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/*
* Sound
* Visit http://createjs.com/ for documentation, updates and examples.
*
*
* Copyright (c) 2012 gskinner.com, inc.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
// namespace:
this.createjs = this.createjs || {};
/**
* The SoundJS library manages the playback of audio on the web. It works via plugins which abstract the actual audio
* implementation, so playback is possible on any platform without specific knowledge of what mechanisms are necessary
* to play sounds.
*
* To use SoundJS, use the public API on the {{#crossLink "Sound"}}{{/crossLink}} class. This API is for:
* <ul>
* <li>Installing audio playback Plugins</li>
* <li>Registering (and preloading) sounds</li>
* <li>Creating and playing sounds</li>
* <li>Master volume, mute, and stop controls for all sounds at once</li>
* </ul>
*
* <b>Controlling Sounds</b><br />
* Playing sounds creates {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} instances, which can be controlled
* individually.
* <ul>
* <li>Pause, resume, seek, and stop sounds</li>
* <li>Control a sound's volume, mute, and pan</li>
* <li>Listen for events on sound instances to get notified when they finish, loop, or fail</li>
* </ul>
*
* <h4>Example</h4>
*
* createjs.Sound.alternateExtensions = ["mp3"];
* createjs.Sound.on("fileload", this.loadHandler, this);
* createjs.Sound.registerSound("path/to/mySound.ogg", "sound");
* function loadHandler(event) {
* // This is fired for each sound that is registered.
* var instance = createjs.Sound.play("sound"); // play using id. Could also use full sourcepath or event.src.
* instance.on("complete", this.handleComplete, this);
* instance.volume = 0.5;
* }
*
* <h4>Browser Support</h4>
* Audio will work in browsers which support Web Audio (<a href="http://caniuse.com/audio-api" target="_blank">http://caniuse.com/audio-api</a>)
* or HTMLAudioElement (<a href="http://caniuse.com/audio" target="_blank">http://caniuse.com/audio</a>).
* A Flash fallback can be used for any browser that supports the Flash player, and the Cordova plugin can be used in
* any webview that supports <a href="http://plugins.cordova.io/#/package/org.apache.cordova.media" target="_blank">Cordova.Media</a>.
* IE8 and earlier are not supported, even with the Flash fallback. To support earlier browsers, you can use an older
* version of SoundJS (version 0.5.2 and earlier).
*
* @module SoundJS
* @main SoundJS
*/
(function () {
"use strict";
/**
* The Sound class is the public API for creating sounds, controlling the overall sound levels, and managing plugins.
* All Sound APIs on this class are static.
*
* <b>Registering and Preloading</b><br />
* Before you can play a sound, it <b>must</b> be registered. You can do this with {{#crossLink "Sound/registerSound"}}{{/crossLink}},
* or register multiple sounds using {{#crossLink "Sound/registerSounds"}}{{/crossLink}}. If you don't register a
* sound prior to attempting to play it using {{#crossLink "Sound/play"}}{{/crossLink}} or create it using {{#crossLink "Sound/createInstance"}}{{/crossLink}},
* the sound source will be automatically registered but playback will fail as the source will not be ready. If you use
* <a href="http://preloadjs.com" target="_blank">PreloadJS</a>, registration is handled for you when the sound is
* preloaded. It is recommended to preload sounds either internally using the register functions or externally using
* PreloadJS so they are ready when you want to use them.
*
* <b>Playback</b><br />
* To play a sound once it's been registered and preloaded, use the {{#crossLink "Sound/play"}}{{/crossLink}} method.
* This method returns a {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} which can be paused, resumed, muted, etc.
* Please see the {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} documentation for more on the instance control APIs.
*
* <b>Plugins</b><br />
* By default, the {{#crossLink "WebAudioPlugin"}}{{/crossLink}} or the {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}
* are used (when available), although developers can change plugin priority or add new plugins (such as the
* provided {{#crossLink "FlashAudioPlugin"}}{{/crossLink}}). Please see the {{#crossLink "Sound"}}{{/crossLink}} API
* methods for more on the playback and plugin APIs. To install plugins, or specify a different plugin order, see
* {{#crossLink "Sound/installPlugins"}}{{/crossLink}}.
*
* <h4>Example</h4>
*
* createjs.FlashAudioPlugin.swfPath = "../src/soundjs/flashaudio";
* createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.FlashAudioPlugin]);
* createjs.Sound.alternateExtensions = ["mp3"];
* createjs.Sound.on("fileload", this.loadHandler, this);
* createjs.Sound.registerSound("path/to/mySound.ogg", "sound");
* function loadHandler(event) {
* // This is fired for each sound that is registered.
* var instance = createjs.Sound.play("sound"); // play using id. Could also use full source path or event.src.
* instance.on("complete", this.handleComplete, this);
* instance.volume = 0.5;
* }
*
* The maximum number of concurrently playing instances of the same sound can be specified in the "data" argument
* of {{#crossLink "Sound/registerSound"}}{{/crossLink}}. Note that if not specified, the active plugin will apply
* a default limit. Currently HTMLAudioPlugin sets a default limit of 2, while WebAudioPlugin and FlashAudioPlugin set a
* default limit of 100.
*
* createjs.Sound.registerSound("sound.mp3", "soundId", 4);
*
* Sound can be used as a plugin with PreloadJS to help preload audio properly. Audio preloaded with PreloadJS is
* automatically registered with the Sound class. When audio is not preloaded, Sound will do an automatic internal
* load. As a result, it may fail to play the first time play is called if the audio is not finished loading. Use
* the {{#crossLink "Sound/fileload:event"}}{{/crossLink}} event to determine when a sound has finished internally
* preloading. It is recommended that all audio is preloaded before it is played.
*
* var queue = new createjs.LoadQueue();
* queue.installPlugin(createjs.Sound);
*
* <b>Audio Sprites</b><br />
* SoundJS has added support for {{#crossLink "AudioSprite"}}{{/crossLink}}, available as of version 0.6.0.
* For those unfamiliar with audio sprites, they are much like CSS sprites or sprite sheets: multiple audio assets
* grouped into a single file.
*
* <h4>Example</h4>
*
* var assetsPath = "./assets/";
* var sounds = [{
* src:"MyAudioSprite.ogg", data: {
* audioSprite: [
* {id:"sound1", startTime:0, duration:500},
* {id:"sound2", startTime:1000, duration:400},
* {id:"sound3", startTime:1700, duration: 1000}
* ]}
* }
* ];
* createjs.Sound.alternateExtensions = ["mp3"];
* createjs.Sound.on("fileload", loadSound);
* createjs.Sound.registerSounds(sounds, assetsPath);
* // after load is complete
* createjs.Sound.play("sound2");
*
* <b>Mobile Playback</b><br />
* Devices running iOS require the WebAudio context to be "unlocked" by playing at least one sound inside of a user-
* initiated event (such as touch/click). Earlier versions of SoundJS included a "MobileSafe" sample, but this is no
* longer necessary as of SoundJS 0.6.2.
* <ul>
* <li>
* In SoundJS 0.4.1 and above, you can either initialize plugins or use the {{#crossLink "WebAudioPlugin/playEmptySound"}}{{/crossLink}}
* method in the call stack of a user input event to manually unlock the audio context.
* </li>
* <li>
* In SoundJS 0.6.2 and above, SoundJS will automatically listen for the first document-level "mousedown"
* and "touchend" event, and unlock WebAudio. This will continue to check these events until the WebAudio
* context becomes "unlocked" (changes from "suspended" to "running")
* </li>
* <li>
* Both the "mousedown" and "touchend" events can be used to unlock audio in iOS9+, the "touchstart" event
* will work in iOS8 and below. The "touchend" event will only work in iOS9 when the gesture is interpreted
* as a "click", so if the user long-presses the button, it will no longer work.
* </li>
* <li>
* When using the <a href="http://www.createjs.com/docs/easeljs/classes/Touch.html">EaselJS Touch class</a>,
* the "mousedown" event will not fire when a canvas is clicked, since MouseEvents are prevented, to ensure
* only touch events fire. To get around this, you can either rely on "touchend", or:
* <ol>
* <li>Set the `allowDefault` property on the Touch class constructor to `true` (defaults to `false`).</li>
* <li>Set the `preventSelection` property on the EaselJS `Stage` to `false`.</li>
* </ol>
* These settings may change how your application behaves, and are not recommended.
* </li>
* </ul>
*
* <b>Loading Alternate Paths and Extension-less Files</b><br />
* SoundJS supports loading alternate paths and extension-less files by passing an object instead of a string for
* the `src` property, which is a hash using the format `{extension:"path", extension2:"path2"}`. These labels are
* how SoundJS determines if the browser will support the sound. This also enables multiple formats to live in
* different folders, or on CDNs, which often has completely different filenames for each file.
*
* Priority is determined by the property order (first property is tried first). This is supported by both internal loading
* and loading with PreloadJS.
*
* <em>Note: an id is required for playback.</em>
*
* <h4>Example</h4>
*
* var sounds = {path:"./audioPath/",
* manifest: [
* {id: "cool", src: {mp3:"mp3/awesome.mp3", ogg:"noExtensionOggFile"}}
* ]};
*
* createjs.Sound.alternateExtensions = ["mp3"];
* createjs.Sound.addEventListener("fileload", handleLoad);
* createjs.Sound.registerSounds(sounds);
*
* <h3>Known Browser and OS issues</h3>
* <b>IE 9 HTML Audio limitations</b><br />
* <ul><li>There is a delay in applying volume changes to tags that occurs once playback is started. So if you have
* muted all sounds, they will all play during this delay until the mute applies internally. This happens regardless of
* when or how you apply the volume change, as the tag seems to need to play to apply it.</li>
* <li>MP3 encoding will not always work for audio tags, particularly in Internet Explorer. We've found default
* encoding with 64kbps works.</li>
* <li>Occasionally very short samples will get cut off.</li>
* <li>There is a limit to how many audio tags you can load and play at once, which appears to be determined by
* hardware and browser settings. See {{#crossLink "HTMLAudioPlugin.MAX_INSTANCES"}}{{/crossLink}} for a safe
* estimate.</li></ul>
*
* <b>Firefox 25 Web Audio limitations</b>
* <ul><li>mp3 audio files do not load properly on all windows machines, reported
* <a href="https://bugzilla.mozilla.org/show_bug.cgi?id=929969" target="_blank">here</a>. </br>
* For this reason it is recommended to pass another FF supported type (ie ogg) first until this bug is resolved, if
* possible.</li></ul>
* <b>Safari limitations</b><br />
* <ul><li>Safari requires Quicktime to be installed for audio playback.</li></ul>
*
* <b>iOS 6 Web Audio limitations</b><br />
* <ul><li>Sound is initially locked, and must be unlocked via a user-initiated event. Please see the section on
* Mobile Playback above.</li>
* <li>A bug exists that will distort un-cached web audio when a video element is present in the DOM that has audio
* at a different sampleRate.</li>
* </ul>
*
* <b>Android HTML Audio limitations</b><br />
* <ul><li>We have no control over audio volume. Only the user can set volume on their device.</li>
* <li>We can only play audio inside a user event (touch/click). This currently means you cannot loop sound or use
* a delay.</li></ul>
*
* <b>Web Audio and PreloadJS</b><br />
* <ul><li>Web Audio must be loaded through XHR, therefore when used with PreloadJS, tag loading is not possible.
* This means that tag loading can not be used to avoid cross domain issues.</li><ul>
*
* @class Sound
* @static
* @uses EventDispatcher
*/
function Sound() {
throw "Sound cannot be instantiated";
}
var s = Sound;
// Static Properties
/**
* The interrupt value to interrupt any currently playing instance with the same source, if the maximum number of
* instances of the sound are already playing.
* @property INTERRUPT_ANY
* @type {String}
* @default any
* @static
*/
s.INTERRUPT_ANY = "any";
/**
* The interrupt value to interrupt the earliest currently playing instance with the same source that progressed the
* least distance in the audio track, if the maximum number of instances of the sound are already playing.
* @property INTERRUPT_EARLY
* @type {String}
* @default early
* @static
*/
s.INTERRUPT_EARLY = "early";
/**
* The interrupt value to interrupt the currently playing instance with the same source that progressed the most
* distance in the audio track, if the maximum number of instances of the sound are already playing.
* @property INTERRUPT_LATE
* @type {String}
* @default late
* @static
*/
s.INTERRUPT_LATE = "late";
/**
* The interrupt value to not interrupt any currently playing instances with the same source, if the maximum number of
* instances of the sound are already playing.
* @property INTERRUPT_NONE
* @type {String}
* @default none
* @static
*/
s.INTERRUPT_NONE = "none";
/**
* Defines the playState of an instance that is still initializing.
* @property PLAY_INITED
* @type {String}
* @default playInited
* @static
*/
s.PLAY_INITED = "playInited";
/**
* Defines the playState of an instance that is currently playing or paused.
* @property PLAY_SUCCEEDED
* @type {String}
* @default playSucceeded
* @static
*/
s.PLAY_SUCCEEDED = "playSucceeded";
/**
* Defines the playState of an instance that was interrupted by another instance.
* @property PLAY_INTERRUPTED
* @type {String}
* @default playInterrupted
* @static
*/
s.PLAY_INTERRUPTED = "playInterrupted";
/**
* Defines the playState of an instance that completed playback.
* @property PLAY_FINISHED
* @type {String}
* @default playFinished
* @static
*/
s.PLAY_FINISHED = "playFinished";
/**
* Defines the playState of an instance that failed to play. This is usually caused by a lack of available channels
* when the interrupt mode was "INTERRUPT_NONE", the playback stalled, or the sound could not be found.
* @property PLAY_FAILED
* @type {String}
* @default playFailed
* @static
*/
s.PLAY_FAILED = "playFailed";
/**
* A list of the default supported extensions that Sound will <i>try</i> to play. Plugins will check if the browser
* can play these types, so modifying this list before a plugin is initialized will allow the plugins to try to
* support additional media types.
*
* NOTE this does not currently work for {{#crossLink "FlashAudioPlugin"}}{{/crossLink}}.
*
* More details on file formats can be found at <a href="http://en.wikipedia.org/wiki/Audio_file_format" target="_blank">http://en.wikipedia.org/wiki/Audio_file_format</a>.<br />
* A very detailed list of file formats can be found at <a href="http://www.fileinfo.com/filetypes/audio" target="_blank">http://www.fileinfo.com/filetypes/audio</a>.
* @property SUPPORTED_EXTENSIONS
* @type {Array[String]}
* @default ["mp3", "ogg", "opus", "mpeg", "wav", "m4a", "mp4", "aiff", "wma", "mid"]
* @since 0.4.0
* @static
*/
s.SUPPORTED_EXTENSIONS = ["mp3", "ogg", "opus", "mpeg", "wav", "m4a", "mp4", "aiff", "wma", "mid"];
/**
* Some extensions use another type of extension support to play (one of them is a codex). This allows you to map
* that support so plugins can accurately determine if an extension is supported. Adding to this list can help
* plugins determine more accurately if an extension is supported.
*
* A useful list of extensions for each format can be found at <a href="http://html5doctor.com/html5-audio-the-state-of-play/" target="_blank">http://html5doctor.com/html5-audio-the-state-of-play/</a>.
* @property EXTENSION_MAP
* @type {Object}
* @since 0.4.0
* @default {m4a:"mp4"}
* @static
*/
s.EXTENSION_MAP = {
m4a:"mp4"
};
/**
* The RegExp pattern used to parse file URIs. This supports simple file names, as well as full domain URIs with
* query strings. The resulting match is: protocol:$1 domain:$2 path:$3 file:$4 extension:$5 query:$6.
* @property FILE_PATTERN
* @type {RegExp}
* @static
* @private
*/
s.FILE_PATTERN = /^(?:(\w+:)\/{2}(\w+(?:\.\w+)*\/?))?([/.]*?(?:[^?]+)?\/)?((?:[^/?]+)\.(\w+))(?:\?(\S+)?)?$/;
// Class Public properties
/**
* Determines the default behavior for interrupting other currently playing instances with the same source, if the
* maximum number of instances of the sound are already playing. Currently the default is {{#crossLink "Sound/INTERRUPT_NONE:property"}}{{/crossLink}}
* but this can be set and will change playback behavior accordingly. This is only used when {{#crossLink "Sound/play"}}{{/crossLink}}
* is called without passing a value for interrupt.
* @property defaultInterruptBehavior
* @type {String}
* @default Sound.INTERRUPT_NONE, or "none"
* @static
* @since 0.4.0
*/
s.defaultInterruptBehavior = s.INTERRUPT_NONE; // OJR does s.INTERRUPT_ANY make more sense as default? Needs game dev testing to see which case makes more sense.
/**
* An array of extensions to attempt to use when loading sound, if the default is unsupported by the active plugin.
* These are applied in order, so if you try to Load Thunder.ogg in a browser that does not support ogg, and your
* extensions array is ["mp3", "m4a", "wav"] it will check mp3 support, then m4a, then wav. The audio files need
* to exist in the same location, as only the extension is altered.
*
* Note that regardless of which file is loaded, you can call {{#crossLink "Sound/createInstance"}}{{/crossLink}}
* and {{#crossLink "Sound/play"}}{{/crossLink}} using the same id or full source path passed for loading.
*
* <h4>Example</h4>
*
* var sounds = [
* {src:"myPath/mySound.ogg", id:"example"},
* ];
* createjs.Sound.alternateExtensions = ["mp3"]; // now if ogg is not supported, SoundJS will try asset0.mp3
* createjs.Sound.on("fileload", handleLoad); // call handleLoad when each sound loads
* createjs.Sound.registerSounds(sounds, assetPath);
* // ...
* createjs.Sound.play("myPath/mySound.ogg"); // works regardless of what extension is supported. Note calling with ID is a better approach
*
* @property alternateExtensions
* @type {Array}
* @since 0.5.2
* @static
*/
s.alternateExtensions = [];
/**
* The currently active plugin. If this is null, then no plugin could be initialized. If no plugin was specified,
* Sound attempts to apply the default plugins: {{#crossLink "WebAudioPlugin"}}{{/crossLink}}, followed by
* {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}.
* @property activePlugin
* @type {Object}
* @static
*/
s.activePlugin = null;
// class getter / setter properties
/**
* Set the master volume of Sound. The master volume is multiplied against each sound's individual volume. For
* example, if master volume is 0.5 and a sound's volume is 0.5, the resulting volume is 0.25. To set individual
* sound volume, use AbstractSoundInstance {{#crossLink "AbstractSoundInstance/volume:property"}}{{/crossLink}}
* instead.
*
* <h4>Example</h4>
*
* createjs.Sound.volume = 0.5;
*
* @property volume
* @type {Number}
* @default 1
* @static
* @since 0.6.1
*/
/**
* The internal volume level. Use {{#crossLink "Sound/volume:property"}}{{/crossLink}} to adjust the master volume.
* @property _masterVolume
* @type {number}
* @default 1
* @private
*/
s._masterVolume = 1;
/**
* Use the {{#crossLink "Sound/volume:property"}}{{/crossLink}} property instead.
* @method _getMasterVolume
* @private
* @static
* @return {Number}
**/
s._getMasterVolume = function() {
return this._masterVolume;
};
/**
* Use the {{#crossLink "Sound/volume:property"}}{{/crossLink}} property instead.
* @method getMasterVolume
* @deprecated
*/
// Sound.getMasterVolume is @deprecated. Remove for 1.1+
s.getVolume = createjs.deprecate(s._getMasterVolume, "Sound.getVolume");
/**
* Use the {{#crossLink "Sound/volume:property"}}{{/crossLink}} property instead.
* @method _setMasterVolume
* @static
* @private
**/
s._setMasterVolume = function(value) {
if (Number(value) == null) { return; }
value = Math.max(0, Math.min(1, value));
s._masterVolume = value;
if (!this.activePlugin || !this.activePlugin.setVolume || !this.activePlugin.setVolume(value)) {
var instances = this._instances;
for (var i = 0, l = instances.length; i < l; i++) {
instances[i].setMasterVolume(value);
}
}
};
/**
* Use the {{#crossLink "Sound/volume:property"}}{{/crossLink}} property instead.
* @method setVolume
* @deprecated
*/
// Sound.setVolume is @deprecated. Remove for 1.1+
s.setVolume = createjs.deprecate(s._setMasterVolume, "Sound.setVolume");
/**
* Mute/Unmute all audio. Note that muted audio still plays at 0 volume. This global mute value is maintained
* separately and when set will override, but not change the mute property of individual instances. To mute an individual
* instance, use AbstractSoundInstance {{#crossLink "AbstractSoundInstance/muted:property"}}{{/crossLink}} instead.
*
* <h4>Example</h4>
*
* createjs.Sound.muted = true;
*
*
* @property muted
* @type {Boolean}
* @default false
* @static
* @since 0.6.1
*/
s._masterMute = false;
/**
* Use the {{#crossLink "Sound/muted:property"}}{{/crossLink}} property instead.
* @method _getMute
* @returns {Boolean}
* @static
* @private
*/
s._getMute = function () {
return this._masterMute;
};
/**
* Use the {{#crossLink "Sound/muted:property"}}{{/crossLink}} property instead.
* @method getMute
* @deprecated
*/
// Sound.getMute is @deprecated. Remove for 1.1+
s.getMute = createjs.deprecate(s._getMute, "Sound.getMute");
/**
* Use the {{#crossLink "Sound/muted:property"}}{{/crossLink}} property instead.
* @method _setMute
* @param {Boolean} value The muted value
* @static
* @private
*/
s._setMute = function (value) {
if (value == null) { return; }
this._masterMute = value;
if (!this.activePlugin || !this.activePlugin.setMute || !this.activePlugin.setMute(value)) {
var instances = this._instances;
for (var i = 0, l = instances.length; i < l; i++) {
instances[i].setMasterMute(value);
}
}
};
/**
* Use the {{#crossLink "Sound/muted:property"}}{{/crossLink}} property instead.
* @method setMute
* @deprecated
*/
// Sound.setMute is @deprecated. Remove for 1.1+
s.setMute = createjs.deprecate(s._setMute, "Sound.setMute");
/**
* Get the active plugins capabilities, which help determine if a plugin can be used in the current environment,
* or if the plugin supports a specific feature. Capabilities include:
* <ul>
* <li><b>panning:</b> If the plugin can pan audio from left to right</li>
* <li><b>volume;</b> If the plugin can control audio volume.</li>
* <li><b>tracks:</b> The maximum number of audio tracks that can be played back at a time. This will be -1
* if there is no known limit.</li>
* <br />An entry for each file type in {{#crossLink "Sound/SUPPORTED_EXTENSIONS:property"}}{{/crossLink}}:
* <li><b>mp3:</b> If MP3 audio is supported.</li>
* <li><b>ogg:</b> If OGG audio is supported.</li>
* <li><b>wav:</b> If WAV audio is supported.</li>
* <li><b>mpeg:</b> If MPEG audio is supported.</li>
* <li><b>m4a:</b> If M4A audio is supported.</li>
* <li><b>mp4:</b> If MP4 audio is supported.</li>
* <li><b>aiff:</b> If aiff audio is supported.</li>
* <li><b>wma:</b> If wma audio is supported.</li>
* <li><b>mid:</b> If mid audio is supported.</li>
* </ul>
*
* You can get a specific capability of the active plugin using standard object notation
*
* <h4>Example</h4>
*
* var mp3 = createjs.Sound.capabilities.mp3;
*
* Note this property is read only.
*
* @property capabilities
* @type {Object}
* @static
* @readOnly
* @since 0.6.1
*/
/**
* Use the {{#crossLink "Sound/capabilities:property"}}{{/crossLink}} property instead.
* @returns {null}
* @private
*/
s._getCapabilities = function() {
if (s.activePlugin == null) { return null; }
return s.activePlugin._capabilities;
};
/**
* Use the {{#crossLink "Sound/capabilities:property"}}{{/crossLink}} property instead.
* @method getCapabilities
* @deprecated
*/
// Sound.getCapabilities is @deprecated. Remove for 1.1+
s.getCapabilities = createjs.deprecate(s._getCapabilities, "Sound.getCapabilities");
Object.defineProperties(s, {
volume: { get: s._getMasterVolume, set: s._setMasterVolume },
muted: { get: s._getMute, set: s._setMute },
capabilities: { get: s._getCapabilities }
});
// Class Private properties
/**
* Determines if the plugins have been registered. If false, the first call to {{#crossLink "play"}}{{/crossLink}} will instantiate the default
* plugins ({{#crossLink "WebAudioPlugin"}}{{/crossLink}}, followed by {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}).
* If plugins have been registered, but none are applicable, then sound playback will fail.
* @property _pluginsRegistered
* @type {Boolean}
* @default false
* @static
* @private
*/
s._pluginsRegistered = false;
/**
* Used internally to assign unique IDs to each AbstractSoundInstance.
* @property _lastID
* @type {Number}
* @static
* @private
*/
s._lastID = 0;
/**
* An array containing all currently playing instances. This allows Sound to control the volume, mute, and playback of
* all instances when using static APIs like {{#crossLink "Sound/stop"}}{{/crossLink}} and {{#crossLink "Sound/volume:property"}}{{/crossLink}}.
* When an instance has finished playback, it gets removed via the {{#crossLink "Sound/finishedPlaying"}}{{/crossLink}}
* method. If the user replays an instance, it gets added back in via the {{#crossLink "Sound/_beginPlaying"}}{{/crossLink}}
* method.
* @property _instances
* @type {Array}
* @private
* @static
*/
s._instances = [];
/**
* An object hash storing objects with sound sources, startTime, and duration via there corresponding ID.
* @property _idHash
* @type {Object}
* @private
* @static
*/
s._idHash = {};
/**
* An object hash that stores preloading sound sources via the parsed source that is passed to the plugin. Contains the
* source, id, and data that was passed in by the user. Parsed sources can contain multiple instances of source, id,
* and data.
* @property _preloadHash
* @type {Object}
* @private
* @static
*/
s._preloadHash = {};
/**
* An object hash storing {{#crossLink "PlayPropsConfig"}}{{/crossLink}} via the parsed source that is passed as defaultPlayProps in
* {{#crossLink "Sound/registerSound"}}{{/crossLink}} and {{#crossLink "Sound/registerSounds"}}{{/crossLink}}.
* @property _defaultPlayPropsHash
* @type {Object}
* @private
* @static
* @since 0.6.1
*/
s._defaultPlayPropsHash = {};
// EventDispatcher methods:
s.addEventListener = null;
s.removeEventListener = null;
s.removeAllEventListeners = null;
s.dispatchEvent = null;
s.hasEventListener = null;
s._listeners = null;
createjs.EventDispatcher.initialize(s); // inject EventDispatcher methods.
// Events
/**
* This event is fired when a file finishes loading internally. This event is fired for each loaded sound,
* so any handler methods should look up the <code>event.src</code> to handle a particular sound.
* @event fileload
* @param {Object} target The object that dispatched the event.
* @param {String} type The event type.
* @param {String} src The source of the sound that was loaded.
* @param {String} [id] The id passed in when the sound was registered. If one was not provided, it will be null.
* @param {Number|Object} [data] Any additional data associated with the item. If not provided, it will be undefined.
* @since 0.4.1
*/
/**
* This event is fired when a file fails loading internally. This event is fired for each loaded sound,
* so any handler methods should look up the <code>event.src</code> to handle a particular sound.
* @event fileerror
* @param {Object} target The object that dispatched the event.
* @param {String} type The event type.
* @param {String} src The source of the sound that was loaded.
* @param {String} [id] The id passed in when the sound was registered. If one was not provided, it will be null.
* @param {Number|Object} [data] Any additional data associated with the item. If not provided, it will be undefined.
* @since 0.6.0
*/
// Class Public Methods
/**
* Get the preload rules to allow Sound to be used as a plugin by <a href="http://preloadjs.com" target="_blank">PreloadJS</a>.
* Any load calls that have the matching type or extension will fire the callback method, and use the resulting
* object, which is potentially modified by Sound. This helps when determining the correct path, as well as
* registering the audio instance(s) with Sound. This method should not be called, except by PreloadJS.
* @method getPreloadHandlers
* @return {Object} An object containing:
* <ul><li>callback: A preload callback that is fired when a file is added to PreloadJS, which provides
* Sound a mechanism to modify the load parameters, select the correct file format, register the sound, etc.</li>
* <li>types: A list of file types that are supported by Sound (currently supports "sound").</li>
* <li>extensions: A list of file extensions that are supported by Sound (see {{#crossLink "Sound/SUPPORTED_EXTENSIONS:property"}}{{/crossLink}}).</li></ul>
* @static
* @private
*/
s.getPreloadHandlers = function () {
return {
callback:createjs.proxy(s.initLoad, s),
types:["sound"],
extensions:s.SUPPORTED_EXTENSIONS
};
};
/**
* Used to dispatch fileload events from internal loading.
* @method _handleLoadComplete
* @param event A loader event.
* @private
* @static
* @since 0.6.0
*/
s._handleLoadComplete = function(event) {
var src = event.target.getItem().src;
if (!s._preloadHash[src]) {return;}
for (var i = 0, l = s._preloadHash[src].length; i < l; i++) {
var item = s._preloadHash[src][i];
s._preloadHash[src][i] = true;
if (!s.hasEventListener("fileload")) { continue; }
var event = new createjs.Event("fileload");
event.src = item.src;
event.id = item.id;
event.data = item.data;
event.sprite = item.sprite;
s.dispatchEvent(event);
}
};
/**
* Used to dispatch error events from internal preloading.
* @param event
* @private
* @since 0.6.0
* @static
*/
s._handleLoadError = function(event) {
var src = event.target.getItem().src;
if (!s._preloadHash[src]) {return;}
for (var i = 0, l = s._preloadHash[src].length; i < l; i++) {
var item = s._preloadHash[src][i];
s._preloadHash[src][i] = false;
if (!s.hasEventListener("fileerror")) { continue; }
var event = new createjs.Event("fileerror");
event.src = item.src;
event.id = item.id;
event.data = item.data;
event.sprite = item.sprite;
s.dispatchEvent(event);
}
};
/**
* Used by {{#crossLink "Sound/registerPlugins"}}{{/crossLink}} to register a Sound plugin.
*
* @method _registerPlugin
* @param {Object} plugin The plugin class to install.
* @return {Boolean} Whether the plugin was successfully initialized.
* @static
* @private
*/
s._registerPlugin = function (plugin) {
// Note: Each plugin is passed in as a class reference, but we store the activePlugin as an instance
if (plugin.isSupported()) {
s.activePlugin = new plugin();
return true;
}
return false;
};
/**
* Register a list of Sound plugins, in order of precedence. To register a single plugin, pass a single element in the array.
*
* <h4>Example</h4>
*
* createjs.FlashAudioPlugin.swfPath = "../src/soundjs/flashaudio/";
* createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.HTMLAudioPlugin, createjs.FlashAudioPlugin]);
*
* @method registerPlugins
* @param {Array} plugins An array of plugins classes to install.
* @return {Boolean} Whether a plugin was successfully initialized.
* @static
*/
s.registerPlugins = function (plugins) {
s._pluginsRegistered = true;
for (var i = 0, l = plugins.length; i < l; i++) {
if (s._registerPlugin(plugins[i])) {
return true;
}
}
return false;
};
/**
* Initialize the default plugins. This method is automatically called when any audio is played or registered before
* the user has manually registered plugins, and enables Sound to work without manual plugin setup. Currently, the
* default plugins are {{#crossLink "WebAudioPlugin"}}{{/crossLink}} followed by {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}.
*
* <h4>Example</h4>
*
* if (!createjs.initializeDefaultPlugins()) { return; }
*
* @method initializeDefaultPlugins
* @returns {Boolean} True if a plugin was initialized, false otherwise.
* @since 0.4.0
* @static
*/
s.initializeDefaultPlugins = function () {
if (s.activePlugin != null) {return true;}
if (s._pluginsRegistered) {return false;}
if (s.registerPlugins([createjs.WebAudioPlugin, createjs.HTMLAudioPlugin])) {return true;}
return false;
};
/**
* Determines if Sound has been initialized, and a plugin has been activated.
*
* <h4>Example</h4>
* This example sets up a Flash fallback, but only if there is no plugin specified yet.
*
* if (!createjs.Sound.isReady()) {
* createjs.FlashAudioPlugin.swfPath = "../src/soundjs/flashaudio/";
* createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.HTMLAudioPlugin, createjs.FlashAudioPlugin]);
* }
*
* @method isReady
* @return {Boolean} If Sound has initialized a plugin.
* @static
*/
s.isReady = function () {
return (s.activePlugin != null);
};
/**
* Process manifest items from <a href="http://preloadjs.com" target="_blank">PreloadJS</a>. This method is intended
* for usage by a plugin, and not for direct interaction.
* @method initLoad
* @param {Object} src The object to load.
* @return {Object|AbstractLoader} An instance of AbstractLoader.
* @private
* @static
*/
s.initLoad = function (loadItem) {
if (loadItem.type == "video") { return true; } // Don't handle video. PreloadJS's plugin model is really aggressive.
return s._registerSound(loadItem);
};
/**
* Internal method for loading sounds. This should not be called directly.
*
* @method _registerSound
* @param {Object} src The object to load, containing src property and optionally containing id and data.
* @return {Object} An object with the modified values that were passed in, which defines the sound.
* Returns false if the source cannot be parsed or no plugins can be initialized.
* Returns true if the source is already loaded.
* @static
* @private
* @since 0.6.0
*/
s._registerSound = function (loadItem) {
if (!s.initializeDefaultPlugins()) {return false;}
var details;
if (loadItem.src instanceof Object) {
details = s._parseSrc(loadItem.src);
details.src = loadItem.path + details.src;
} else {
details = s._parsePath(loadItem.src);
}
if (details == null) {return false;}
loadItem.src = details.src;
loadItem.type = "sound";
var data = loadItem.data;
var numChannels = null;
if (data != null) {
if (!isNaN(data.channels)) {
numChannels = parseInt(data.channels);
} else if (!isNaN(data)) {
numChannels = parseInt(data);
}
if(data.audioSprite) {
var sp;
for(var i = data.audioSprite.length; i--; ) {
sp = data.audioSprite[i];
s._idHash[sp.id] = {src: loadItem.src, startTime: parseInt(sp.startTime), duration: parseInt(sp.duration)};
if (sp.defaultPlayProps) {
s._defaultPlayPropsHash[sp.id] = createjs.PlayPropsConfig.create(sp.defaultPlayProps);
}
}
}
}
if (loadItem.id != null) {s._idHash[loadItem.id] = {src: loadItem.src}};
var loader = s.activePlugin.register(loadItem);
SoundChannel.create(loadItem.src, numChannels);
// return the number of instances to the user. This will also be returned in the load event.
if (data == null || !isNaN(data)) {
loadItem.data = numChannels || SoundChannel.maxPerChannel();
} else {
loadItem.data.channels = numChannels || SoundChannel.maxPerChannel();
}
if (loader.type) {loadItem.type = loader.type;}
if (loadItem.defaultPlayProps) {
s._defaultPlayPropsHash[loadItem.src] = createjs.PlayPropsConfig.create(loadItem.defaultPlayProps);
}
return loader;
};
/**
* Register an audio file for loading and future playback in Sound. This is automatically called when using
* <a href="http://preloadjs.com" target="_blank">PreloadJS</a>. It is recommended to register all sounds that
* need to be played back in order to properly prepare and preload them. Sound does internal preloading when required.
*
* <h4>Example</h4>
*
* createjs.Sound.alternateExtensions = ["mp3"];
* createjs.Sound.on("fileload", handleLoad); // add an event listener for when load is completed
* createjs.Sound.registerSound("myAudioPath/mySound.ogg", "myID", 3);
* createjs.Sound.registerSound({ogg:"path1/mySound.ogg", mp3:"path2/mySoundNoExtension"}, "myID", 3);
*
*
* @method registerSound
* @param {String | Object} src The source or an Object with a "src" property or an Object with multiple extension labeled src properties.
* @param {String} [id] An id specified by the user to play the sound later. Note id is required for when src is multiple extension labeled src properties.
* @param {Number | Object} [data] Data associated with the item. Sound uses the data parameter as the number of