/*
* 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>Feature Set 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 WebAudio (<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 added, which will work in any browser that supports the Flash player.
* A Cordova plugin can be added, which will work in any webview that supports
* <a href="http://plugins.cordova.io/#/package/org.apache.cordova.media" target="_blank">Cordova.Media</a>
* @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", createjs.proxy(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", createjs.proxy(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"}}{{/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 Safe Approach</b><br />
* Mobile devices require sounds to be played inside of a user initiated event (touch/click) in varying degrees.
* As of SoundJS 0.4.1, you can launch a site inside of a user initiated event and have audio playback work. To
* enable as broadly as possible, the site needs to setup the Sound plugin in its initialization (for example via
* <code>createjs.Sound.initializeDefaultPlugins();</code>), and all sounds need to be played in the scope of the
* application. See the MobileSafe demo for a working example.
*
* <h4>Example</h4>
*
* document.getElementById("status").addEventListener("click", handleTouch, false); // works on Android and iPad
* function handleTouch(event) {
* document.getElementById("status").removeEventListener("click", handleTouch, false); // remove the listener
* var thisApp = new myNameSpace.MyApp(); // launch the app
* }
*
* <b>Loading Alternate Paths and Extensionless Files</b><br />
* SoundJS supports loading alternate paths and extensionless files by passing an object for src that has various paths
* with property labels matching the extension. These labels are how SoundJS determines if the browser will support the sound.
* Priority is determined by the property order (first property is tried first). This is supported by both internal loading
* and loading with PreloadJS.
*
* Note an id is required for playback.
*
* <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);
*
* <h4>Known Browser and OS issues</h4>
* <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 muted and will only unmute through play being called inside a user initiated event
* (touch/click).</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 cannot
* be used to avoid cross domain issues if WebAudioPlugin is used</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:$6.
* @property FILE_PATTERN
* @type {RegExp}
* @static
* @protected
*/
s.FILE_PATTERN = /^(?:(\w+:)\/{2}(\w+(?:\.\w+)*\/?))?([/.]*?(?:[^?]+)?\/)?((?:[^/?]+)\.(\w+))(?:\?(\S+)?)?$/;
// 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
* @since 0.6.1
*/
s._masterVolume = 1;
Object.defineProperty(s, "volume", {
get: function () {return this._masterVolume;},
set: function (value) {
if (Number(value) == null) {return false;}
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);
}
}
}
});
/**
* 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
* @since 0.6.1
*/
s._masterMute = false;
// OJR references to the methods were not working, so the code had to be duplicated here
Object.defineProperty(s, "muted", {
get: function () {return this._masterMute;},
set: function (value) {
if (value == null) {return false;}
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);
}
}
return true;
}
});
/**
* 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
*/
Object.defineProperty(s, "capabilities", {
get: function () {
if (s.activePlugin == null) {return null;}
return s.activePlugin._capabilities;
},
set: function (value) { return false;}
});
// Class Private properties
/**
* Determines if the plugins have been registered. If false, the first call to play() 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
* @protected
*/
s._pluginsRegistered = false;
/**
* Used internally to assign unique IDs to each AbstractSoundInstance.
* @property _lastID
* @type {Number}
* @static
* @protected
*/
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/setVolume"}}{{/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}
* @protected
* @static
*/
s._instances = [];
/**
* An object hash storing objects with sound sources, startTime, and duration via there corresponding ID.
* @property _idHash
* @type {Object}
* @protected
* @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}
* @protected
* @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}
* @protected
* @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
* @protected
*/
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.
* @protected
* @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
* @protected
* @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);
};
/**
* Deprecated, please use {{#crossLink "Sound/capabilities:property"}}{{/crossLink}} instead.
*
* @method getCapabilities
* @return {Object} An object containing the capabilities of the active plugin.
* @static
* @deprecated
*/
s.getCapabilities = function () {
if (s.activePlugin == null) {return null;}
return s.activePlugin._capabilities;
};
/**
* Deprecated, please use {{#crossLink "Sound/capabilities:property"}}{{/crossLink}} instead.
*
* @method getCapability
* @param {String} key The capability to retrieve
* @return {Number|Boolean} The value of the capability.
* @static
* @see getCapabilities
* @deprecated
*/
s.getCapability = function (key) {
if (s.activePlugin == null) {return null;}
return s.activePlugin._capabilities[key];
};
/**
* 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.
* @protected
* @static
*/
s.initLoad = function (loadItem) {
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
* channels for an audio instance, however a "channels" property can be appended to the data object if it is used
* for other information. The audio channels will set a default based on plugin if no value is found.
* Sound also uses the data property to hold an {{#crossLink "AudioSprite"}}{{/crossLink}} array of objects in the following format {id, startTime, duration}.<br/>
* id used to play the sound later, in the same manner as a sound src with an id.<br/>
* startTime is the initial offset to start playback and loop from, in milliseconds.<br/>
* duration is the amount of time to play the clip for, in milliseconds.<br/>
* This allows Sound to support audio sprites that are played back by id.
* @param {string} basePath Set a path that will be prepended to src for loading.
* @param {Object | PlayPropsConfig} defaultPlayProps Optional Playback properties that will be set as the defaults on any new AbstractSoundInstance.
* See {{#crossLink "PlayPropsConfig"}}{{/crossLink}} for options.
* @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
* @since 0.4.0
*/
s.registerSound = function (src, id, data, basePath, defaultPlayProps) {
var loadItem = {src: src, id: id, data:data, defaultPlayProps:defaultPlayProps};
if (src instanceof Object && src.src) {
basePath = id;
loadItem = src;
}
loadItem = createjs.LoadItem.create(loadItem);
loadItem.path = basePath;
if (basePath != null && !(loadItem.src instanceof Object)) {loadItem.src = basePath + src;}
var loader = s._registerSound(loadItem);
if(!loader) {return false;}
if (!s._preloadHash[loadItem.src]) { s._preloadHash[loadItem.src] = [];}
s._preloadHash[loadItem.src].push(loadItem);
if (s._preloadHash[loadItem.src].length == 1) {
// OJR note this will disallow reloading a sound if loading fails or the source changes
loader.on("complete", createjs.proxy(this._handleLoadComplete, this));
loader.on("error", createjs.proxy(this._handleLoadError, this));
s.activePlugin.preload(loader);
} else {
if (s._preloadHash[loadItem.src][0] == true) {return true;}
}
return loadItem;
};
/**
* Register an array of audio files for loading and future playback in Sound. 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>
*
* var assetPath = "./myAudioPath/";
* var sounds = [
* {src:"asset0.ogg", id:"example"},
* {src:"asset1.ogg", id:"1", data:6},
* {src:"asset2.mp3", id:"works"}
* {src:{mp3:"path1/asset3.mp3", ogg:"path2/asset3NoExtension}, id:"better"}
* ];
* createjs.Sound.alternateExtensions = ["mp3"]; // if the passed extension is not supported, try this extension
* createjs.Sound.on("fileload", handleLoad); // call handleLoad when each sound loads
* createjs.Sound.registerSounds(sounds, assetPath);
*
* @method registerSounds
* @param {Array} sounds An array of objects to load. Objects are expected to be in the format needed for
* {{#crossLink "Sound/registerSound"}}{{/crossLink}}: <code>{src:srcURI, id:ID, data:Data}</code>
* with "id" and "data" being optional.
* You can also pass an object with path and manifest properties, where path is a basePath and manifest is an array of objects to load.
* Note id is required if src is an object with extension labeled src properties.
* @param {string} basePath Set a path that will be prepended to each src when loading. When creating, playing, or removing
* audio that was loaded with a basePath by src, the basePath must be included.
* @return {Object} An array of objects with the modified values that were passed in, which defines each sound.
* Like registerSound, it will return false for any values when the source cannot be parsed or if no plugins can be initialized.
* Also, it will return true for any values when the source is already loaded.
* @static
* @since 0.6.0
*/
s.registerSounds = function (sounds, basePath) {
var returnValues = [];
if (sounds.path) {
if (!basePath) {
basePath = sounds.path;
} else {
basePath = basePath + sounds.path;
}
sounds = sounds.manifest;
// TODO document this feature
}
for (var i = 0, l = sounds.length; i < l; i++) {
returnValues[i] = createjs.Sound.registerSound(sounds[i].src, sounds[i].id, sounds[i].data, basePath, sounds[i].defaultPlayProps);
}
return returnValues;
};
/**
* Remove a sound that has been registered with {{#crossLink "Sound/registerSound"}}{{/crossLink}} or
* {{#crossLink "Sound/registerSounds"}}{{/crossLink}}.
* <br />Note this will stop playback on active instances playing this sound before deleting them.
* <br />Note if you passed in a basePath, you need to pass it or prepend it to the src here.
*
* <h4>Example</h4>
*
* createjs.Sound.removeSound("myID");
* createjs.Sound.removeSound("myAudioBasePath/mySound.ogg");
* createjs.Sound.removeSound("myPath/myOtherSound.mp3", "myBasePath/");
* createjs.Sound.removeSound({mp3:"musicNoExtension", ogg:"music.ogg"}, "myBasePath/");
*
* @method removeSound
* @param {String | Object} src The src or ID of the audio, or an Object with a "src" property, or an Object with multiple extension labeled src properties.
* @param {string} basePath Set a path that will be prepended to each src when removing.
* @return {Boolean} True if sound is successfully removed.
* @static
* @since 0.4.1
*/
s.removeSound = function(src, basePath) {
if (s.activePlugin == null) {return false;}
if (src instanceof Object && src.src) {src = src.src;}
var details;
if (src instanceof Object) {
details = s._parseSrc(src);
} else {
src = s._getSrcById(src).src;
details = s._parsePath(src);
}
if (details == null) {return false;}
src = details.src;
if (basePath != null) {src = basePath + src;}
for(var prop in s._idHash){
if(s._idHash[prop].src == src) {
delete(s._idHash[prop]);
}
}
// clear from SoundChannel, which also stops and deletes all instances
SoundChannel.removeSrc(src);
delete(s._preloadHash[src]);
s.activePlugin.removeSound(src);
return true;
};
/**
* Remove an array of audio files that have been registered with {{#crossLink "Sound/registerSound"}}{{/crossLink}} or
* {{#crossLink "Sound/registerSounds"}}{{/crossLink}}.
* <br />Note this will stop playback on active instances playing this audio before deleting them.
* <br />Note if you passed in a basePath, you need to pass it or prepend it to the src here.
*
* <h4>Example</h4>
*
* assetPath = "./myPath/";
* var sounds = [
* {src:"asset0.ogg", id:"example"},
* {src:"asset1.ogg", id:"1", data:6},
* {src:"asset2.mp3", id:"works"}
* ];
* createjs.Sound.removeSounds(sounds, assetPath);
*
* @method removeSounds
* @param {Array} sounds An array of objects to remove. Objects are expected to be in the format needed for
* {{#crossLink "Sound/removeSound"}}{{/crossLink}}: <code>{srcOrID:srcURIorID}</code>.
* You can also pass an object with path and manifest properties, where path is a basePath and manifest is an array of objects to remove.
* @param {string} basePath Set a path that will be prepended to each src when removing.
* @return {Object} An array of Boolean values representing if the sounds with the same array index were
* successfully removed.
* @static
* @since 0.4.1
*/
s.removeSounds = function (sounds, basePath) {
var returnValues = [];
if (sounds.path) {
if (!basePath) {
basePath = sounds.path;
} else {
basePath = basePath + sounds.path;
}
sounds = sounds.manifest;
}
for (var i = 0, l = sounds.length; i < l; i++) {
returnValues[i] = createjs.Sound.removeSound(sounds[i].src, basePath);
}
return returnValues;
};
/**
* Remove all sounds that have been registered with {{#crossLink "Sound/registerSound"}}{{/crossLink}} or
* {{#crossLink "Sound/registerSounds"}}{{/crossLink}}.
* <br />Note this will stop playback on all active sound instances before deleting them.
*
* <h4>Example</h4>
*
* createjs.Sound.removeAllSounds();
*
* @method removeAllSounds
* @static
* @since 0.4.1
*/
s.removeAllSounds = function() {
s._idHash = {};
s._preloadHash = {};
SoundChannel.removeAll();
if (s.activePlugin) {s.activePlugin.removeAllSounds();}
};
/**
* Check if a source has been loaded by internal preloaders. This is necessary to ensure that sounds that are
* not completed preloading will not kick off a new internal preload if they are played.
*
* <h4>Example</h4>
*
* var mySound = "assetPath/asset0.ogg";
* if(createjs.Sound.loadComplete(mySound) {
* createjs.Sound.play(mySound);
* }
*
* @method loadComplete
* @param {String} src The src or id that is being loaded.
* @return {Boolean} If the src is already loaded.
* @since 0.4.0
* @static
*/
s.loadComplete = function (src) {
if (!s.isReady()) { return false; }
var details = s._parsePath(src);
if (details) {
src = s._getSrcById(details.src).src;
} else {
src = s._getSrcById(src).src;
}
if(s._preloadHash[src] == undefined) {return false;}
return (s._preloadHash[src][0] == true); // src only loads once, so if it's true for the first it's true for all
};
/**
* Parse the path of a sound. Alternate extensions will be attempted in order if the
* current extension is not supported
* @method _parsePath
* @param {String} value The path to an audio source.
* @return {Object} A formatted object that can be registered with the {{#crossLink "Sound/activePlugin:property"}}{{/crossLink}}
* and returned to a preloader like <a href="http://preloadjs.com" target="_blank">PreloadJS</a>.
* @protected
* @static
*/
s._parsePath = function (value) {
if (typeof(value) != "string") {value = value.toString();}
var match = value.match(s.FILE_PATTERN);
if (match == null) {return false;}
var name = match[4];
var ext = match[5];
var c = s.capabilities;
var i = 0;
while (!c[ext]) {
ext = s.alternateExtensions[i++];
if (i > s.alternateExtensions.length) { return null;} // no extensions are supported
}
value = value.replace("."+match[5], "."+ext);
var ret = {name:name, src:value, extension:ext};
return ret;
};
/**
* Parse the path of a sound based on properties of src matching with supported extensions.
* Returns false if none of the properties are supported
* @method _parseSrc
* @param {Object} value The paths to an audio source, indexed by extension type.
* @return {Object} A formatted object that can be registered with the {{#crossLink "Sound/activePlugin:property"}}{{/crossLink}}
* and returned to a preloader like <a href="http://preloadjs.com" target="_blank">PreloadJS</a>.
* @protected
* @static
*/
s._parseSrc = function (value) {
var ret = {name:undefined, src:undefined, extension:undefined};
var c = s.capabilities;
for (var prop in value) {
if(value.hasOwnProperty(prop) && c[prop]) {
ret.src = value[prop];
ret.extension = prop;
break;
}
}
if (!ret.src) {return false;} // no matches
var i = ret.src.lastIndexOf("/");
if (i != -1) {
ret.name = ret.src.slice(i+1);
} else {
ret.name = ret.src;
}
return ret;
};
/* ---------------
Static API.
--------------- */
/**
* Play a sound and get a {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} to control. If the sound fails to play, a
* AbstractSoundInstance will still be returned, and have a playState of {{#crossLink "Sound/PLAY_FAILED:property"}}{{/crossLink}}.
* Note that even on sounds with failed playback, you may still be able to call AbstractSoundInstance {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}},
* since the failure could be due to lack of available channels. If the src does not have a supported extension or
* if there is no available plugin, a default AbstractSoundInstance will be returned which will not play any audio, but will not generate errors.
*
* <h4>Example</h4>
*
* createjs.Sound.on("fileload", handleLoad);
* createjs.Sound.registerSound("myAudioPath/mySound.mp3", "myID", 3);
* function handleLoad(event) {
* createjs.Sound.play("myID");
* // store off AbstractSoundInstance for controlling
* var myInstance = createjs.Sound.play("myID", {interrupt: createjs.Sound.INTERRUPT_ANY, loop:-1});
* }
*
* NOTE to create an audio sprite that has not already been registered, both startTime and duration need to be set.
* This is only when creating a new audio sprite, not when playing using the id of an already registered audio sprite.
*
* <b>Parameters Deprecated</b><br />
* The parameters for this method are deprecated in favor of a single parameter that is an Object or {{#crossLink "PlayPropsConfig"}}{{/crossLink}}.
*
* @method play
* @param {String} src The src or ID of the audio.
* @param {String | Object} [interrupt="none"|options] <b>This parameter will be renamed playProps in the next release.</b><br />
* This parameter can be an instance of {{#crossLink "PlayPropsConfig"}}{{/crossLink}} or an Object that contains any or all optional properties by name,
* including: interrupt, delay, offset, loop, volume, pan, startTime, and duration (see the above code sample).
* <br /><strong>OR</strong><br />
* <b>Deprecated</b> How to interrupt any currently playing instances of audio with the same source,
* if the maximum number of instances of the sound are already playing. Values are defined as <code>INTERRUPT_TYPE</code>
* constants on the Sound class, with the default defined by {{#crossLink "Sound/defaultInterruptBehavior:property"}}{{/crossLink}}.
* @param {Number} [delay=0] <b>Deprecated</b> The amount of time to delay the start of audio playback, in milliseconds.
* @param {Number} [offset=0] <b>Deprecated</b> The offset from the start of the audio to begin playback, in milliseconds.
* @param {Number} [loop=0] <b>Deprecated</b> How many times the audio loops when it reaches the end of playback. The default is 0 (no
* loops), and -1 can be used for infinite playback.
* @param {Number} [volume=1] <b>Deprecated</b> The volume of the sound, between 0 and 1. Note that the master volume is applied
* against the individual volume.
* @param {Number} [pan=0] <b>Deprecated</b> The left-right pan of the sound (if supported), between -1 (left) and 1 (right).
* @param {Number} [startTime=null] <b>Deprecated</b> To create an audio sprite (with duration), the initial offset to start playback and loop from, in milliseconds.
* @param {Number} [duration=null] <b>Deprecated</b> To create an audio sprite (with startTime), the amount of time to play the clip for, in milliseconds.
* @return {AbstractSoundInstance} A {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} that can be controlled after it is created.
* @static
*/
s.play = function (src, interrupt, delay, offset, loop, volume, pan, startTime, duration) {
var playProps;
if (interrupt instanceof Object || interrupt instanceof createjs.PlayPropsConfig) {
playProps = createjs.PlayPropsConfig.create(interrupt);
} else {
playProps = createjs.PlayPropsConfig.create({interrupt:interrupt, delay:delay, offset:offset, loop:loop, volume:volume, pan:pan, startTime:startTime, duration:duration});
}
var instance = s.createInstance(src, playProps.startTime, playProps.duration);
var ok = s._playInstance(instance, playProps);
if (!ok) {instance._playFailed();}
return instance;
};
/**
* Creates a {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} using the passed in src. If the src does not have a
* supported extension or if there is no available plugin, a default AbstractSoundInstance will be returned that can be
* called safely but does nothing.
*
* <h4>Example</h4>
*
* var myInstance = null;
* createjs.Sound.on("fileload", handleLoad);
* createjs.Sound.registerSound("myAudioPath/mySound.mp3", "myID", 3);
* function handleLoad(event) {
* myInstance = createjs.Sound.createInstance("myID");
* // alternately we could call the following
* myInstance = createjs.Sound.createInstance("myAudioPath/mySound.mp3");
* }
*
* NOTE to create an audio sprite that has not already been registered, both startTime and duration need to be set.
* This is only when creating a new audio sprite, not when playing using the id of an already registered audio sprite.
*
* @method createInstance
* @param {String} src The src or ID of the audio.
* @param {Number} [startTime=null] To create an audio sprite (with duration), the initial offset to start playback and loop from, in milliseconds.
* @param {Number} [duration=null] To create an audio sprite (with startTime), the amount of time to play the clip for, in milliseconds.
* @return {AbstractSoundInstance} A {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} that can be controlled after it is created.
* Unsupported extensions will return the default AbstractSoundInstance.
* @since 0.4.0
* @static
*/
s.createInstance = function (src, startTime, duration) {
if (!s.initializeDefaultPlugins()) {return new createjs.DefaultSoundInstance(src, startTime, duration);}
var defaultPlayProps = s._defaultPlayPropsHash[src]; // for audio sprites, which create and store defaults by id
src = s._getSrcById(src);
var details = s._parsePath(src.src);
var instance = null;
if (details != null && details.src != null) {
SoundChannel.create(details.src);
if (startTime == null) {startTime = src.startTime;}
instance = s.activePlugin.create(details.src, startTime, duration || src.duration);
defaultPlayProps = defaultPlayProps || s._defaultPlayPropsHash[details.src];
if(defaultPlayProps) {
instance.applyPlayProps(defaultPlayProps);
}
} else {
instance = new createjs.DefaultSoundInstance(src, startTime, duration);
}
instance.uniqueId = s._lastID++;
return instance;
};
/**
* Stop all audio (global stop). Stopped audio is reset, and not paused. To play audio that has been stopped,
* call AbstractSoundInstance {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}}.
*
* <h4>Example</h4>
*
* createjs.Sound.stop();
*
* @method stop
* @static
*/
s.stop = function () {
var instances = this._instances;
for (var i = instances.length; i--; ) {
instances[i].stop(); // NOTE stop removes instance from this._instances
}
};
/**
* Deprecated, please use {{#crossLink "Sound/volume:property"}}{{/crossLink}} instead.
*
* @method setVolume
* @param {Number} value The master volume value. The acceptable range is 0-1.
* @static
* @deprecated
*/
s.setVolume = function (value) {
if (Number(value) == null) {return false;}
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);
}
}
};
/**
* Deprecated, please use {{#crossLink "Sound/volume:property"}}{{/crossLink}} instead.
*
* @method getVolume
* @return {Number} The master volume, in a range of 0-1.
* @static
* @deprecated
*/
s.getVolume = function () {
return this._masterVolume;
};
/**
* Deprecated, please use {{#crossLink "Sound/muted:property"}}{{/crossLink}} instead.
*
* @method setMute
* @param {Boolean} value Whether the audio should be muted or not.
* @return {Boolean} If the mute was set.
* @static
* @since 0.4.0
* @deprecated
*/
s.setMute = function (value) {
if (value == null) {return false;}
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);
}
}
return true;
};
/**
* Deprecated, please use {{#crossLink "Sound/muted:property"}}{{/crossLink}} instead.
*
* @method getMute
* @return {Boolean} The mute value of Sound.
* @static
* @since 0.4.0
* @deprecated
*/
s.getMute = function () {
return this._masterMute;
};
/**
* Set the default playback properties for all new SoundInstances of the passed in src or ID.
* See {{#crossLink "PlayPropsConfig"}}{{/crossLink}} for available properties.
*
* @method setDefaultPlayProps
* @param {String} src The src or ID used to register the audio.
* @param {Object | PlayPropsConfig} playProps The playback properties you would like to set.
* @since 0.6.1
*/
s.setDefaultPlayProps = function(src, playProps) {
src = s._getSrcById(src);
s._defaultPlayPropsHash[s._parsePath(src.src).src] = createjs.PlayPropsConfig.create(playProps);
};
/**
* Get the default playback properties for the passed in src or ID. These properties are applied to all
* new SoundInstances. Returns null if default does not exist.
*
* @method getDefaultPlayProps
* @param {String} src The src or ID used to register the audio.
* @returns {PlayPropsConfig} returns an existing PlayPropsConfig or null if one does not exist
* @since 0.6.1
*/
s.getDefaultPlayProps = function(src) {
src = s._getSrcById(src);
return s._defaultPlayPropsHash[s._parsePath(src.src).src];
};
/* ---------------
Internal methods
--------------- */
/**
* Play an instance. This is called by the static API, as well as from plugins. This allows the core class to
* control delays.
* @method _playInstance
* @param {AbstractSoundInstance} instance The {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} to start playing.
* @param {PlayPropsConfig} playProps A PlayPropsConfig object.
* @return {Boolean} If the sound can start playing. Sounds that fail immediately will return false. Sounds that
* have a delay will return true, but may still fail to play.
* @protected
* @static
*/
s._playInstance = function (instance, playProps) {
var defaultPlayProps = s._defaultPlayPropsHash[instance.src] || {};
if (playProps.interrupt == null) {playProps.interrupt = defaultPlayProps.interrupt || s.defaultInterruptBehavior};
if (playProps.delay == null) {playProps.delay = defaultPlayProps.delay || 0;}
if (playProps.offset == null) {playProps.offset = instance.getPosition();}
if (playProps.loop == null) {playProps.loop = instance.loop;}
if (playProps.volume == null) {playProps.volume = instance.volume;}
if (playProps.pan == null) {playProps.pan = instance.pan;}
if (playProps.delay == 0) {
var ok = s._beginPlaying(instance, playProps);
if (!ok) {return false;}
} else {
//Note that we can't pass arguments to proxy OR setTimeout (IE only), so just wrap the function call.
// OJR WebAudio may want to handle this differently, so it might make sense to move this functionality into the plugins in the future
var delayTimeoutId = setTimeout(function () {
s._beginPlaying(instance, playProps);
}, playProps.delay);
instance.delayTimeoutId = delayTimeoutId;
}
this._instances.push(instance);
return true;
};
/**
* Begin playback. This is called immediately or after delay by {{#crossLink "Sound/playInstance"}}{{/crossLink}}.
* @method _beginPlaying
* @param {AbstractSoundInstance} instance A {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} to begin playback.
* @param {PlayPropsConfig} playProps A PlayPropsConfig object.
* @return {Boolean} If the sound can start playing. If there are no available channels, or the instance fails to
* start, this will return false.
* @protected
* @static
*/
s._beginPlaying = function (instance, playProps) {
if (!SoundChannel.add(instance, playProps.interrupt)) {
return false;
}
var result = instance._beginPlaying(playProps);
if (!result) {
var index = createjs.indexOf(this._instances, instance);
if (index > -1) {this._instances.splice(index, 1);}
return false;
}
return true;
};
/**
* Get the source of a sound via the ID passed in with a register call. If no ID is found the value is returned
* instead.
* @method _getSrcById
* @param {String} value The ID the sound was registered with.
* @return {String} The source of the sound if it has been registered with this ID or the value that was passed in.
* @protected
* @static
*/
s._getSrcById = function (value) {
return s._idHash[value] || {src: value};
};
/**
* A sound has completed playback, been interrupted, failed, or been stopped. This method removes the instance from
* Sound management. It will be added again, if the sound re-plays. Note that this method is called from the
* instances themselves.
* @method _playFinished
* @param {AbstractSoundInstance} instance The instance that finished playback.
* @protected
* @static
*/
s._playFinished = function (instance) {
SoundChannel.remove(instance);
var index = createjs.indexOf(this._instances, instance);
if (index > -1) {this._instances.splice(index, 1);} // OJR this will always be > -1, there is no way for an instance to exist without being added to this._instances
};
createjs.Sound = Sound;
/**
* An internal class that manages the number of active {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} instances for
* each sound type. This method is only used internally by the {{#crossLink "Sound"}}{{/crossLink}} class.
*
* The number of sounds is artificially limited by Sound in order to prevent over-saturation of a
* single sound, as well as to stay within hardware limitations, although the latter may disappear with better
* browser support.
*
* When a sound is played, this class ensures that there is an available instance, or interrupts an appropriate
* sound that is already playing.
* #class SoundChannel
* @param {String} src The source of the instances
* @param {Number} [max=1] The number of instances allowed
* @constructor
* @protected
*/
function SoundChannel(src, max) {
this.init(src, max);
}
/* ------------
Static API
------------ */
/**
* A hash of channel instances indexed by source.
* #property channels
* @type {Object}
* @static
*/
SoundChannel.channels = {};
/**
* Create a sound channel. Note that if the sound channel already exists, this will fail.
* #method create
* @param {String} src The source for the channel
* @param {Number} max The maximum amount this channel holds. The default is {{#crossLink "SoundChannel.maxDefault"}}{{/crossLink}}.
* @return {Boolean} If the channels were created.
* @static
*/
SoundChannel.create = function (src, max) {
var channel = SoundChannel.get(src);
if (channel == null) {
SoundChannel.channels[src] = new SoundChannel(src, max);
return true;
}
return false;
};
/**
* Delete a sound channel, stop and delete all related instances. Note that if the sound channel does not exist, this will fail.
* #method remove
* @param {String} src The source for the channel
* @return {Boolean} If the channels were deleted.
* @static
*/
SoundChannel.removeSrc = function (src) {
var channel = SoundChannel.get(src);
if (channel == null) {return false;}
channel._removeAll(); // this stops and removes all active instances
delete(SoundChannel.channels[src]);
return true;
};
/**
* Delete all sound channels, stop and delete all related instances.
* #method removeAll
* @static
*/
SoundChannel.removeAll = function () {
for(var channel in SoundChannel.channels) {
SoundChannel.channels[channel]._removeAll(); // this stops and removes all active instances
}
SoundChannel.channels = {};
};
/**
* Add an instance to a sound channel.
* #method add
* @param {AbstractSoundInstance} instance The instance to add to the channel
* @param {String} interrupt The interrupt value to use. Please see the {{#crossLink "Sound/play"}}{{/crossLink}}
* for details on interrupt modes.
* @return {Boolean} The success of the method call. If the channel is full, it will return false.
* @static
*/
SoundChannel.add = function (instance, interrupt) {
var channel = SoundChannel.get(instance.src);
if (channel == null) {return false;}
return channel._add(instance, interrupt);
};
/**
* Remove an instance from the channel.
* #method remove
* @param {AbstractSoundInstance} instance The instance to remove from the channel
* @return The success of the method call. If there is no channel, it will return false.
* @static
*/
SoundChannel.remove = function (instance) {
var channel = SoundChannel.get(instance.src);
if (channel == null) {return false;}
channel._remove(instance);
return true;
};
/**
* Get the maximum number of sounds you can have in a channel.
* #method maxPerChannel
* @return {Number} The maximum number of sounds you can have in a channel.
*/
SoundChannel.maxPerChannel = function () {
return p.maxDefault;
};
/**
* Get a channel instance by its src.
* #method get
* @param {String} src The src to use to look up the channel
* @static
*/
SoundChannel.get = function (src) {
return SoundChannel.channels[src];
};
var p = SoundChannel.prototype;
p.constructor = SoundChannel;
/**
* <strong>REMOVED</strong>. Removed in favor of using `MySuperClass_constructor`.
* See {{#crossLink "Utility Methods/extend"}}{{/crossLink}} and {{#crossLink "Utility Methods/promote"}}{{/crossLink}}
* for details.
*
* There is an inheritance tutorial distributed with EaselJS in /tutorials/Inheritance.
*
* @method initialize
* @protected
* @deprecated
*/
// p.initialize = function() {}; // searchable for devs wondering where it is.
/**
* The source of the channel.
* #property src
* @type {String}
*/
p.src = null;
/**
* The maximum number of instances in this channel. -1 indicates no limit
* #property max
* @type {Number}
*/
p.max = null;
/**
* The default value to set for max, if it isn't passed in. Also used if -1 is passed.
* #property maxDefault
* @type {Number}
* @default 100
* @since 0.4.0
*/
p.maxDefault = 100;
/**
* The current number of active instances.
* #property length
* @type {Number}
*/
p.length = 0;
/**
* Initialize the channel.
* #method init
* @param {String} src The source of the channel
* @param {Number} max The maximum number of instances in the channel
* @protected
*/
p.init = function (src, max) {
this.src = src;
this.max = max || this.maxDefault;
if (this.max == -1) {this.max = this.maxDefault;}
this._instances = [];
};
/**
* Get an instance by index.
* #method get
* @param {Number} index The index to return.
* @return {AbstractSoundInstance} The AbstractSoundInstance at a specific instance.
*/
p._get = function (index) {
return this._instances[index];
};
/**
* Add a new instance to the channel.
* #method add
* @param {AbstractSoundInstance} instance The instance to add.
* @return {Boolean} The success of the method call. If the channel is full, it will return false.
*/
p._add = function (instance, interrupt) {
if (!this._getSlot(interrupt, instance)) {return false;}
this._instances.push(instance);
this.length++;
return true;
};
/**
* Remove an instance from the channel, either when it has finished playing, or it has been interrupted.
* #method remove
* @param {AbstractSoundInstance} instance The instance to remove
* @return {Boolean} The success of the remove call. If the instance is not found in this channel, it will
* return false.
*/
p._remove = function (instance) {
var index = createjs.indexOf(this._instances, instance);
if (index == -1) {return false;}
this._instances.splice(index, 1);
this.length--;
return true;
};
/**
* Stop playback and remove all instances from the channel. Usually in response to a delete call.
* #method removeAll
*/
p._removeAll = function () {
// Note that stop() removes the item from the list
for (var i=this.length-1; i>=0; i--) {
this._instances[i].stop();
}
};
/**
* Get an available slot depending on interrupt value and if slots are available.
* #method getSlot
* @param {String} interrupt The interrupt value to use.
* @param {AbstractSoundInstance} instance The sound instance that will go in the channel if successful.
* @return {Boolean} Determines if there is an available slot. Depending on the interrupt mode, if there are no slots,
* an existing AbstractSoundInstance may be interrupted. If there are no slots, this method returns false.
*/
p._getSlot = function (interrupt, instance) {
var target, replacement;
if (interrupt != Sound.INTERRUPT_NONE) {
// First replacement candidate
replacement = this._get(0);
if (replacement == null) {
return true;
}
}
for (var i = 0, l = this.max; i < l; i++) {
target = this._get(i);
// Available Space
if (target == null) {
return true;
}
// Audio is complete or not playing
if (target.playState == Sound.PLAY_FINISHED ||
target.playState == Sound.PLAY_INTERRUPTED ||
target.playState == Sound.PLAY_FAILED) {
replacement = target;
break;
}
if (interrupt == Sound.INTERRUPT_NONE) {
continue;
}
// Audio is a better candidate than the current target, according to playhead
if ((interrupt == Sound.INTERRUPT_EARLY && target.getPosition() < replacement.getPosition()) ||
(interrupt == Sound.INTERRUPT_LATE && target.getPosition() > replacement.getPosition())) {
replacement = target;
}
}
if (replacement != null) {
replacement._interrupt();
this._remove(replacement);
return true;
}
return false;
};
p.toString = function () {
return "[Sound SoundChannel]";
};
// do not add SoundChannel to namespace
}());