you want to ensure that SM2 starts after setup, you can call <code>soundManager.beginDelayedInit()</code> - this should be safe to call after <code>DOMContentLoaded</code> has fired.</p> <h2>Pseudo-code Example</h2> <p>Once SM2 has been dymamically loaded, you can call its <code>setup()</code> method. Passing a <code>url</code> attribute will trigger the initialization process.</p> <pre class="block"><code>loadJS('<span>soundmanager2.js</span>', function() { soundManager.setup({ url: '<span>/path/to/swfs/</span>', onready: function() { <span><span>// good to go! // soundManager.createSound(...), etc.</span></span> } }); });</code></pre> <h2>Live Example</h2> <p>SoundManager 2 status: <b id="sm2-status">Waiting for window.onload()...</b></p> <pre class="block"><code><span><span>/** * Dynamic script loading helper (example) * Normalizes good browser onload() vs. IE readyState weirdness */ </span></span> function loadScript(sURL, onLoad) { function loadScriptHandler() { var rs = this.readyState; if (rs == '<span>loaded</span>' || rs == '<span>complete</span>') { this.onreadystatechange = null; this.onload = null; if (onLoad) { onLoad(); } } } function scriptOnload() { this.onreadystatechange = null; this.onload = null; window.setTimeout(onLoad,20); } var oS = document.createElement('<span>script</span>'); oS.type = '<span>text/javascript</span>'; if (onLoad) { oS.onreadystatechange = loadScriptHandler; oS.onload = scriptOnload; } oS.src = sURL; document.getElementsByTagName('<span>head</span>')[0].appendChild(oS); } <span><span>// Wait for window load, then load soundmanager2.js, let it start and play a test sound</span></span> window.onload = function() {</span> msg('<span>Window loaded, waiting 1 second...</span>'); setTimeout(function() { msg('<span>Loading soundmanager2.js...</span>'); loadScript('<span>../../script/soundmanager2.js</span>', function() { <span><span>// SM2 script has loaded</span></span> window.setTimeout(function() { msg('<span>soundmanager2.js loaded, delaying before setup()...</span>'); }, 500); window.setTimeout(function() { soundManager.setup({ url: '<span>../../swf/</span>', onready: function() { soundManager.createSound({ id: '<span>foo</span>', url: '<span>../_mp3/mouseover.mp3</span>' }).play(); msg('<span>Started OK</span>'); }, ontimeout: function() { msg('<span>Loaded OK, but unable to start: unsupported/flash blocked, etc.</span>'); } }); <span><span>// ensure start-up in case document.readyState and/or DOMContentLoaded are unavailable</span></span> soundManager.beginDelayedInit(); }, 1000); }); }, 1000); </span>} </code></pre> <h2 id="flashblock-handling">Handling flash blockers</h2> <p>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 on this, see the <a href="../flashblock/" title="SoundManager 2 with Flash block handling" onclick="if (!document.domain && !this.href.match(/index/i)) this.href=this.href+'index.html'">Flashblock</a> example.</p> <h2 style="margin-top:1em">Preventing auto-init using SM2_DEFER</h2> <p>If you want to completely defer the normal start-up of SM2 and call the SoundManager() constructor yourself, you can declare an SM2_DEFER global and set it to true. See the <a href="sm2_defer-example.html" title="SoundManager 2: SM2_DEFER example">SM2_DEFER example</a> for details.</p> <h2 style="margin-top:1em">Disabling debug output</h2> <p>SoundManager 2 will write to a debug <div> element or a javascript console if available, by default. To disable it, simply set the relevant property to false:</p> <code>soundManager.setup({ debugMode: false });</code> <p>To see related configuration code, refer to the source of this page which basically does all of the above "for real."</p> <h2>Troubleshooting</h2> <p>If SM2 is failing to start and throwing errors due to flash security, timeouts or other issues, check out the <a href="../../doc/getstarted/#troubleshooting" title="SoundManager 2 troubleshooting tool" onclick="if (!document.domain && !this.href.match(/index/i)) this.href=this.href.replace(/\#/,'index.html#')">troubleshooting tool</a> which can help you fix things.</p> <h2>No-debug, compressed version of soundmanager2.js</h2> <p>You can also use the "minified" (60% smaller) version of SM2, which has debug output and comments removed for you: <a href="../../script/soundmanager2-nodebug-jsmin.js">soundmanager2-nodebug-jsmin.js</a>. If you can, serve this with gzip compression for even greater bandwidth savings!</p> </div> </body> </html>