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<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 = 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

      soundManager.url = '../../swf/';

      soundManager.onready(function() {

        soundManager.createSound({
          id:'foo',
          url:'../_mp3/mouseover.mp3'
        }).play();

        msg('started OK');

      });

      soundManager.ontimeout(function() {

        msg('Loaded OK, but unable to start: unsupported/flash blocked, etc.');

      });

    });

    soundManager.beginDelayedInit(); // ensure start-up in case document.readyState and/or DOMContentLoaded are unavailable

  },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 window.onload() has fired.</p>
 <h2>How it works</h2>
 <p>This page waits until window.onload(), delays 1 second and loads soundmanager2.js, which should then start up.</p>

<p>SoundManager 2 status: <b id="sm2-status">Waiting for window.onload()...</b></p>

<pre>
<span>/*
 * Dynamic script loading helper
 * Normalizes good browser onload() vs. IE readyState weirdness
 */
</span>

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);

}

<span>// Wait for window load, then load soundmanager2.js, let it start and play a test sound</span>

window.onload = function() {</span>

  msg('Window loaded, waiting 1 second...');

  setTimeout(function(){

    msg('Loading soundmanager2.js...');

    loadScript('../../script/soundmanager2.js', function() {

      <span>// SM2 script has loaded</span>

      soundManager.url = '../../swf/';

      soundManager.onready(function() {

        soundManager.createSound({
          id:'foo',
          url:'../_mp3/mouseover.mp3'
        }).play();

        msg('started OK');

      });

      soundManager.ontimeout(function() {

        msg('Loaded OK, but unable to start: unsupported/flash blocked, etc.');

      });

    });

    soundManager.beginDelayedInit(); // ensure start-up in case document.readyState and/or DOMContentLoaded are unavailable

  },1000);

</span>}
</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=this.href+'index.html'">Flashblock</a> example.</p>

 <h2>Making SM2 wait for window.onload()</h2>
 <p>If you prefer to have the library wait for window.onload() before calling soundManager.onload()/onerror() methods, you can modify SM2's "waitForWindowLoad" property:</p>
<code>soundManager.waitForWindowLoad = true;</code>

 <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.</p>
 <pre><code>window.SM2_DEFER = true;
<span>// some time later, manually start SM2...</span>
soundManager = new SoundManager();
soundManager.beginDelayedInit(); <span>// ensure SM2 begins its init process, in the event dom ready / window.load() have already passed</span></code></pre>

 <h2 style="margin-top:1em">Disabling debug output</h2>
 <p>SoundManager 2 will write to a debug &lt;div&gt; element or a javascript console if available, by default. To disable it, simply set the relevant property to false:</p>
<code>soundManager.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=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>Once development is finished, 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>