diff options
-rw-r--r-- | Makefile | 1 | ||||
-rw-r--r-- | lib_js/howler.js | 3005 | ||||
-rw-r--r-- | src/main.rs | 3 |
3 files changed, 3009 insertions, 0 deletions
@@ -3,6 +3,7 @@ all: build build-web: cargo +nightly build --target=wasm32-unknown-unknown --release cp target/wasm32-unknown-unknown/release/bug_basher.wasm html/gate_app.wasm + cp lib_js/* html/ build-desktop: cargo build --release diff --git a/lib_js/howler.js b/lib_js/howler.js new file mode 100644 index 0000000..07caf8e --- /dev/null +++ b/lib_js/howler.js @@ -0,0 +1,3005 @@ +/*! + * howler.js v2.0.14 + * howlerjs.com + * + * (c) 2013-2018, James Simpson of GoldFire Studios + * goldfirestudios.com + * + * MIT License + */ + +(function() { + + 'use strict'; + + /** Global Methods **/ + /***************************************************************************/ + + /** + * Create the global controller. All contained methods and properties apply + * to all sounds that are currently playing or will be in the future. + */ + var HowlerGlobal = function() { + this.init(); + }; + HowlerGlobal.prototype = { + /** + * Initialize the global Howler object. + * @return {Howler} + */ + init: function() { + var self = this || Howler; + + // Create a global ID counter. + self._counter = 1000; + + // Internal properties. + self._codecs = {}; + self._howls = []; + self._muted = false; + self._volume = 1; + self._canPlayEvent = 'canplaythrough'; + self._navigator = (typeof window !== 'undefined' && window.navigator) ? window.navigator : null; + + // Public properties. + self.masterGain = null; + self.noAudio = false; + self.usingWebAudio = true; + self.autoSuspend = true; + self.ctx = null; + + // Set to false to disable the auto iOS enabler. + self.mobileAutoEnable = true; + + // Setup the various state values for global tracking. + self._setup(); + + return self; + }, + + /** + * Get/set the global volume for all sounds. + * @param {Float} vol Volume from 0.0 to 1.0. + * @return {Howler/Float} Returns self or current volume. + */ + volume: function(vol) { + var self = this || Howler; + vol = parseFloat(vol); + + // If we don't have an AudioContext created yet, run the setup. + if (!self.ctx) { + setupAudioContext(); + } + + if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) { + self._volume = vol; + + // Don't update any of the nodes if we are muted. + if (self._muted) { + return self; + } + + // When using Web Audio, we just need to adjust the master gain. + if (self.usingWebAudio) { + self.masterGain.gain.setValueAtTime(vol, Howler.ctx.currentTime); + } + + // Loop through and change volume for all HTML5 audio nodes. + for (var i=0; i<self._howls.length; i++) { + if (!self._howls[i]._webAudio) { + // Get all of the sounds in this Howl group. + var ids = self._howls[i]._getSoundIds(); + + // Loop through all sounds and change the volumes. + for (var j=0; j<ids.length; j++) { + var sound = self._howls[i]._soundById(ids[j]); + + if (sound && sound._node) { + sound._node.volume = sound._volume * vol; + } + } + } + } + + return self; + } + + return self._volume; + }, + + /** + * Handle muting and unmuting globally. + * @param {Boolean} muted Is muted or not. + */ + mute: function(muted) { + var self = this || Howler; + + // If we don't have an AudioContext created yet, run the setup. + if (!self.ctx) { + setupAudioContext(); + } + + self._muted = muted; + + // With Web Audio, we just need to mute the master gain. + if (self.usingWebAudio) { + self.masterGain.gain.setValueAtTime(muted ? 0 : self._volume, Howler.ctx.currentTime); + } + + // Loop through and mute all HTML5 Audio nodes. + for (var i=0; i<self._howls.length; i++) { + if (!self._howls[i]._webAudio) { + // Get all of the sounds in this Howl group. + var ids = self._howls[i]._getSoundIds(); + + // Loop through all sounds and mark the audio node as muted. + for (var j=0; j<ids.length; j++) { + var sound = self._howls[i]._soundById(ids[j]); + + if (sound && sound._node) { + sound._node.muted = (muted) ? true : sound._muted; + } + } + } + } + + return self; + }, + + /** + * Unload and destroy all currently loaded Howl objects. + * @return {Howler} + */ + unload: function() { + var self = this || Howler; + + for (var i=self._howls.length-1; i>=0; i--) { + self._howls[i].unload(); + } + + // Create a new AudioContext to make sure it is fully reset. + if (self.usingWebAudio && self.ctx && typeof self.ctx.close !== 'undefined') { + self.ctx.close(); + self.ctx = null; + setupAudioContext(); + } + + return self; + }, + + /** + * Check for codec support of specific extension. + * @param {String} ext Audio file extention. + * @return {Boolean} + */ + codecs: function(ext) { + return (this || Howler)._codecs[ext.replace(/^x-/, '')]; + }, + + /** + * Setup various state values for global tracking. + * @return {Howler} + */ + _setup: function() { + var self = this || Howler; + + // Keeps track of the suspend/resume state of the AudioContext. + self.state = self.ctx ? self.ctx.state || 'running' : 'running'; + + // Automatically begin the 30-second suspend process + self._autoSuspend(); + + // Check if audio is available. + if (!self.usingWebAudio) { + // No audio is available on this system if noAudio is set to true. + if (typeof Audio !== 'undefined') { + try { + var test = new Audio(); + + // Check if the canplaythrough event is available. + if (typeof test.oncanplaythrough === 'undefined') { + self._canPlayEvent = 'canplay'; + } + } catch(e) { + self.noAudio = true; + } + } else { + self.noAudio = true; + } + } + + // Test to make sure audio isn't disabled in Internet Explorer. + try { + var test = new Audio(); + if (test.muted) { + self.noAudio = true; + } + } catch (e) {} + + // Check for supported codecs. + if (!self.noAudio) { + self._setupCodecs(); + } + + return self; + }, + + /** + * Check for browser support for various codecs and cache the results. + * @return {Howler} + */ + _setupCodecs: function() { + var self = this || Howler; + var audioTest = null; + + // Must wrap in a try/catch because IE11 in server mode throws an error. + try { + audioTest = (typeof Audio !== 'undefined') ? new Audio() : null; + } catch (err) { + return self; + } + + if (!audioTest || typeof audioTest.canPlayType !== 'function') { + return self; + } + + var mpegTest = audioTest.canPlayType('audio/mpeg;').replace(/^no$/, ''); + + // Opera version <33 has mixed MP3 support, so we need to check for and block it. + var checkOpera = self._navigator && self._navigator.userAgent.match(/OPR\/([0-6].)/g); + var isOldOpera = (checkOpera && parseInt(checkOpera[0].split('/')[1], 10) < 33); + + self._codecs = { + mp3: !!(!isOldOpera && (mpegTest || audioTest.canPlayType('audio/mp3;').replace(/^no$/, ''))), + mpeg: !!mpegTest, + opus: !!audioTest.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, ''), + ogg: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''), + oga: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''), + wav: !!audioTest.canPlayType('audio/wav; codecs="1"').replace(/^no$/, ''), + aac: !!audioTest.canPlayType('audio/aac;').replace(/^no$/, ''), + caf: !!audioTest.canPlayType('audio/x-caf;').replace(/^no$/, ''), + m4a: !!(audioTest.canPlayType('audio/x-m4a;') || audioTest.canPlayType('audio/m4a;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''), + mp4: !!(audioTest.canPlayType('audio/x-mp4;') || audioTest.canPlayType('audio/mp4;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''), + weba: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, ''), + webm: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, ''), + dolby: !!audioTest.canPlayType('audio/mp4; codecs="ec-3"').replace(/^no$/, ''), + flac: !!(audioTest.canPlayType('audio/x-flac;') || audioTest.canPlayType('audio/flac;')).replace(/^no$/, '') + }; + + return self; + }, + + /** + * Mobile browsers will only allow audio to be played after a user interaction. + * Attempt to automatically unlock audio on the first user interaction. + * Concept from: http://paulbakaus.com/tutorials/html5/web-audio-on-ios/ + * @return {Howler} + */ + _enableMobileAudio: function() { + var self = this || Howler; + + // Only run this on mobile devices if audio isn't already eanbled. + var isMobile = /iPhone|iPad|iPod|Android|BlackBerry|BB10|Silk|Mobi|Chrome/i.test(self._navigator && self._navigator.userAgent); + if (self._mobileEnabled || !self.ctx || !isMobile) { + return; + } + + self._mobileEnabled = false; + self.mobileAutoEnable = false; + + // Some mobile devices/platforms have distortion issues when opening/closing tabs and/or web views. + // Bugs in the browser (especially Mobile Safari) can cause the sampleRate to change from 44100 to 48000. + // By calling Howler.unload(), we create a new AudioContext with the correct sampleRate. + if (!self._mobileUnloaded && self.ctx.sampleRate !== 44100) { + self._mobileUnloaded = true; + self.unload(); + } + + // Scratch buffer for enabling iOS to dispose of web audio buffers correctly, as per: + // http://stackoverflow.com/questions/24119684 + self._scratchBuffer = self.ctx.createBuffer(1, 1, 22050); + + // Call this method on touch start to create and play a buffer, + // then check if the audio actually played to determine if + // audio has now been unlocked on iOS, Android, etc. + var unlock = function(e) { + e.preventDefault(); + + // Fix Android can not play in suspend state. + Howler._autoResume(); + + // Create an empty buffer. + var source = self.ctx.createBufferSource(); + source.buffer = self._scratchBuffer; + source.connect(self.ctx.destination); + + // Play the empty buffer. + if (typeof source.start === 'undefined') { + source.noteOn(0); + } else { + source.start(0); + } + + // Calling resume() on a stack initiated by user gesture is what actually unlocks the audio on Android Chrome >= 55. + if (typeof self.ctx.resume === 'function') { + self.ctx.resume(); + } + + // Setup a timeout to check that we are unlocked on the next event loop. + source.onended = function() { + source.disconnect(0); + + // Update the unlocked state and prevent this check from happening again. + self._mobileEnabled = true; + + // Remove the touch start listener. + document.removeEventListener('touchstart', unlock, true); + document.removeEventListener('touchend', unlock, true); + document.removeEventListener('click', unlock, true); + + // Let all sounds know that audio has been unlocked. + for (var i=0; i<self._howls.length; i++) { + self._howls[i]._emit('unlock'); + } + }; + }; + + // Setup a touch start listener to attempt an unlock in. + document.addEventListener('touchstart', unlock, true); + document.addEventListener('touchend', unlock, true); + document.addEventListener('click', unlock, true); + + return self; + }, + + /** + * Automatically suspend the Web Audio AudioContext after no sound has played for 30 seconds. + * This saves processing/energy and fixes various browser-specific bugs with audio getting stuck. + * @return {Howler} + */ + _autoSuspend: function() { + var self = this; + + if (!self.autoSuspend || !self.ctx || typeof self.ctx.suspend === 'undefined' || !Howler.usingWebAudio) { + return; + } + + // Check if any sounds are playing. + for (var i=0; i<self._howls.length; i++) { + if (self._howls[i]._webAudio) { + for (var j=0; j<self._howls[i]._sounds.length; j++) { + if (!self._howls[i]._sounds[j]._paused) { + return self; + } + } + } + } + + if (self._suspendTimer) { + clearTimeout(self._suspendTimer); + } + + // If no sound has played after 30 seconds, suspend the context. + self._suspendTimer = setTimeout(function() { + if (!self.autoSuspend) { + return; + } + + self._suspendTimer = null; + self.state = 'suspending'; + self.ctx.suspend().then(function() { + self.state = 'suspended'; + + if (self._resumeAfterSuspend) { + delete self._resumeAfterSuspend; + self._autoResume(); + } + }); + }, 30000); + + return self; + }, + + /** + * Automatically resume the Web Audio AudioContext when a new sound is played. + * @return {Howler} + */ + _autoResume: function() { + var self = this; + + if (!self.ctx || typeof self.ctx.resume === 'undefined' || !Howler.usingWebAudio) { + return; + } + + if (self.state === 'running' && self._suspendTimer) { + clearTimeout(self._suspendTimer); + self._suspendTimer = null; + } else if (self.state === 'suspended') { + self.ctx.resume().then(function() { + self.state = 'running'; + + // Emit to all Howls that the audio has resumed. + for (var i=0; i<self._howls.length; i++) { + self._howls[i]._emit('resume'); + } + }); + + if (self._suspendTimer) { + clearTimeout(self._suspendTimer); + self._suspendTimer = null; + } + } else if (self.state === 'suspending') { + self._resumeAfterSuspend = true; + } + + return self; + } + }; + + // Setup the global audio controller. + var Howler = new HowlerGlobal(); + + /** Group Methods **/ + /***************************************************************************/ + + /** + * Create an audio group controller. + * @param {Object} o Passed in properties for this group. + */ + var Howl = function(o) { + var self = this; + + // Throw an error if no source is provided. + if (!o.src || o.src.length === 0) { + console.error('An array of source files must be passed with any new Howl.'); + return; + } + + self.init(o); + }; + Howl.prototype = { + /** + * Initialize a new Howl group object. + * @param {Object} o Passed in properties for this group. + * @return {Howl} + */ + init: function(o) { + var self = this; + + // If we don't have an AudioContext created yet, run the setup. + if (!Howler.ctx) { + setupAudioContext(); + } + + // Setup user-defined default properties. + self._autoplay = o.autoplay || false; + self._format = (typeof o.format !== 'string') ? o.format : [o.format]; + self._html5 = o.html5 || false; + self._muted = o.mute || false; + self._loop = o.loop || false; + self._pool = o.pool || 5; + self._preload = (typeof o.preload === 'boolean') ? o.preload : true; + self._rate = o.rate || 1; + self._sprite = o.sprite || {}; + self._src = (typeof o.src !== 'string') ? o.src : [o.src]; + self._volume = o.volume !== undefined ? o.volume : 1; + self._xhrWithCredentials = o.xhrWithCredentials || false; + + // Setup all other default properties. + self._duration = 0; + self._state = 'unloaded'; + self._sounds = []; + self._endTimers = {}; + self._queue = []; + self._playLock = false; + + // Setup event listeners. + self._onend = o.onend ? [{fn: o.onend}] : []; + self._onfade = o.onfade ? [{fn: o.onfade}] : []; + self._onload = o.onload ? [{fn: o.onload}] : []; + self._onloaderror = o.onloaderror ? [{fn: o.onloaderror}] : []; + self._onplayerror = o.onplayerror ? [{fn: o.onplayerror}] : []; + self._onpause = o.onpause ? [{fn: o.onpause}] : []; + self._onplay = o.onplay ? [{fn: o.onplay}] : []; + self._onstop = o.onstop ? [{fn: o.onstop}] : []; + self._onmute = o.onmute ? [{fn: o.onmute}] : []; + self._onvolume = o.onvolume ? [{fn: o.onvolume}] : []; + self._onrate = o.onrate ? [{fn: o.onrate}] : []; + self._onseek = o.onseek ? [{fn: o.onseek}] : []; + self._onunlock = o.onunlock ? [{fn: o.onunlock}] : []; + self._onresume = []; + + // Web Audio or HTML5 Audio? + self._webAudio = Howler.usingWebAudio && !self._html5; + + // Automatically try to enable audio on iOS. + if (typeof Howler.ctx !== 'undefined' && Howler.ctx && Howler.mobileAutoEnable) { + Howler._enableMobileAudio(); + } + + // Keep track of this Howl group in the global controller. + Howler._howls.push(self); + + // If they selected autoplay, add a play event to the load queue. + if (self._autoplay) { + self._queue.push({ + event: 'play', + action: function() { + self.play(); + } + }); + } + + // Load the source file unless otherwise specified. + if (self._preload) { + self.load(); + } + + return self; + }, + + /** + * Load the audio file. + * @return {Howler} + */ + load: function() { + var self = this; + var url = null; + + // If no audio is available, quit immediately. + if (Howler.noAudio) { + self._emit('loaderror', null, 'No audio support.'); + return; + } + + // Make sure our source is in an array. + if (typeof self._src === 'string') { + self._src = [self._src]; + } + + // Loop through the sources and pick the first one that is compatible. + for (var i=0; i<self._src.length; i++) { + var ext, str; + + if (self._format && self._format[i]) { + // If an extension was specified, use that instead. + ext = self._format[i]; + } else { + // Make sure the source is a string. + str = self._src[i]; + if (typeof str !== 'string') { + self._emit('loaderror', null, 'Non-string found in selected audio sources - ignoring.'); + continue; + } + + // Extract the file extension from the URL or base64 data URI. + ext = /^data:audio\/([^;,]+);/i.exec(str); + if (!ext) { + ext = /\.([^.]+)$/.exec(str.split('?', 1)[0]); + } + + if (ext) { + ext = ext[1].toLowerCase(); + } + } + + // Log a warning if no extension was found. + if (!ext) { + console.warn('No file extension was found. Consider using the "format" property or specify an extension.'); + } + + // Check if this extension is available. + if (ext && Howler.codecs(ext)) { + url = self._src[i]; + break; + } + } + + if (!url) { + self._emit('loaderror', null, 'No codec support for selected audio sources.'); + return; + } + + self._src = url; + self._state = 'loading'; + + // If the hosting page is HTTPS and the source isn't, + // drop down to HTML5 Audio to avoid Mixed Content errors. + if (window.location.protocol === 'https:' && url.slice(0, 5) === 'http:') { + self._html5 = true; + self._webAudio = false; + } + + // Create a new sound object and add it to the pool. + new Sound(self); + + // Load and decode the audio data for playback. + if (self._webAudio) { + loadBuffer(self); + } + + return self; + }, + + /** + * Play a sound or resume previous playback. + * @param {String/Number} sprite Sprite name for sprite playback or sound id to continue previous. + * @param {Boolean} internal Internal Use: true prevents event firing. + * @return {Number} Sound ID. + */ + play: function(sprite, internal) { + var self = this; + var id = null; + + // Determine if a sprite, sound id or nothing was passed + if (typeof sprite === 'number') { + id = sprite; + sprite = null; + } else if (typeof sprite === 'string' && self._state === 'loaded' && !self._sprite[sprite]) { + // If the passed sprite doesn't exist, do nothing. + return null; + } else if (typeof sprite === 'undefined') { + // Use the default sound sprite (plays the full audio length). + sprite = '__default'; + + // Check if there is a single paused sound that isn't ended. + // If there is, play that sound. If not, continue as usual. + var num = 0; + for (var i=0; i<self._sounds.length; i++) { + if (self._sounds[i]._paused && !self._sounds[i]._ended) { + num++; + id = self._sounds[i]._id; + } + } + + if (num === 1) { + sprite = null; + } else { + id = null; + } + } + + // Get the selected node, or get one from the pool. + var sound = id ? self._soundById(id) : self._inactiveSound(); + + // If the sound doesn't exist, do nothing. + if (!sound) { + return null; + } + + // Select the sprite definition. + if (id && !sprite) { + sprite = sound._sprite || '__default'; + } + + // If the sound hasn't loaded, we must wait to get the audio's duration. + // We also need to wait to make sure we don't run into race conditions with + // the order of function calls. + if (self._state !== 'loaded') { + // Set the sprite value on this sound. + sound._sprite = sprite; + + // Makr this sounded as not ended in case another sound is played before this one loads. + sound._ended = false; + + // Add the sound to the queue to be played on load. + var soundId = sound._id; + self._queue.push({ + event: 'play', + action: function() { + self.play(soundId); + } + }); + + return soundId; + } + + // Don't play the sound if an id was passed and it is already playing. + if (id && !sound._paused) { + // Trigger the play event, in order to keep iterating through queue. + if (!internal) { + self._loadQueue('play'); + } + + return sound._id; + } + + // Make sure the AudioContext isn't suspended, and resume it if it is. + if (self._webAudio) { + Howler._autoResume(); + } + + // Determine how long to play for and where to start playing. + var seek = Math.max(0, sound._seek > 0 ? sound._seek : self._sprite[sprite][0] / 1000); + var duration = Math.max(0, ((self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000) - seek); + var timeout = (duration * 1000) / Math.abs(sound._rate); + + // Update the parameters of the sound + sound._paused = false; + sound._ended = false; + sound._sprite = sprite; + sound._seek = seek; + sound._start = self._sprite[sprite][0] / 1000; + sound._stop = (self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000; + sound._loop = !!(sound._loop || self._sprite[sprite][2]); + + // End the sound instantly if seek is at the end. + if (sound._seek >= sound._stop) { + self._ended(sound); + return; + } + + // Begin the actual playback. + var node = sound._node; + if (self._webAudio) { + // Fire this when the sound is ready to play to begin Web Audio playback. + var playWebAudio = function() { + self._refreshBuffer(sound); + + // Setup the playback params. + var vol = (sound._muted || self._muted) ? 0 : sound._volume; + node.gain.setValueAtTime(vol, Howler.ctx.currentTime); + sound._playStart = Howler.ctx.currentTime; + + // Play the sound using the supported method. + if (typeof node.bufferSource.start === 'undefined') { + sound._loop ? node.bufferSource.noteGrainOn(0, seek, 86400) : node.bufferSource.noteGrainOn(0, seek, duration); + } else { + sound._loop ? node.bufferSource.start(0, seek, 86400) : node.bufferSource.start(0, seek, duration); + } + + // Start a new timer if none is present. + if (timeout !== Infinity) { + self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); + } + + if (!internal) { + setTimeout(function() { + self._emit('play', sound._id); + }, 0); + } + }; + + if (Howler.state === 'running') { + playWebAudio(); + } else { + self.once('resume', playWebAudio); + + // Cancel the end timer. + self._clearTimer(sound._id); + } + } else { + // Fire this when the sound is ready to play to begin HTML5 Audio playback. + var playHtml5 = function() { + node.currentTime = seek; + node.muted = sound._muted || self._muted || Howler._muted || node.muted; + node.volume = sound._volume * Howler.volume(); + node.playbackRate = sound._rate; + + // Mobile browsers will throw an error if this is called without user interaction. + try { + var play = node.play(); + + // Support older browsers that don't support promises, and thus don't have this issue. + if (typeof Promise !== 'undefined' && (play instanceof Promise || typeof play.then === 'function')) { + // Implements a lock to prevent DOMException: The play() request was interrupted by a call to pause(). + self._playLock = true; + + // Releases the lock and executes queued actions. + play + .then(function() { + self._playLock = false; + if (!internal) { + self._emit('play', sound._id); + } + }) + .catch(function() { + self._playLock = false; + self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' + + 'on mobile devices and Chrome where playback was not within a user interaction.'); + }); + } else if (!internal) { + self._emit('play', sound._id); + } + + // Setting rate before playing won't work in IE, so we set it again here. + node.playbackRate = sound._rate; + + // If the node is still paused, then we can assume there was a playback issue. + if (node.paused) { + self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' + + 'on mobile devices and Chrome where playback was not within a user interaction.'); + return; + } + + // Setup the end timer on sprites or listen for the ended event. + if (sprite !== '__default' || sound._loop) { + self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); + } else { + self._endTimers[sound._id] = function() { + // Fire ended on this audio node. + self._ended(sound); + + // Clear this listener. + node.removeEventListener('ended', self._endTimers[sound._id], false); + }; + node.addEventListener('ended', self._endTimers[sound._id], false); + } + } catch (err) { + self._emit('playerror', sound._id, err); + } + }; + + // Play immediately if ready, or wait for the 'canplaythrough'e vent. + var loadedNoReadyState = (window && window.ejecta) || (!node.readyState && Howler._navigator.isCocoonJS); + if (node.readyState >= 3 || loadedNoReadyState) { + playHtml5(); + } else { + var listener = function() { + // Begin playback. + playHtml5(); + + // Clear this listener. + node.removeEventListener(Howler._canPlayEvent, listener, false); + }; + node.addEventListener(Howler._canPlayEvent, listener, false); + + // Cancel the end timer. + self._clearTimer(sound._id); + } + } + + return sound._id; + }, + + /** + * Pause playback and save current position. + * @param {Number} id The sound ID (empty to pause all in group). + * @return {Howl} + */ + pause: function(id) { + var self = this; + + // If the sound hasn't loaded or a play() promise is pending, add it to the load queue to pause when capable. + if (self._state !== 'loaded' || self._playLock) { + self._queue.push({ + event: 'pause', + action: function() { + self.pause(id); + } + }); + + return self; + } + + // If no id is passed, get all ID's to be paused. + var ids = self._getSoundIds(id); + + for (var i=0; i<ids.length; i++) { + // Clear the end timer. + self._clearTimer(ids[i]); + + // Get the sound. + var sound = self._soundById(ids[i]); + + if (sound && !sound._paused) { + // Reset the seek position. + sound._seek = self.seek(ids[i]); + sound._rateSeek = 0; + sound._paused = true; + + // Stop currently running fades. + self._stopFade(ids[i]); + + if (sound._node) { + if (self._webAudio) { + // Make sure the sound has been created. + if (!sound._node.bufferSource) { + continue; + } + + if (typeof sound._node.bufferSource.stop === 'undefined') { + sound._node.bufferSource.noteOff(0); + } else { + sound._node.bufferSource.stop(0); + } + + // Clean up the buffer source. + self._cleanBuffer(sound._node); + } else if (!isNaN(sound._node.duration) || sound._node.duration === Infinity) { + sound._node.pause(); + } + } + } + + // Fire the pause event, unless `true` is passed as the 2nd argument. + if (!arguments[1]) { + self._emit('pause', sound ? sound._id : null); + } + } + + return self; + }, + + /** + * Stop playback and reset to start. + * @param {Number} id The sound ID (empty to stop all in group). + * @param {Boolean} internal Internal Use: true prevents event firing. + * @return {Howl} + */ + stop: function(id, internal) { + var self = this; + + // If the sound hasn't loaded, add it to the load queue to stop when capable. + if (self._state !== 'loaded' || self._playLock) { + self._queue.push({ + event: 'stop', + action: function() { + self.stop(id); + } + }); + + return self; + } + + // If no id is passed, get all ID's to be stopped. + var ids = self._getSoundIds(id); + + for (var i=0; i<ids.length; i++) { + // Clear the end timer. + self._clearTimer(ids[i]); + + // Get the sound. + var sound = self._soundById(ids[i]); + + if (sound) { + // Reset the seek position. + sound._seek = sound._start || 0; + sound._rateSeek = 0; + sound._paused = true; + sound._ended = true; + + // Stop currently running fades. + self._stopFade(ids[i]); + + if (sound._node) { + if (self._webAudio) { + // Make sure the sound's AudioBufferSourceNode has been created. + if (sound._node.bufferSource) { + if (typeof sound._node.bufferSource.stop === 'undefined') { + sound._node.bufferSource.noteOff(0); + } else { + sound._node.bufferSource.stop(0); + } + + // Clean up the buffer source. + self._cleanBuffer(sound._node); + } + } else if (!isNaN(sound._node.duration) || sound._node.duration === Infinity) { + sound._node.currentTime = sound._start || 0; + sound._node.pause(); + } + } + + if (!internal) { + self._emit('stop', sound._id); + } + } + } + + return self; + }, + + /** + * Mute/unmute a single sound or all sounds in this Howl group. + * @param {Boolean} muted Set to true to mute and false to unmute. + * @param {Number} id The sound ID to update (omit to mute/unmute all). + * @return {Howl} + */ + mute: function(muted, id) { + var self = this; + + // If the sound hasn't loaded, add it to the load queue to mute when capable. + if (self._state !== 'loaded'|| self._playLock) { + self._queue.push({ + event: 'mute', + action: function() { + self.mute(muted, id); + } + }); + + return self; + } + + // If applying mute/unmute to all sounds, update the group's value. + if (typeof id === 'undefined') { + if (typeof muted === 'boolean') { + self._muted = muted; + } else { + return self._muted; + } + } + + // If no id is passed, get all ID's to be muted. + var ids = self._getSoundIds(id); + + for (var i=0; i<ids.length; i++) { + // Get the sound. + var sound = self._soundById(ids[i]); + + if (sound) { + sound._muted = muted; + + // Cancel active fade and set the volume to the end value. + if (sound._interval) { + self._stopFade(sound._id); + } + + if (self._webAudio && sound._node) { + sound._node.gain.setValueAtTime(muted ? 0 : sound._volume, Howler.ctx.currentTime); + } else if (sound._node) { + sound._node.muted = Howler._muted ? true : muted; + } + + self._emit('mute', sound._id); + } + } + + return self; + }, + + /** + * Get/set the volume of this sound or of the Howl group. This method can optionally take 0, 1 or 2 arguments. + * volume() -> Returns the group's volume value. + * volume(id) -> Returns the sound id's current volume. + * volume(vol) -> Sets the volume of all sounds in this Howl group. + * volume(vol, id) -> Sets the volume of passed sound id. + * @return {Howl/Number} Returns self or current volume. + */ + volume: function() { + var self = this; + var args = arguments; + var vol, id; + + // Determine the values based on arguments. + if (args.length === 0) { + // Return the value of the groups' volume. + return self._volume; + } else if (args.length === 1 || args.length === 2 && typeof args[1] === 'undefined') { + // First check if this is an ID, and if not, assume it is a new volume. + var ids = self._getSoundIds(); + var index = ids.indexOf(args[0]); + if (index >= 0) { + id = parseInt(args[0], 10); + } else { + vol = parseFloat(args[0]); + } + } else if (args.length >= 2) { + vol = parseFloat(args[0]); + id = parseInt(args[1], 10); + } + + // Update the volume or return the current volume. + var sound; + if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) { + // If the sound hasn't loaded, add it to the load queue to change volume when capable. + if (self._state !== 'loaded'|| self._playLock) { + self._queue.push({ + event: 'volume', + action: function() { + self.volume.apply(self, args); + } + }); + + return self; + } + + // Set the group volume. + if (typeof id === 'undefined') { + self._volume = vol; + } + + // Update one or all volumes. + id = self._getSoundIds(id); + for (var i=0; i<id.length; i++) { + // Get the sound. + sound = self._soundById(id[i]); + + if (sound) { + sound._volume = vol; + + // Stop currently running fades. + if (!args[2]) { + self._stopFade(id[i]); + } + + if (self._webAudio && sound._node && !sound._muted) { + sound._node.gain.setValueAtTime(vol, Howler.ctx.currentTime); + } else if (sound._node && !sound._muted) { + sound._node.volume = vol * Howler.volume(); + } + + self._emit('volume', sound._id); + } + } + } else { + sound = id ? self._soundById(id) : self._sounds[0]; + return sound ? sound._volume : 0; + } + + return self; + }, + + /** + * Fade a currently playing sound between two volumes (if no id is passsed, all sounds will fade). + * @param {Number} from The value to fade from (0.0 to 1.0). + * @param {Number} to The volume to fade to (0.0 to 1.0). + * @param {Number} len Time in milliseconds to fade. + * @param {Number} id The sound id (omit to fade all sounds). + * @return {Howl} + */ + fade: function(from, to, len, id) { + var self = this; + + // If the sound hasn't loaded, add it to the load queue to fade when capable. + if (self._state !== 'loaded' || self._playLock) { + self._queue.push({ + event: 'fade', + action: function() { + self.fade(from, to, len, id); + } + }); + + return self; + } + + // Set the volume to the start position. + self.volume(from, id); + + // Fade the volume of one or all sounds. + var ids = self._getSoundIds(id); + for (var i=0; i<ids.length; i++) { + // Get the sound. + var sound = self._soundById(ids[i]); + + // Create a linear fade or fall back to timeouts with HTML5 Audio. + if (sound) { + // Stop the previous fade if no sprite is being used (otherwise, volume handles this). + if (!id) { + self._stopFade(ids[i]); + } + + // If we are using Web Audio, let the native methods do the actual fade. + if (self._webAudio && !sound._muted) { + var currentTime = Howler.ctx.currentTime; + var end = currentTime + (len / 1000); + sound._volume = from; + sound._node.gain.setValueAtTime(from, currentTime); + sound._node.gain.linearRampToValueAtTime(to, end); + } + + self._startFadeInterval(sound, from, to, len, ids[i], typeof id === 'undefined'); + } + } + + return self; + }, + + /** + * Starts the internal interval to fade a sound. + * @param {Object} sound Reference to sound to fade. + * @param {Number} from The value to fade from (0.0 to 1.0). + * @param {Number} to The volume to fade to (0.0 to 1.0). + * @param {Number} len Time in milliseconds to fade. + * @param {Number} id The sound id to fade. + * @param {Boolean} isGroup If true, set the volume on the group. + */ + _startFadeInterval: function(sound, from, to, len, id, isGroup) { + var self = this; + var vol = from; + var diff = to - from; + var steps = Math.abs(diff / 0.01); + var stepLen = Math.max(4, (steps > 0) ? len / steps : len); + var lastTick = Date.now(); + + // Store the value being faded to. + sound._fadeTo = to; + + // Update the volume value on each interval tick. + sound._interval = setInterval(function() { + // Update the volume based on the time since the last tick. + var tick = (Date.now() - lastTick) / len; + lastTick = Date.now(); + vol += diff * tick; + + // Make sure the volume is in the right bounds. + vol = Math.max(0, vol); + vol = Math.min(1, vol); + + // Round to within 2 decimal points. + vol = Math.round(vol * 100) / 100; + + // Change the volume. + if (self._webAudio) { + sound._volume = vol; + } else { + self.volume(vol, sound._id, true); + } + + // Set the group's volume. + if (isGroup) { + self._volume = vol; + } + + // When the fade is complete, stop it and fire event. + if ((to < from && vol <= to) || (to > from && vol >= to)) { + clearInterval(sound._interval); + sound._interval = null; + sound._fadeTo = null; + self.volume(to, sound._id); + self._emit('fade', sound._id); + } + }, stepLen); + }, + + /** + * Internal method that stops the currently playing fade when + * a new fade starts, volume is changed or the sound is stopped. + * @param {Number} id The sound id. + * @return {Howl} + */ + _stopFade: function(id) { + var self = this; + var sound = self._soundById(id); + + if (sound && sound._interval) { + if (self._webAudio) { + sound._node.gain.cancelScheduledValues(Howler.ctx.currentTime); + } + + clearInterval(sound._interval); + sound._interval = null; + self.volume(sound._fadeTo, id); + sound._fadeTo = null; + self._emit('fade', id); + } + + return self; + }, + + /** + * Get/set the loop parameter on a sound. This method can optionally take 0, 1 or 2 arguments. + * loop() -> Returns the group's loop value. + * loop(id) -> Returns the sound id's loop value. + * loop(loop) -> Sets the loop value for all sounds in this Howl group. + * loop(loop, id) -> Sets the loop value of passed sound id. + * @return {Howl/Boolean} Returns self or current loop value. + */ + loop: function() { + var self = this; + var args = arguments; + var loop, id, sound; + + // Determine the values for loop and id. + if (args.length === 0) { + // Return the grou's loop value. + return self._loop; + } else if (args.length === 1) { + if (typeof args[0] === 'boolean') { + loop = args[0]; + self._loop = loop; + } else { + // Return this sound's loop value. + sound = self._soundById(parseInt(args[0], 10)); + return sound ? sound._loop : false; + } + } else if (args.length === 2) { + loop = args[0]; + id = parseInt(args[1], 10); + } + + // If no id is passed, get all ID's to be looped. + var ids = self._getSoundIds(id); + for (var i=0; i<ids.length; i++) { + sound = self._soundById(ids[i]); + + if (sound) { + sound._loop = loop; + if (self._webAudio && sound._node && sound._node.bufferSource) { + sound._node.bufferSource.loop = loop; + if (loop) { + sound._node.bufferSource.loopStart = sound._start || 0; + sound._node.bufferSource.loopEnd = sound._stop; + } + } + } + } + + return self; + }, + + /** + * Get/set the playback rate of a sound. This method can optionally take 0, 1 or 2 arguments. + * rate() -> Returns the first sound node's current playback rate. + * rate(id) -> Returns the sound id's current playback rate. + * rate(rate) -> Sets the playback rate of all sounds in this Howl group. + * rate(rate, id) -> Sets the playback rate of passed sound id. + * @return {Howl/Number} Returns self or the current playback rate. + */ + rate: function() { + var self = this; + var args = arguments; + var rate, id; + + // Determine the values based on arguments. + if (args.length === 0) { + // We will simply return the current rate of the first node. + id = self._sounds[0]._id; + } else if (args.length === 1) { + // First check if this is an ID, and if not, assume it is a new rate value. + var ids = self._getSoundIds(); + var index = ids.indexOf(args[0]); + if (index >= 0) { + id = parseInt(args[0], 10); + } else { + rate = parseFloat(args[0]); + } + } else if (args.length === 2) { + rate = parseFloat(args[0]); + id = parseInt(args[1], 10); + } + + // Update the playback rate or return the current value. + var sound; + if (typeof rate === 'number') { + // If the sound hasn't loaded, add it to the load queue to change playback rate when capable. + if (self._state !== 'loaded' || self._playLock) { + self._queue.push({ + event: 'rate', + action: function() { + self.rate.apply(self, args); + } + }); + + return self; + } + + // Set the group rate. + if (typeof id === 'undefined') { + self._rate = rate; + } + + // Update one or all volumes. + id = self._getSoundIds(id); + for (var i=0; i<id.length; i++) { + // Get the sound. + sound = self._soundById(id[i]); + + if (sound) { + // Keep track of our position when the rate changed and update the playback + // start position so we can properly adjust the seek position for time elapsed. + sound._rateSeek = self.seek(id[i]); + sound._playStart = self._webAudio ? Howler.ctx.currentTime : sound._playStart; + sound._rate = rate; + + // Change the playback rate. + if (self._webAudio && sound._node && sound._node.bufferSource) { + sound._node.bufferSource.playbackRate.setValueAtTime(rate, Howler.ctx.currentTime); + } else if (sound._node) { + sound._node.playbackRate = rate; + } + + // Reset the timers. + var seek = self.seek(id[i]); + var duration = ((self._sprite[sound._sprite][0] + self._sprite[sound._sprite][1]) / 1000) - seek; + var timeout = (duration * 1000) / Math.abs(sound._rate); + + // Start a new end timer if sound is already playing. + if (self._endTimers[id[i]] || !sound._paused) { + self._clearTimer(id[i]); + self._endTimers[id[i]] = setTimeout(self._ended.bind(self, sound), timeout); + } + + self._emit('rate', sound._id); + } + } + } else { + sound = self._soundById(id); + return sound ? sound._rate : self._rate; + } + + return self; + }, + + /** + * Get/set the seek position of a sound. This method can optionally take 0, 1 or 2 arguments. + * seek() -> Returns the first sound node's current seek position. + * seek(id) -> Returns the sound id's current seek position. + * seek(seek) -> Sets the seek position of the first sound node. + * seek(seek, id) -> Sets the seek position of passed sound id. + * @return {Howl/Number} Returns self or the current seek position. + */ + seek: function() { + var self = this; + var args = arguments; + var seek, id; + + // Determine the values based on arguments. + if (args.length === 0) { + // We will simply return the current position of the first node. + id = self._sounds[0]._id; + } else if (args.length === 1) { + // First check if this is an ID, and if not, assume it is a new seek position. + var ids = self._getSoundIds(); + var index = ids.indexOf(args[0]); + if (index >= 0) { + id = parseInt(args[0], 10); + } else if (self._sounds.length) { + id = self._sounds[0]._id; + seek = parseFloat(args[0]); + } + } else if (args.length === 2) { + seek = parseFloat(args[0]); + id = parseInt(args[1], 10); + } + + // If there is no ID, bail out. + if (typeof id === 'undefined') { + return self; + } + + // If the sound hasn't loaded, add it to the load queue to seek when capable. + if (self._state !== 'loaded' || self._playLock) { + self._queue.push({ + event: 'seek', + action: function() { + self.seek.apply(self, args); + } + }); + + return self; + } + + // Get the sound. + var sound = self._soundById(id); + + if (sound) { + if (typeof seek === 'number' && seek >= 0) { + // Pause the sound and update position for restarting playback. + var playing = self.playing(id); + if (playing) { + self.pause(id, true); + } + + // Move the position of the track and cancel timer. + sound._seek = seek; + sound._ended = false; + self._clearTimer(id); + + // Update the seek position for HTML5 Audio. + if (!self._webAudio && sound._node) { + sound._node.currentTime = seek; + } + + // Seek and emit when ready. + var seekAndEmit = function() { + self._emit('seek', id); + + // Restart the playback if the sound was playing. + if (playing) { + self.play(id, true); + } + }; + + // Wait for the play lock to be unset before emitting (HTML5 Audio). + if (playing && !self._webAudio) { + var emitSeek = function() { + if (!self._playLock) { + seekAndEmit(); + } else { + setTimeout(emitSeek, 0); + } + }; + setTimeout(emitSeek, 0); + } else { + seekAndEmit(); + } + } else { + if (self._webAudio) { + var realTime = self.playing(id) ? Howler.ctx.currentTime - sound._playStart : 0; + var rateSeek = sound._rateSeek ? sound._rateSeek - sound._seek : 0; + return sound._seek + (rateSeek + realTime * Math.abs(sound._rate)); + } else { + return sound._node.currentTime; + } + } + } + + return self; + }, + + /** + * Check if a specific sound is currently playing or not (if id is provided), or check if at least one of the sounds in the group is playing or not. + * @param {Number} id The sound id to check. If none is passed, the whole sound group is checked. + * @return {Boolean} True if playing and false if not. + */ + playing: function(id) { + var self = this; + + // Check the passed sound ID (if any). + if (typeof id === 'number') { + var sound = self._soundById(id); + return sound ? !sound._paused : false; + } + + // Otherwise, loop through all sounds and check if any are playing. + for (var i=0; i<self._sounds.length; i++) { + if (!self._sounds[i]._paused) { + return true; + } + } + + return false; + }, + + /** + * Get the duration of this sound. Passing a sound id will return the sprite duration. + * @param {Number} id The sound id to check. If none is passed, return full source duration. + * @return {Number} Audio duration in seconds. + */ + duration: function(id) { + var self = this; + var duration = self._duration; + + // If we pass an ID, get the sound and return the sprite length. + var sound = self._soundById(id); + if (sound) { + duration = self._sprite[sound._sprite][1] / 1000; + } + + return duration; + }, + + /** + * Returns the current loaded state of this Howl. + * @return {String} 'unloaded', 'loading', 'loaded' + */ + state: function() { + return this._state; + }, + + /** + * Unload and destroy the current Howl object. + * This will immediately stop all sound instances attached to this group. + */ + unload: function() { + var self = this; + + // Stop playing any active sounds. + var sounds = self._sounds; + for (var i=0; i<sounds.length; i++) { + // Stop the sound if it is currently playing. + if (!sounds[i]._paused) { + self.stop(sounds[i]._id); + } + + // Remove the source or disconnect. + if (!self._webAudio) { + // Set the source to 0-second silence to stop any downloading (except in IE). + var checkIE = /MSIE |Trident\//.test(Howler._navigator && Howler._navigator.userAgent); + if (!checkIE) { + sounds[i]._node.src = 'data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA'; + } + + // Remove any event listeners. + sounds[i]._node.removeEventListener('error', sounds[i]._errorFn, false); + sounds[i]._node.removeEventListener(Howler._canPlayEvent, sounds[i]._loadFn, false); + } + + // Empty out all of the nodes. + delete sounds[i]._node; + + // Make sure all timers are cleared out. + self._clearTimer(sounds[i]._id); + } + + // Remove the references in the global Howler object. + var index = Howler._howls.indexOf(self); + if (index >= 0) { + Howler._howls.splice(index, 1); + } + + // Delete this sound from the cache (if no other Howl is using it). + var remCache = true; + for (i=0; i<Howler._howls.length; i++) { + if (Howler._howls[i]._src === self._src) { + remCache = false; + break; + } + } + + if (cache && remCache) { + delete cache[self._src]; + } + + // Clear global errors. + Howler.noAudio = false; + + // Clear out `self`. + self._state = 'unloaded'; + self._sounds = []; + self = null; + + return null; + }, + + /** + * Listen to a custom event. + * @param {String} event Event name. + * @param {Function} fn Listener to call. + * @param {Number} id (optional) Only listen to events for this sound. + * @param {Number} once (INTERNAL) Marks event to fire only once. + * @return {Howl} + */ + on: function(event, fn, id, once) { + var self = this; + var events = self['_on' + event]; + + if (typeof fn === 'function') { + events.push(once ? {id: id, fn: fn, once: once} : {id: id, fn: fn}); + } + + return self; + }, + + /** + * Remove a custom event. Call without parameters to remove all events. + * @param {String} event Event name. + * @param {Function} fn Listener to remove. Leave empty to remove all. + * @param {Number} id (optional) Only remove events for this sound. + * @return {Howl} + */ + off: function(event, fn, id) { + var self = this; + var events = self['_on' + event]; + var i = 0; + + // Allow passing just an event and ID. + if (typeof fn === 'number') { + id = fn; + fn = null; + } + + if (fn || id) { + // Loop through event store and remove the passed function. + for (i=0; i<events.length; i++) { + var isId = (id === events[i].id); + if (fn === events[i].fn && isId || !fn && isId) { + events.splice(i, 1); + break; + } + } + } else if (event) { + // Clear out all events of this type. + self['_on' + event] = []; + } else { + // Clear out all events of every type. + var keys = Object.keys(self); + for (i=0; i<keys.length; i++) { + if ((keys[i].indexOf('_on') === 0) && Array.isArray(self[keys[i]])) { + self[keys[i]] = []; + } + } + } + + return self; + }, + + /** + * Listen to a custom event and remove it once fired. + * @param {String} event Event name. + * @param {Function} fn Listener to call. + * @param {Number} id (optional) Only listen to events for this sound. + * @return {Howl} + */ + once: function(event, fn, id) { + var self = this; + + // Setup the event listener. + self.on(event, fn, id, 1); + + return self; + }, + + /** + * Emit all events of a specific type and pass the sound id. + * @param {String} event Event name. + * @param {Number} id Sound ID. + * @param {Number} msg Message to go with event. + * @return {Howl} + */ + _emit: function(event, id, msg) { + var self = this; + var events = self['_on' + event]; + + // Loop through event store and fire all functions. + for (var i=events.length-1; i>=0; i--) { + // Only fire the listener if the correct ID is used. + if (!events[i].id || events[i].id === id || event === 'load') { + setTimeout(function(fn) { + fn.call(this, id, msg); + }.bind(self, events[i].fn), 0); + + // If this event was setup with `once`, remove it. + if (events[i].once) { + self.off(event, events[i].fn, events[i].id); + } + } + } + + // Pass the event type into load queue so that it can continue stepping. + self._loadQueue(event); + + return self; + }, + + /** + * Queue of actions initiated before the sound has loaded. + * These will be called in sequence, with the next only firing + * after the previous has finished executing (even if async like play). + * @return {Howl} + */ + _loadQueue: function(event) { + var self = this; + + if (self._queue.length > 0) { + var task = self._queue[0]; + + // Remove this task if a matching event was passed. + if (task.event === event) { + self._queue.shift(); + self._loadQueue(); + } + + // Run the task if no event type is passed. + if (!event) { + task.action(); + } + } + + return self; + }, + + /** + * Fired when playback ends at the end of the duration. + * @param {Sound} sound The sound object to work with. + * @return {Howl} + */ + _ended: function(sound) { + var self = this; + var sprite = sound._sprite; + + // If we are using IE and there was network latency we may be clipping + // audio before it completes playing. Lets check the node to make sure it + // believes it has completed, before ending the playback. + if (!self._webAudio && sound._node && !sound._node.paused && !sound._node.ended && sound._node.currentTime < sound._stop) { + setTimeout(self._ended.bind(self, sound), 100); + return self; + } + + // Should this sound loop? + var loop = !!(sound._loop || self._sprite[sprite][2]); + + // Fire the ended event. + self._emit('end', sound._id); + + // Restart the playback for HTML5 Audio loop. + if (!self._webAudio && loop) { + self.stop(sound._id, true).play(sound._id); + } + + // Restart this timer if on a Web Audio loop. + if (self._webAudio && loop) { + self._emit('play', sound._id); + sound._seek = sound._start || 0; + sound._rateSeek = 0; + sound._playStart = Howler.ctx.currentTime; + + var timeout = ((sound._stop - sound._start) * 1000) / Math.abs(sound._rate); + self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); + } + + // Mark the node as paused. + if (self._webAudio && !loop) { + sound._paused = true; + sound._ended = true; + sound._seek = sound._start || 0; + sound._rateSeek = 0; + self._clearTimer(sound._id); + + // Clean up the buffer source. + self._cleanBuffer(sound._node); + + // Attempt to auto-suspend AudioContext if no sounds are still playing. + Howler._autoSuspend(); + } + + // When using a sprite, end the track. + if (!self._webAudio && !loop) { + self.stop(sound._id, true); + } + + return self; + }, + + /** + * Clear the end timer for a sound playback. + * @param {Number} id The sound ID. + * @return {Howl} + */ + _clearTimer: function(id) { + var self = this; + + if (self._endTimers[id]) { + // Clear the timeout or remove the ended listener. + if (typeof self._endTimers[id] !== 'function') { + clearTimeout(self._endTimers[id]); + } else { + var sound = self._soundById(id); + if (sound && sound._node) { + sound._node.removeEventListener('ended', self._endTimers[id], false); + } + } + + delete self._endTimers[id]; + } + + return self; + }, + + /** + * Return the sound identified by this ID, or return null. + * @param {Number} id Sound ID + * @return {Object} Sound object or null. + */ + _soundById: function(id) { + var self = this; + + // Loop through all sounds and find the one with this ID. + for (var i=0; i<self._sounds.length; i++) { + if (id === self._sounds[i]._id) { + return self._sounds[i]; + } + } + + return null; + }, + + /** + * Return an inactive sound from the pool or create a new one. + * @return {Sound} Sound playback object. + */ + _inactiveSound: function() { + var self = this; + + self._drain(); + + // Find the first inactive node to recycle. + for (var i=0; i<self._sounds.length; i++) { + if (self._sounds[i]._ended) { + return self._sounds[i].reset(); + } + } + + // If no inactive node was found, create a new one. + return new Sound(self); + }, + + /** + * Drain excess inactive sounds from the pool. + */ + _drain: function() { + var self = this; + var limit = self._pool; + var cnt = 0; + var i = 0; + + // If there are less sounds than the max pool size, we are done. + if (self._sounds.length < limit) { + return; + } + + // Count the number of inactive sounds. + for (i=0; i<self._sounds.length; i++) { + if (self._sounds[i]._ended) { + cnt++; + } + } + + // Remove excess inactive sounds, going in reverse order. + for (i=self._sounds.length - 1; i>=0; i--) { + if (cnt <= limit) { + return; + } + + if (self._sounds[i]._ended) { + // Disconnect the audio source when using Web Audio. + if (self._webAudio && self._sounds[i]._node) { + self._sounds[i]._node.disconnect(0); + } + + // Remove sounds until we have the pool size. + self._sounds.splice(i, 1); + cnt--; + } + } + }, + + /** + * Get all ID's from the sounds pool. + * @param {Number} id Only return one ID if one is passed. + * @return {Array} Array of IDs. + */ + _getSoundIds: function(id) { + var self = this; + + if (typeof id === 'undefined') { + var ids = []; + for (var i=0; i<self._sounds.length; i++) { + ids.push(self._sounds[i]._id); + } + + return ids; + } else { + return [id]; + } + }, + + /** + * Load the sound back into the buffer source. + * @param {Sound} sound The sound object to work with. + * @return {Howl} + */ + _refreshBuffer: function(sound) { + var self = this; + + // Setup the buffer source for playback. + sound._node.bufferSource = Howler.ctx.createBufferSource(); + sound._node.bufferSource.buffer = cache[self._src]; + + // Connect to the correct node. + if (sound._panner) { + sound._node.bufferSource.connect(sound._panner); + } else { + sound._node.bufferSource.connect(sound._node); + } + + // Setup looping and playback rate. + sound._node.bufferSource.loop = sound._loop; + if (sound._loop) { + sound._node.bufferSource.loopStart = sound._start || 0; + sound._node.bufferSource.loopEnd = sound._stop || 0; + } + sound._node.bufferSource.playbackRate.setValueAtTime(sound._rate, Howler.ctx.currentTime); + + return self; + }, + + /** + * Prevent memory leaks by cleaning up the buffer source after playback. + * @param {Object} node Sound's audio node containing the buffer source. + * @return {Howl} + */ + _cleanBuffer: function(node) { + var self = this; + + if (Howler._scratchBuffer && node.bufferSource) { + node.bufferSource.onended = null; + node.bufferSource.disconnect(0); + try { node.bufferSource.buffer = Howler._scratchBuffer; } catch(e) {} + } + node.bufferSource = null; + + return self; + } + }; + + /** Single Sound Methods **/ + /***************************************************************************/ + + /** + * Setup the sound object, which each node attached to a Howl group is contained in. + * @param {Object} howl The Howl parent group. + */ + var Sound = function(howl) { + this._parent = howl; + this.init(); + }; + Sound.prototype = { + /** + * Initialize a new Sound object. + * @return {Sound} + */ + init: function() { + var self = this; + var parent = self._parent; + + // Setup the default parameters. + self._muted = parent._muted; + self._loop = parent._loop; + self._volume = parent._volume; + self._rate = parent._rate; + self._seek = 0; + self._paused = true; + self._ended = true; + self._sprite = '__default'; + + // Generate a unique ID for this sound. + self._id = ++Howler._counter; + + // Add itself to the parent's pool. + parent._sounds.push(self); + + // Create the new node. + self.create(); + + return self; + }, + + /** + * Create and setup a new sound object, whether HTML5 Audio or Web Audio. + * @return {Sound} + */ + create: function() { + var self = this; + var parent = self._parent; + var volume = (Howler._muted || self._muted || self._parent._muted) ? 0 : self._volume; + + if (parent._webAudio) { + // Create the gain node for controlling volume (the source will connect to this). + self._node = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain(); + self._node.gain.setValueAtTime(volume, Howler.ctx.currentTime); + self._node.paused = true; + self._node.connect(Howler.masterGain); + } else { + self._node = new Audio(); + + // Listen for errors (http://dev.w3.org/html5/spec-author-view/spec.html#mediaerror). + self._errorFn = self._errorListener.bind(self); + self._node.addEventListener('error', self._errorFn, false); + + // Listen for 'canplaythrough' event to let us know the sound is ready. + self._loadFn = self._loadListener.bind(self); + self._node.addEventListener(Howler._canPlayEvent, self._loadFn, false); + + // Setup the new audio node. + self._node.src = parent._src; + self._node.preload = 'auto'; + self._node.volume = volume * Howler.volume(); + + // Begin loading the source. + self._node.load(); + } + + return self; + }, + + /** + * Reset the parameters of this sound to the original state (for recycle). + * @return {Sound} + */ + reset: function() { + var self = this; + var parent = self._parent; + + // Reset all of the parameters of this sound. + self._muted = parent._muted; + self._loop = parent._loop; + self._volume = parent._volume; + self._rate = parent._rate; + self._seek = 0; + self._rateSeek = 0; + self._paused = true; + self._ended = true; + self._sprite = '__default'; + + // Generate a new ID so that it isn't confused with the previous sound. + self._id = ++Howler._counter; + + return self; + }, + + /** + * HTML5 Audio error listener callback. + */ + _errorListener: function() { + var self = this; + + // Fire an error event and pass back the code. + self._parent._emit('loaderror', self._id, self._node.error ? self._node.error.code : 0); + + // Clear the event listener. + self._node.removeEventListener('error', self._errorFn, false); + }, + + /** + * HTML5 Audio canplaythrough listener callback. + */ + _loadListener: function() { + var self = this; + var parent = self._parent; + + // Round up the duration to account for the lower precision in HTML5 Audio. + parent._duration = Math.ceil(self._node.duration * 10) / 10; + + // Setup a sprite if none is defined. + if (Object.keys(parent._sprite).length === 0) { + parent._sprite = {__default: [0, parent._duration * 1000]}; + } + + if (parent._state !== 'loaded') { + parent._state = 'loaded'; + parent._emit('load'); + parent._loadQueue(); + } + + // Clear the event listener. + self._node.removeEventListener(Howler._canPlayEvent, self._loadFn, false); + } + }; + + /** Helper Methods **/ + /***************************************************************************/ + + var cache = {}; + + /** + * Buffer a sound from URL, Data URI or cache and decode to audio source (Web Audio API). + * @param {Howl} self + */ + var loadBuffer = function(self) { + var url = self._src; + + // Check if the buffer has already been cached and use it instead. + if (cache[url]) { + // Set the duration from the cache. + self._duration = cache[url].duration; + + // Load the sound into this Howl. + loadSound(self); + + return; + } + + if (/^data:[^;]+;base64,/.test(url)) { + // Decode the base64 data URI without XHR, since some browsers don't support it. + var data = atob(url.split(',')[1]); + var dataView = new Uint8Array(data.length); + for (var i=0; i<data.length; ++i) { + dataView[i] = data.charCodeAt(i); + } + + decodeAudioData(dataView.buffer, self); + } else { + // Load the buffer from the URL. + var xhr = new XMLHttpRequest(); + xhr.open('GET', url, true); + xhr.withCredentials = self._xhrWithCredentials; + xhr.responseType = 'arraybuffer'; + xhr.onload = function() { + // Make sure we get a successful response back. + var code = (xhr.status + '')[0]; + if (code !== '0' && code !== '2' && code !== '3') { + self._emit('loaderror', null, 'Failed loading audio file with status: ' + xhr.status + '.'); + return; + } + + decodeAudioData(xhr.response, self); + }; + xhr.onerror = function() { + // If there is an error, switch to HTML5 Audio. + if (self._webAudio) { + self._html5 = true; + self._webAudio = false; + self._sounds = []; + delete cache[url]; + self.load(); + } + }; + safeXhrSend(xhr); + } + }; + + /** + * Send the XHR request wrapped in a try/catch. + * @param {Object} xhr XHR to send. + */ + var safeXhrSend = function(xhr) { + try { + xhr.send(); + } catch (e) { + xhr.onerror(); + } + }; + + /** + * Decode audio data from an array buffer. + * @param {ArrayBuffer} arraybuffer The audio data. + * @param {Howl} self + */ + var decodeAudioData = function(arraybuffer, self) { + // Load the sound on success. + var success = function(buffer) { + if (buffer && self._sounds.length > 0) { + cache[self._src] = buffer; + loadSound(self, buffer); + } else { + onError(); + } + }; + + // Fire a load error if something broke. + var error = function() { + self._emit('loaderror', null, 'Decoding audio data failed.'); + }; + + // Decode the buffer into an audio source. + if (typeof Promise !== 'undefined' && Howler.ctx.decodeAudioData.length === 1) { + Howler.ctx.decodeAudioData(arraybuffer).then(success).catch(error); + } else { + Howler.ctx.decodeAudioData(arraybuffer, success, error); + } + } + + /** + * Sound is now loaded, so finish setting everything up and fire the loaded event. + * @param {Howl} self + * @param {Object} buffer The decoded buffer sound source. + */ + var loadSound = function(self, buffer) { + // Set the duration. + if (buffer && !self._duration) { + self._duration = buffer.duration; + } + + // Setup a sprite if none is defined. + if (Object.keys(self._sprite).length === 0) { + self._sprite = {__default: [0, self._duration * 1000]}; + } + + // Fire the loaded event. + if (self._state !== 'loaded') { + self._state = 'loaded'; + self._emit('load'); + self._loadQueue(); + } + }; + + /** + * Setup the audio context when available, or switch to HTML5 Audio mode. + */ + var setupAudioContext = function() { + // Check if we are using Web Audio and setup the AudioContext if we are. + try { + if (typeof AudioContext !== 'undefined') { + Howler.ctx = new AudioContext(); + } else if (typeof webkitAudioContext !== 'undefined') { + Howler.ctx = new webkitAudioContext(); + } else { + Howler.usingWebAudio = false; + } + } catch(e) { + Howler.usingWebAudio = false; + } + + // Check if a webview is being used on iOS8 or earlier (rather than the browser). + // If it is, disable Web Audio as it causes crashing. + var iOS = (/iP(hone|od|ad)/.test(Howler._navigator && Howler._navigator.platform)); + var appVersion = Howler._navigator && Howler._navigator.appVersion.match(/OS (\d+)_(\d+)_?(\d+)?/); + var version = appVersion ? parseInt(appVersion[1], 10) : null; + if (iOS && version && version < 9) { + var safari = /safari/.test(Howler._navigator && Howler._navigator.userAgent.toLowerCase()); + if (Howler._navigator && Howler._navigator.standalone && !safari || Howler._navigator && !Howler._navigator.standalone && !safari) { + Howler.usingWebAudio = false; + } + } + + // Create and expose the master GainNode when using Web Audio (useful for plugins or advanced usage). + if (Howler.usingWebAudio) { + Howler.masterGain = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain(); + Howler.masterGain.gain.setValueAtTime(Howler._muted ? 0 : 1, Howler.ctx.currentTime); + Howler.masterGain.connect(Howler.ctx.destination); + } + + // Re-run the setup on Howler. + Howler._setup(); + }; + + // Add support for AMD (Asynchronous Module Definition) libraries such as require.js. + if (typeof define === 'function' && define.amd) { + define([], function() { + return { + Howler: Howler, + Howl: Howl + }; + }); + } + + // Add support for CommonJS libraries such as browserify. + if (typeof exports !== 'undefined') { + exports.Howler = Howler; + exports.Howl = Howl; + } + + // Define globally in case AMD is not available or unused. + if (typeof window !== 'undefined') { + window.HowlerGlobal = HowlerGlobal; + window.Howler = Howler; + window.Howl = Howl; + window.Sound = Sound; + } else if (typeof global !== 'undefined') { // Add to global in Node.js (for testing, etc). + global.HowlerGlobal = HowlerGlobal; + global.Howler = Howler; + global.Howl = Howl; + global.Sound = Sound; + } +})(); + + +/*! + * Spatial Plugin - Adds support for stereo and 3D audio where Web Audio is supported. + * + * howler.js v2.0.14 + * howlerjs.com + * + * (c) 2013-2018, James Simpson of GoldFire Studios + * goldfirestudios.com + * + * MIT License + */ + +(function() { + + 'use strict'; + + // Setup default properties. + HowlerGlobal.prototype._pos = [0, 0, 0]; + HowlerGlobal.prototype._orientation = [0, 0, -1, 0, 1, 0]; + + /** Global Methods **/ + /***************************************************************************/ + + /** + * Helper method to update the stereo panning position of all current Howls. + * Future Howls will not use this value unless explicitly set. + * @param {Number} pan A value of -1.0 is all the way left and 1.0 is all the way right. + * @return {Howler/Number} Self or current stereo panning value. + */ + HowlerGlobal.prototype.stereo = function(pan) { + var self = this; + + // Stop right here if not using Web Audio. + if (!self.ctx || !self.ctx.listener) { + return self; + } + + // Loop through all Howls and update their stereo panning. + for (var i=self._howls.length-1; i>=0; i--) { + self._howls[i].stereo(pan); + } + + return self; + }; + + /** + * Get/set the position of the listener in 3D cartesian space. Sounds using + * 3D position will be relative to the listener's position. + * @param {Number} x The x-position of the listener. + * @param {Number} y The y-position of the listener. + * @param {Number} z The z-position of the listener. + * @return {Howler/Array} Self or current listener position. + */ + HowlerGlobal.prototype.pos = function(x, y, z) { + var self = this; + + // Stop right here if not using Web Audio. + if (!self.ctx || !self.ctx.listener) { + return self; + } + + // Set the defaults for optional 'y' & 'z'. + y = (typeof y !== 'number') ? self._pos[1] : y; + z = (typeof z !== 'number') ? self._pos[2] : z; + + if (typeof x === 'number') { + self._pos = [x, y, z]; + + if (typeof self.ctx.listener.positionX !== 'undefined') { + self.ctx.listener.positionX.setTargetAtTime(self._pos[0], Howler.ctx.currentTime, 0.1); + self.ctx.listener.positionY.setTargetAtTime(self._pos[1], Howler.ctx.currentTime, 0.1); + self.ctx.listener.positionZ.setTargetAtTime(self._pos[2], Howler.ctx.currentTime, 0.1); + } else { + self.ctx.listener.setPosition(self._pos[0], self._pos[1], self._pos[2]); + } + } else { + return self._pos; + } + + return self; + }; + + /** + * Get/set the direction the listener is pointing in the 3D cartesian space. + * A front and up vector must be provided. The front is the direction the + * face of the listener is pointing, and up is the direction the top of the + * listener is pointing. Thus, these values are expected to be at right angles + * from each other. + * @param {Number} x The x-orientation of the listener. + * @param {Number} y The y-orientation of the listener. + * @param {Number} z The z-orientation of the listener. + * @param {Number} xUp The x-orientation of the top of the listener. + * @param {Number} yUp The y-orientation of the top of the listener. + * @param {Number} zUp The z-orientation of the top of the listener. + * @return {Howler/Array} Returns self or the current orientation vectors. + */ + HowlerGlobal.prototype.orientation = function(x, y, z, xUp, yUp, zUp) { + var self = this; + + // Stop right here if not using Web Audio. + if (!self.ctx || !self.ctx.listener) { + return self; + } + + // Set the defaults for optional 'y' & 'z'. + var or = self._orientation; + y = (typeof y !== 'number') ? or[1] : y; + z = (typeof z !== 'number') ? or[2] : z; + xUp = (typeof xUp !== 'number') ? or[3] : xUp; + yUp = (typeof yUp !== 'number') ? or[4] : yUp; + zUp = (typeof zUp !== 'number') ? or[5] : zUp; + + if (typeof x === 'number') { + self._orientation = [x, y, z, xUp, yUp, zUp]; + + if (typeof self.ctx.listener.forwardX !== 'undefined') { + self.ctx.listener.forwardX.setTargetAtTime(x, Howler.ctx.currentTime, 0.1); + self.ctx.listener.forwardY.setTargetAtTime(y, Howler.ctx.currentTime, 0.1); + self.ctx.listener.forwardZ.setTargetAtTime(z, Howler.ctx.currentTime, 0.1); + self.ctx.listener.upX.setTargetAtTime(x, Howler.ctx.currentTime, 0.1); + self.ctx.listener.upY.setTargetAtTime(y, Howler.ctx.currentTime, 0.1); + self.ctx.listener.upZ.setTargetAtTime(z, Howler.ctx.currentTime, 0.1); + } else { + self.ctx.listener.setOrientation(x, y, z, xUp, yUp, zUp); + } + } else { + return or; + } + + return self; + }; + + /** Group Methods **/ + /***************************************************************************/ + + /** + * Add new properties to the core init. + * @param {Function} _super Core init method. + * @return {Howl} + */ + Howl.prototype.init = (function(_super) { + return function(o) { + var self = this; + + // Setup user-defined default properties. + self._orientation = o.orientation || [1, 0, 0]; + self._stereo = o.stereo || null; + self._pos = o.pos || null; + self._pannerAttr = { + coneInnerAngle: typeof o.coneInnerAngle !== 'undefined' ? o.coneInnerAngle : 360, + coneOuterAngle: typeof o.coneOuterAngle !== 'undefined' ? o.coneOuterAngle : 360, + coneOuterGain: typeof o.coneOuterGain !== 'undefined' ? o.coneOuterGain : 0, + distanceModel: typeof o.distanceModel !== 'undefined' ? o.distanceModel : 'inverse', + maxDistance: typeof o.maxDistance !== 'undefined' ? o.maxDistance : 10000, + panningModel: typeof o.panningModel !== 'undefined' ? o.panningModel : 'HRTF', + refDistance: typeof o.refDistance !== 'undefined' ? o.refDistance : 1, + rolloffFactor: typeof o.rolloffFactor !== 'undefined' ? o.rolloffFactor : 1 + }; + + // Setup event listeners. + self._onstereo = o.onstereo ? [{fn: o.onstereo}] : []; + self._onpos = o.onpos ? [{fn: o.onpos}] : []; + self._onorientation = o.onorientation ? [{fn: o.onorientation}] : []; + + // Complete initilization with howler.js core's init function. + return _super.call(this, o); + }; + })(Howl.prototype.init); + + /** + * Get/set the stereo panning of the audio source for this sound or all in the group. + * @param {Number} pan A value of -1.0 is all the way left and 1.0 is all the way right. + * @param {Number} id (optional) The sound ID. If none is passed, all in group will be updated. + * @return {Howl/Number} Returns self or the current stereo panning value. + */ + Howl.prototype.stereo = function(pan, id) { + var self = this; + + // Stop right here if not using Web Audio. + if (!self._webAudio) { + return self; + } + + // If the sound hasn't loaded, add it to the load queue to change stereo pan when capable. + if (self._state !== 'loaded') { + self._queue.push({ + event: 'stereo', + action: function() { + self.stereo(pan, id); + } + }); + + return self; + } + + // Check for PannerStereoNode support and fallback to PannerNode if it doesn't exist. + var pannerType = (typeof Howler.ctx.createStereoPanner === 'undefined') ? 'spatial' : 'stereo'; + + // Setup the group's stereo panning if no ID is passed. + if (typeof id === 'undefined') { + // Return the group's stereo panning if no parameters are passed. + if (typeof pan === 'number') { + self._stereo = pan; + self._pos = [pan, 0, 0]; + } else { + return self._stereo; + } + } + + // Change the streo panning of one or all sounds in group. + var ids = self._getSoundIds(id); + for (var i=0; i<ids.length; i++) { + // Get the sound. + var sound = self._soundById(ids[i]); + + if (sound) { + if (typeof pan === 'number') { + sound._stereo = pan; + sound._pos = [pan, 0, 0]; + + if (sound._node) { + // If we are falling back, make sure the panningModel is equalpower. + sound._pannerAttr.panningModel = 'equalpower'; + + // Check if there is a panner setup and create a new one if not. + if (!sound._panner || !sound._panner.pan) { + setupPanner(sound, pannerType); + } + + if (pannerType === 'spatial') { + if (typeof sound._panner.positionX !== 'undefined') { + sound._panner.positionX.setValueAtTime(pan, Howler.ctx.currentTime); + sound._panner.positionY.setValueAtTime(0, Howler.ctx.currentTime); + sound._panner.positionZ.setValueAtTime(0, Howler.ctx.currentTime); + } else { + sound._panner.setPosition(pan, 0, 0); + } + } else { + sound._panner.pan.setValueAtTime(pan, Howler.ctx.currentTime); + } + } + + self._emit('stereo', sound._id); + } else { + return sound._stereo; + } + } + } + + return self; + }; + + /** + * Get/set the 3D spatial position of the audio source for this sound or group relative to the global listener. + * @param {Number} x The x-position of the audio source. + * @param {Number} y The y-position of the audio source. + * @param {Number} z The z-position of the audio source. + * @param {Number} id (optional) The sound ID. If none is passed, all in group will be updated. + * @return {Howl/Array} Returns self or the current 3D spatial position: [x, y, z]. + */ + Howl.prototype.pos = function(x, y, z, id) { + var self = this; + + // Stop right here if not using Web Audio. + if (!self._webAudio) { + return self; + } + + // If the sound hasn't loaded, add it to the load queue to change position when capable. + if (self._state !== 'loaded') { + self._queue.push({ + event: 'pos', + action: function() { + self.pos(x, y, z, id); + } + }); + + return self; + } + + // Set the defaults for optional 'y' & 'z'. + y = (typeof y !== 'number') ? 0 : y; + z = (typeof z !== 'number') ? -0.5 : z; + + // Setup the group's spatial position if no ID is passed. + if (typeof id === 'undefined') { + // Return the group's spatial position if no parameters are passed. + if (typeof x === 'number') { + self._pos = [x, y, z]; + } else { + return self._pos; + } + } + + // Change the spatial position of one or all sounds in group. + var ids = self._getSoundIds(id); + for (var i=0; i<ids.length; i++) { + // Get the sound. + var sound = self._soundById(ids[i]); + + if (sound) { + if (typeof x === 'number') { + sound._pos = [x, y, z]; + + if (sound._node) { + // Check if there is a panner setup and create a new one if not. + if (!sound._panner || sound._panner.pan) { + setupPanner(sound, 'spatial'); + } + + if (typeof sound._panner.positionX !== 'undefined') { + sound._panner.positionX.setValueAtTime(x, Howler.ctx.currentTime); + sound._panner.positionY.setValueAtTime(y, Howler.ctx.currentTime); + sound._panner.positionZ.setValueAtTime(z, Howler.ctx.currentTime); + } else { + sound._panner.setOrientation(x, y, z); + } + } + + self._emit('pos', sound._id); + } else { + return sound._pos; + } + } + } + + return self; + }; + + /** + * Get/set the direction the audio source is pointing in the 3D cartesian coordinate + * space. Depending on how direction the sound is, based on the `cone` attributes, + * a sound pointing away from the listener can be quiet or silent. + * @param {Number} x The x-orientation of the source. + * @param {Number} y The y-orientation of the source. + * @param {Number} z The z-orientation of the source. + * @param {Number} id (optional) The sound ID. If none is passed, all in group will be updated. + * @return {Howl/Array} Returns self or the current 3D spatial orientation: [x, y, z]. + */ + Howl.prototype.orientation = function(x, y, z, id) { + var self = this; + + // Stop right here if not using Web Audio. + if (!self._webAudio) { + return self; + } + + // If the sound hasn't loaded, add it to the load queue to change orientation when capable. + if (self._state !== 'loaded') { + self._queue.push({ + event: 'orientation', + action: function() { + self.orientation(x, y, z, id); + } + }); + + return self; + } + + // Set the defaults for optional 'y' & 'z'. + y = (typeof y !== 'number') ? self._orientation[1] : y; + z = (typeof z !== 'number') ? self._orientation[2] : z; + + // Setup the group's spatial orientation if no ID is passed. + if (typeof id === 'undefined') { + // Return the group's spatial orientation if no parameters are passed. + if (typeof x === 'number') { + self._orientation = [x, y, z]; + } else { + return self._orientation; + } + } + + // Change the spatial orientation of one or all sounds in group. + var ids = self._getSoundIds(id); + for (var i=0; i<ids.length; i++) { + // Get the sound. + var sound = self._soundById(ids[i]); + + if (sound) { + if (typeof x === 'number') { + sound._orientation = [x, y, z]; + + if (sound._node) { + // Check if there is a panner setup and create a new one if not. + if (!sound._panner) { + // Make sure we have a position to setup the node with. + if (!sound._pos) { + sound._pos = self._pos || [0, 0, -0.5]; + } + + setupPanner(sound, 'spatial'); + } + + if (typeof sound._panner.orientationX !== 'undefined') { + sound._panner.orientationX.setValueAtTime(x, Howler.ctx.currentTime); + sound._panner.orientationY.setValueAtTime(y, Howler.ctx.currentTime); + sound._panner.orientationZ.setValueAtTime(z, Howler.ctx.currentTime); + } else { + sound._panner.setOrientation(x, y, z); + } + } + + self._emit('orientation', sound._id); + } else { + return sound._orientation; + } + } + } + + return self; + }; + + /** + * Get/set the panner node's attributes for a sound or group of sounds. + * This method can optionall take 0, 1 or 2 arguments. + * pannerAttr() -> Returns the group's values. + * pannerAttr(id) -> Returns the sound id's values. + * pannerAttr(o) -> Set's the values of all sounds in this Howl group. + * pannerAttr(o, id) -> Set's the values of passed sound id. + * + * Attributes: + * coneInnerAngle - (360 by default) A parameter for directional audio sources, this is an angle, in degrees, + * inside of which there will be no volume reduction. + * coneOuterAngle - (360 by default) A parameter for directional audio sources, this is an angle, in degrees, + * outside of which the volume will be reduced to a constant value of `coneOuterGain`. + * coneOuterGain - (0 by default) A parameter for directional audio sources, this is the gain outside of the + * `coneOuterAngle`. It is a linear value in the range `[0, 1]`. + * distanceModel - ('inverse' by default) Determines algorithm used to reduce volume as audio moves away from + * listener. Can be `linear`, `inverse` or `exponential. + * maxDistance - (10000 by default) The maximum distance between source and listener, after which the volume + * will not be reduced any further. + * refDistance - (1 by default) A reference distance for reducing volume as source moves further from the listener. + * This is simply a variable of the distance model and has a different effect depending on which model + * is used and the scale of your coordinates. Generally, volume will be equal to 1 at this distance. + * rolloffFactor - (1 by default) How quickly the volume reduces as source moves from listener. This is simply a + * variable of the distance model and can be in the range of `[0, 1]` with `linear` and `[0, ∞]` + * with `inverse` and `exponential`. + * panningModel - ('HRTF' by default) Determines which spatialization algorithm is used to position audio. + * Can be `HRTF` or `equalpower`. + * + * @return {Howl/Object} Returns self or current panner attributes. + */ + Howl.prototype.pannerAttr = function() { + var self = this; + var args = arguments; + var o, id, sound; + + // Stop right here if not using Web Audio. + if (!self._webAudio) { + return self; + } + + // Determine the values based on arguments. + if (args.length === 0) { + // Return the group's panner attribute values. + return self._pannerAttr; + } else if (args.length === 1) { + if (typeof args[0] === 'object') { + o = args[0]; + + // Set the grou's panner attribute values. + if (typeof id === 'undefined') { + if (!o.pannerAttr) { + o.pannerAttr = { + coneInnerAngle: o.coneInnerAngle, + coneOuterAngle: o.coneOuterAngle, + coneOuterGain: o.coneOuterGain, + distanceModel: o.distanceModel, + maxDistance: o.maxDistance, + refDistance: o.refDistance, + rolloffFactor: o.rolloffFactor, + panningModel: o.panningModel + }; + } + + self._pannerAttr = { + coneInnerAngle: typeof o.pannerAttr.coneInnerAngle !== 'undefined' ? o.pannerAttr.coneInnerAngle : self._coneInnerAngle, + coneOuterAngle: typeof o.pannerAttr.coneOuterAngle !== 'undefined' ? o.pannerAttr.coneOuterAngle : self._coneOuterAngle, + coneOuterGain: typeof o.pannerAttr.coneOuterGain !== 'undefined' ? o.pannerAttr.coneOuterGain : self._coneOuterGain, + distanceModel: typeof o.pannerAttr.distanceModel !== 'undefined' ? o.pannerAttr.distanceModel : self._distanceModel, + maxDistance: typeof o.pannerAttr.maxDistance !== 'undefined' ? o.pannerAttr.maxDistance : self._maxDistance, + refDistance: typeof o.pannerAttr.refDistance !== 'undefined' ? o.pannerAttr.refDistance : self._refDistance, + rolloffFactor: typeof o.pannerAttr.rolloffFactor !== 'undefined' ? o.pannerAttr.rolloffFactor : self._rolloffFactor, + panningModel: typeof o.pannerAttr.panningModel !== 'undefined' ? o.pannerAttr.panningModel : self._panningModel + }; + } + } else { + // Return this sound's panner attribute values. + sound = self._soundById(parseInt(args[0], 10)); + return sound ? sound._pannerAttr : self._pannerAttr; + } + } else if (args.length === 2) { + o = args[0]; + id = parseInt(args[1], 10); + } + + // Update the values of the specified sounds. + var ids = self._getSoundIds(id); + for (var i=0; i<ids.length; i++) { + sound = self._soundById(ids[i]); + + if (sound) { + // Merge the new values into the sound. + var pa = sound._pannerAttr; + pa = { + coneInnerAngle: typeof o.coneInnerAngle !== 'undefined' ? o.coneInnerAngle : pa.coneInnerAngle, + coneOuterAngle: typeof o.coneOuterAngle !== 'undefined' ? o.coneOuterAngle : pa.coneOuterAngle, + coneOuterGain: typeof o.coneOuterGain !== 'undefined' ? o.coneOuterGain : pa.coneOuterGain, + distanceModel: typeof o.distanceModel !== 'undefined' ? o.distanceModel : pa.distanceModel, + maxDistance: typeof o.maxDistance !== 'undefined' ? o.maxDistance : pa.maxDistance, + refDistance: typeof o.refDistance !== 'undefined' ? o.refDistance : pa.refDistance, + rolloffFactor: typeof o.rolloffFactor !== 'undefined' ? o.rolloffFactor : pa.rolloffFactor, + panningModel: typeof o.panningModel !== 'undefined' ? o.panningModel : pa.panningModel + }; + + // Update the panner values or create a new panner if none exists. + var panner = sound._panner; + if (panner) { + panner.coneInnerAngle = pa.coneInnerAngle; + panner.coneOuterAngle = pa.coneOuterAngle; + panner.coneOuterGain = pa.coneOuterGain; + panner.distanceModel = pa.distanceModel; + panner.maxDistance = pa.maxDistance; + panner.refDistance = pa.refDistance; + panner.rolloffFactor = pa.rolloffFactor; + panner.panningModel = pa.panningModel; + } else { + // Make sure we have a position to setup the node with. + if (!sound._pos) { + sound._pos = self._pos || [0, 0, -0.5]; + } + + // Create a new panner node. + setupPanner(sound, 'spatial'); + } + } + } + + return self; + }; + + /** Single Sound Methods **/ + /***************************************************************************/ + + /** + * Add new properties to the core Sound init. + * @param {Function} _super Core Sound init method. + * @return {Sound} + */ + Sound.prototype.init = (function(_super) { + return function() { + var self = this; + var parent = self._parent; + + // Setup user-defined default properties. + self._orientation = parent._orientation; + self._stereo = parent._stereo; + self._pos = parent._pos; + self._pannerAttr = parent._pannerAttr; + + // Complete initilization with howler.js core Sound's init function. + _super.call(this); + + // If a stereo or position was specified, set it up. + if (self._stereo) { + parent.stereo(self._stereo); + } else if (self._pos) { + parent.pos(self._pos[0], self._pos[1], self._pos[2], self._id); + } + }; + })(Sound.prototype.init); + + /** + * Override the Sound.reset method to clean up properties from the spatial plugin. + * @param {Function} _super Sound reset method. + * @return {Sound} + */ + Sound.prototype.reset = (function(_super) { + return function() { + var self = this; + var parent = self._parent; + + // Reset all spatial plugin properties on this sound. + self._orientation = parent._orientation; + self._stereo = parent._stereo; + self._pos = parent._pos; + self._pannerAttr = parent._pannerAttr; + + // If a stereo or position was specified, set it up. + if (self._stereo) { + parent.stereo(self._stereo); + } else if (self._pos) { + parent.pos(self._pos[0], self._pos[1], self._pos[2], self._id); + } else if (self._panner) { + // Disconnect the panner. + self._panner.disconnect(0); + self._panner = undefined; + parent._refreshBuffer(self); + } + + // Complete resetting of the sound. + return _super.call(this); + }; + })(Sound.prototype.reset); + + /** Helper Methods **/ + /***************************************************************************/ + + /** + * Create a new panner node and save it on the sound. + * @param {Sound} sound Specific sound to setup panning on. + * @param {String} type Type of panner to create: 'stereo' or 'spatial'. + */ + var setupPanner = function(sound, type) { + type = type || 'spatial'; + + // Create the new panner node. + if (type === 'spatial') { + sound._panner = Howler.ctx.createPanner(); + sound._panner.coneInnerAngle = sound._pannerAttr.coneInnerAngle; + sound._panner.coneOuterAngle = sound._pannerAttr.coneOuterAngle; + sound._panner.coneOuterGain = sound._pannerAttr.coneOuterGain; + sound._panner.distanceModel = sound._pannerAttr.distanceModel; + sound._panner.maxDistance = sound._pannerAttr.maxDistance; + sound._panner.refDistance = sound._pannerAttr.refDistance; + sound._panner.rolloffFactor = sound._pannerAttr.rolloffFactor; + sound._panner.panningModel = sound._pannerAttr.panningModel; + + if (typeof sound._panner.positionX !== 'undefined') { + sound._panner.positionX.setValueAtTime(sound._pos[0], Howler.ctx.currentTime); + sound._panner.positionY.setValueAtTime(sound._pos[1], Howler.ctx.currentTime); + sound._panner.positionZ.setValueAtTime(sound._pos[2], Howler.ctx.currentTime); + } else { + sound._panner.setPosition(sound._pos[0], sound._pos[1], sound._pos[2]); + } + + if (typeof sound._panner.orientationX !== 'undefined') { + sound._panner.orientationX.setValueAtTime(sound._orientation[0], Howler.ctx.currentTime); + sound._panner.orientationY.setValueAtTime(sound._orientation[1], Howler.ctx.currentTime); + sound._panner.orientationZ.setValueAtTime(sound._orientation[2], Howler.ctx.currentTime); + } else { + sound._panner.setOrientation(sound._orientation[0], sound._orientation[1], sound._orientation[2]); + } + } else { + sound._panner = Howler.ctx.createStereoPanner(); + sound._panner.pan.setValueAtTime(sound._stereo, Howler.ctx.currentTime); + } + + sound._panner.connect(sound._node); + + // Update the connections. + if (!sound._paused) { + sound._parent.pause(sound._id, true).play(sound._id, true); + } + }; +})(); diff --git a/src/main.rs b/src/main.rs index 060e681..e6932af 100644 --- a/src/main.rs +++ b/src/main.rs @@ -1,5 +1,8 @@ +#[macro_use] extern crate gate; +gate_header!(); + use gate::{App, AppContext, AppInfo, KeyCode}; use gate::renderer::{Renderer, Affine}; |