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-rw-r--r--Makefile1
-rw-r--r--lib_js/howler.js3005
-rw-r--r--src/main.rs3
3 files changed, 3009 insertions, 0 deletions
diff --git a/Makefile b/Makefile
index 3161be9..31f8874 100644
--- a/Makefile
+++ b/Makefile
@@ -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};