137 lines
6.2 KiB
HTML
137 lines
6.2 KiB
HTML
<!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 Template</title>
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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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<!-- include SM2 library -->
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<script type="text/javascript" src="../../script/soundmanager2.js"></script>
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<!-- And now, customize it! -->
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<script type="text/javascript">
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// soundManager.debugMode = false; // disable debug output
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soundManager.url = '../../swf/'; // path to directory containing SoundManager2 .SWF file
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soundManager.flashVersion = 8;
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soundManager.useFlashBlock = false; // skip for now. See the flashblock demo when you want to start getting fancy.
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soundManager.onload = function() {
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// soundManager.createSound() etc. may now be called
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soundManager._writeDebug('soundManager.onload() - your code executes here');
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}
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</script>
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<!-- SM2 BAREBONES TEMPLATE: END -->
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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 Template Example</h1>
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<p>This is a basic template for adding SoundManager to your page.</p>
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<h2>How it works</h2>
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<p>This page includes the SM2 script, which starts up on its own as appropriate. By default it will try to start as soon as possible.</p>
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<p>The minimal code needed to get SoundManager 2 going is below, with <em><em>configurable parts</em></em>:</p>
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<code>
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<pre>
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<span><!-- include SM2 library --></span>
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<script type="text/javascript" src="<em><em>/path/to/soundmanager2.js</em></em>"></script>
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<span><!-- configure it for your use --></span>
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<script type="text/javascript">
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soundManager.url = '<em><em>/path/to/sm2-flash-movies/</em></em>'; <span>// directory where SM2 .SWFs live</span>
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<span>// Note that SoundManager will determine and append the appropriate .SWF file to the URL,
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// eg. /path/to/sm2-flash-movies/soundmanager2.swf automatically.</span>
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<span>// Beta-ish HTML5 audio support (force-enabled for iPad), flash-free sound for Safari + Chrome. Enable if you want to try it!</span>
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<span>// soundManager.useHTML5Audio = true;</span>
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<span>// do this to skip flash block handling for now. See the <a href="../flashblock/" title="SoundManager 2 flashblock handling demo" onclick="if (!document.domain) this.href=this.href+'index.html'">flashblock demo</a> when you want to start getting fancy.</span>
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soundManager.useFlashBlock = false;
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<span>// disable debug mode after development/testing..</span>
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<span>// soundManager.debugMode = false;</span>
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<span style="background:#eee;padding:0.25em">// Option 1: Simple onload() + createSound() method</span>
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soundManager.onload = function() {
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<span>// SM2 has loaded - now you can create and play sounds!</span>
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<em><em>soundManager.createSound('helloWorld','/path/to/hello-world.mp3');
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soundManager.play('helloWorld');</em></em>
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};
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<span style="background:#eee;padding:0.25em">// Option 2 (better): More flexible onload() + createSound() method</span>
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soundManager.onload = function() {
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var mySound = soundManager.createSound({
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id: 'aSound',
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url: '/path/to/an.mp3'
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<span>// onload: <span>[ event handler function object ],</span></span>
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<span>// other options here..</span>
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});
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mySound.play();
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</em></em>}
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<span style="background:#eee;padding:0.25em">// Option 3 (best): onready() + createSound() / ontimeout() methods for success/failure:</span>
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soundManager.onready(function() {
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<span>// SM2 has loaded - now you can create and play sounds!</span>
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var mySound = soundManager.createSound({
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id: 'aSound',
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url: '/path/to/an.mp3'
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<span>// onload: <span>[ event handler function object ],</span></span>
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<span>// other options here..</span>
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});
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mySound.play();
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});
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soundManager.ontimeout(function() {
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<span>// (Optional) Hrmm, SM2 could not start. Show an error, etc.?</span>
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});
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</script></pre></code>
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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=this.href+'index.html'">Flashblock</a> example.</p>
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<h2>Making SM2 wait for window.onload()</h2>
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<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>
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<code>soundManager.waitForWindowLoad = true;</code>
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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.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=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>Once development is finished, you can also use the "minified" (down to 10% of original size with gzip!) version of SM2, which has debug output and comments removed for you: <a href="../../script/soundmanager2-nodebug-jsmin.js">soundmanager2-nodebug-jsmin.js</a>. Serve with gzip compression wherever possible for best bandwidth savings.</p>
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</div>
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</body>
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</html>
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