wyrian/js/libs/soundmanager/demo/template/deferred-example.html
2011-12-19 15:46:06 -05:00

219 lines
6.9 KiB
HTML

<!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 = 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>