243 lines
8.5 KiB
HTML
Executable file
243 lines
8.5 KiB
HTML
Executable file
<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Strict//EN"
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"http://www.w3.org/TR/xhtml1/DTD/xhtml1-strict.dtd">
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<html xmlns="http://www.w3.org/1999/xhtml" lang="en" xml:lang="en">
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<head>
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<title>SoundManager 2: Deferred loading / Lazy-loading / Dynamic script loading Example</title>
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<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()." />
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<style type="text/css">
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#soundmanager-debug {
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/* SM2 debug container (optional, use or customize this as you like - makes in-browser debug output more useable) */
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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);
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}
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</style>
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<!-- some CSS for this demo page, not required for SM2 -->
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<link rel="stylesheet" href="template.css" />
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<!-- SM2 BAREBONES TEMPLATE: START -->
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<script type="text/javascript">
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function loadScript(sURL, onLoad) {
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function loadScriptHandler() {
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var rs = this.readyState;
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if (rs == 'loaded' || rs == 'complete') {
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this.onreadystatechange = null;
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this.onload = null;
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if (onLoad) {
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onLoad();
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}
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}
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}
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function scriptOnload() {
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this.onreadystatechange = null;
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this.onload = null;
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window.setTimeout(onLoad,20);
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}
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var oS = document.createElement('script');
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oS.type = 'text/javascript';
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if (onLoad) {
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oS.onreadystatechange = loadScriptHandler;
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oS.onload = scriptOnload;
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}
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oS.src = sURL;
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document.getElementsByTagName('head')[0].appendChild(oS);
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}
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function msg(s) {
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document.getElementById('sm2-status').innerHTML += '<br />' + s;
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}
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window.onload = function() {
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msg('Window loaded, waiting 1 second...');
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setTimeout(function() {
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msg('Loading soundmanager2.js...');
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loadScript('../../script/soundmanager2.js', function() {
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// SM2 script has loaded
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window.setTimeout(function() {
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msg('soundmanager2.js loaded, delaying before setup()...');
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}, 500);
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window.setTimeout(function() {
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soundManager.setup({
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url: '../../swf/',
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onready: function() {
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soundManager.createSound({
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id:'foo',
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url:'../_mp3/mouseover.mp3'
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}).play();
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msg('Started OK');
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},
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ontimeout: function() {
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msg('Loaded OK, but unable to start: unsupported/flash blocked, etc.');
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}
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});
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// ensure start-up in case document.readyState and/or DOMContentLoaded are unavailable
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soundManager.beginDelayedInit();
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}, 1000);
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});
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},1000);
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}
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</script>
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</head>
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<body style="height:100%">
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<div style="margin-right:43em">
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<h1>SoundManager 2: Lazy Loading Example</h1>
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<p>This is an example of dynamically loading SoundManager 2 using JS, after <code>window.onload()</code> has fired.</p>
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<h2>How it works</h2>
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<p>This page waits until <code>window.onload()</code>, delays 1 second and loads soundmanager2.js, which should then start up.</p>
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<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>
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<p>However, SM2 will try to start once <code>soundManager.setup()</code> is called and a <code>url</code> attribute has been provided.</p>
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<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>
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<h2>Pseudo-code Example</h2>
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<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>
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<pre class="block"><code>loadJS('<span>soundmanager2.js</span>', function() {
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soundManager.setup({
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url: '<span>/path/to/swfs/</span>',
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onready: function() {
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<span><span>// good to go!
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// soundManager.createSound(...), etc.</span></span>
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}
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});
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});</code></pre>
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<h2>Live Example</h2>
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<p>SoundManager 2 status: <b id="sm2-status">Waiting for window.onload()...</b></p>
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<pre class="block"><code><span><span>/**
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* Dynamic script loading helper (example)
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* Normalizes good browser onload() vs. IE readyState weirdness
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*/
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</span></span>
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function loadScript(sURL, onLoad) {
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function loadScriptHandler() {
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var rs = this.readyState;
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if (rs == '<span>loaded</span>' || rs == '<span>complete</span>') {
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this.onreadystatechange = null;
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this.onload = null;
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if (onLoad) {
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onLoad();
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}
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}
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}
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function scriptOnload() {
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this.onreadystatechange = null;
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this.onload = null;
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window.setTimeout(onLoad,20);
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}
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var oS = document.createElement('<span>script</span>');
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oS.type = '<span>text/javascript</span>';
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if (onLoad) {
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oS.onreadystatechange = loadScriptHandler;
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oS.onload = scriptOnload;
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}
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oS.src = sURL;
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document.getElementsByTagName('<span>head</span>')[0].appendChild(oS);
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}
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<span><span>// Wait for window load, then load soundmanager2.js, let it start and play a test sound</span></span>
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window.onload = function() {</span>
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msg('<span>Window loaded, waiting 1 second...</span>');
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setTimeout(function() {
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msg('<span>Loading soundmanager2.js...</span>');
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loadScript('<span>../../script/soundmanager2.js</span>', function() {
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<span><span>// SM2 script has loaded</span></span>
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window.setTimeout(function() {
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msg('<span>soundmanager2.js loaded, delaying before setup()...</span>');
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}, 500);
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window.setTimeout(function() {
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soundManager.setup({
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url: '<span>../../swf/</span>',
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onready: function() {
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soundManager.createSound({
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id: '<span>foo</span>',
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url: '<span>../_mp3/mouseover.mp3</span>'
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}).play();
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msg('<span>Started OK</span>');
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},
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ontimeout: function() {
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msg('<span>Loaded OK, but unable to start: unsupported/flash blocked, etc.</span>');
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}
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});
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<span><span>// ensure start-up in case document.readyState and/or DOMContentLoaded are unavailable</span></span>
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soundManager.beginDelayedInit();
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}, 1000);
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});
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}, 1000);
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</span>}
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</code></pre>
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<h2 id="flashblock-handling">Handling flash blockers</h2>
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<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>
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<h2 style="margin-top:1em">Preventing auto-init using SM2_DEFER</h2>
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<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>
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<h2 style="margin-top:1em">Disabling debug output</h2>
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<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>
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<code>soundManager.setup({ debugMode: false });</code>
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<p>To see related configuration code, refer to the source of this page which basically does all of the above "for real."</p>
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<h2>Troubleshooting</h2>
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<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>
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<h2>No-debug, compressed version of soundmanager2.js</h2>
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<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>
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</div>
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</body>
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</html>
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