//############################################################################## // version.js //############################################################################## this.createjs = this.createjs || {}; (function () { /** * Static class holding library specific information such as the version and buildDate of the library. * The SoundJS class has been renamed {{#crossLink "Sound"}}{{/crossLink}}. Please see {{#crossLink "Sound"}}{{/crossLink}} * for information on using sound. * @class SoundJS **/ var s = createjs.SoundJS = createjs.SoundJS || {}; /** * The version string for this release. * @property version * @type String * @static **/ s.version = /*=version*/""; // injected by build process /** * The build date for this release in UTC format. * @property buildDate * @type String * @static **/ s.buildDate = /*=date*/""; // injected by build process })(); //############################################################################## // extend.js //############################################################################## this.createjs = this.createjs||{}; /** * @class Utility Methods */ /** * Sets up the prototype chain and constructor property for a new class. * * This should be called right after creating the class constructor. * * function MySubClass() {} * createjs.extend(MySubClass, MySuperClass); * ClassB.prototype.doSomething = function() { } * * var foo = new MySubClass(); * console.log(foo instanceof MySuperClass); // true * console.log(foo.prototype.constructor === MySubClass); // true * * @method extends * @param {Function} subclass The subclass. * @param {Function} superclass The superclass to extend. * @return {Function} Returns the subclass's new prototype. */ createjs.extend = function(subclass, superclass) { "use strict"; function o() { this.constructor = subclass; } o.prototype = superclass.prototype; return (subclass.prototype = new o()); }; //############################################################################## // promote.js //############################################################################## this.createjs = this.createjs||{}; /** * @class Utility Methods */ /** * Promotes any methods on the super class that were overridden, by creating an alias in the format `prefix_methodName`. * It is recommended to use the super class's name as the prefix. * An alias to the super class's constructor is always added in the format `prefix_constructor`. * This allows the subclass to call super class methods without using `function.call`, providing better performance. * * For example, if `MySubClass` extends `MySuperClass`, and both define a `draw` method, then calling `promote(MySubClass, "MySuperClass")` * would add a `MySuperClass_constructor` method to MySubClass and promote the `draw` method on `MySuperClass` to the * prototype of `MySubClass` as `MySuperClass_draw`. * * This should be called after the class's prototype is fully defined. * * function ClassA(name) { * this.name = name; * } * ClassA.prototype.greet = function() { * return "Hello "+this.name; * } * * function ClassB(name, punctuation) { * this.ClassA_constructor(name); * this.punctuation = punctuation; * } * createjs.extend(ClassB, ClassA); * ClassB.prototype.greet = function() { * return this.ClassA_greet()+this.punctuation; * } * createjs.promote(ClassB, "ClassA"); * * var foo = new ClassB("World", "!?!"); * console.log(foo.greet()); // Hello World!?! * * @method promote * @param {Function} subclass The class to promote super class methods on. * @param {String} prefix The prefix to add to the promoted method names. Usually the name of the superclass. * @return {Function} Returns the subclass. */ createjs.promote = function(subclass, prefix) { "use strict"; var subP = subclass.prototype, supP = (Object.getPrototypeOf&&Object.getPrototypeOf(subP))||subP.__proto__; if (supP) { subP[(prefix+="_") + "constructor"] = supP.constructor; // constructor is not always innumerable for (var n in supP) { if (subP.hasOwnProperty(n) && (typeof supP[n] == "function")) { subP[prefix + n] = supP[n]; } } } return subclass; }; //############################################################################## // IndexOf.js //############################################################################## this.createjs = this.createjs||{}; /** * @class Utility Methods */ /** * Finds the first occurrence of a specified value searchElement in the passed in array, and returns the index of * that value. Returns -1 if value is not found. * * var i = createjs.indexOf(myArray, myElementToFind); * * @method indexOf * @param {Array} array Array to search for searchElement * @param searchElement Element to find in array. * @return {Number} The first index of searchElement in array. */ createjs.indexOf = function (array, searchElement){ "use strict"; for (var i = 0,l=array.length; i < l; i++) { if (searchElement === array[i]) { return i; } } return -1; }; //############################################################################## // Proxy.js //############################################################################## this.createjs = this.createjs||{}; /** * Various utilities that the CreateJS Suite uses. Utilities are created as separate files, and will be available on the * createjs namespace directly. * *

Example

* * myObject.addEventListener("change", createjs.proxy(myMethod, scope)); * * @class Utility Methods * @main Utility Methods */ (function() { "use strict"; /** * A function proxy for methods. By default, JavaScript methods do not maintain scope, so passing a method as a * callback will result in the method getting called in the scope of the caller. Using a proxy ensures that the * method gets called in the correct scope. * * Additional arguments can be passed that will be applied to the function when it is called. * *

Example

* * myObject.addEventListener("event", createjs.proxy(myHandler, this, arg1, arg2)); * * function myHandler(arg1, arg2) { * // This gets called when myObject.myCallback is executed. * } * * @method proxy * @param {Function} method The function to call * @param {Object} scope The scope to call the method name on * @param {mixed} [arg] * Arguments that are appended to the callback for additional params. * @public * @static */ createjs.proxy = function (method, scope) { var aArgs = Array.prototype.slice.call(arguments, 2); return function () { return method.apply(scope, Array.prototype.slice.call(arguments, 0).concat(aArgs)); }; } }()); //############################################################################## // definePropertySupported.js //############################################################################## this.createjs = this.createjs||{}; /** * @class Utility Methods */ (function() { "use strict"; /** * Boolean value indicating if Object.defineProperty is supported. * *

Example

* * if (createjs.definePropertySupported) { // add getter / setter} * * @property definePropertySupported * @type {Boolean} * @default true */ var t = Object.defineProperty ? true : false; // IE8 has Object.defineProperty, but only for DOM objects, so check if fails to suppress errors var foo = {}; try { Object.defineProperty(foo, "bar", { get: function () { return this._bar; }, set: function (value) { this._bar = value; } }); } catch (e) { t = false; } createjs.definePropertySupported = t; }()); //############################################################################## // BrowserDetect.js //############################################################################## this.createjs = this.createjs||{}; /** * @class Utility Methods */ (function() { "use strict"; /** * An object that determines the current browser, version, operating system, and other environment * variables via user agent string. * * Used for audio because feature detection is unable to detect the many limitations of mobile devices. * *

Example

* * if (createjs.BrowserDetect.isIOS) { // do stuff } * * @property BrowserDetect * @type {Object} * @param {Boolean} isFirefox True if our browser is Firefox. * @param {Boolean} isOpera True if our browser is opera. * @param {Boolean} isChrome True if our browser is Chrome. Note that Chrome for Android returns true, but is a * completely different browser with different abilities. * @param {Boolean} isIOS True if our browser is safari for iOS devices (iPad, iPhone, and iPod). * @param {Boolean} isAndroid True if our browser is Android. * @param {Boolean} isBlackberry True if our browser is Blackberry. * @constructor * @static */ function BrowserDetect() { throw "BrowserDetect cannot be instantiated"; }; var agent = BrowserDetect.agent = window.navigator.userAgent; BrowserDetect.isWindowPhone = (agent.indexOf("IEMobile") > -1) || (agent.indexOf("Windows Phone") > -1); BrowserDetect.isFirefox = (agent.indexOf("Firefox") > -1); BrowserDetect.isOpera = (window.opera != null); BrowserDetect.isChrome = (agent.indexOf("Chrome") > -1); // NOTE that Chrome on Android returns true but is a completely different browser with different abilities BrowserDetect.isIOS = (agent.indexOf("iPod") > -1 || agent.indexOf("iPhone") > -1 || agent.indexOf("iPad") > -1) && !BrowserDetect.isWindowPhone; BrowserDetect.isAndroid = (agent.indexOf("Android") > -1) && !BrowserDetect.isWindowPhone; BrowserDetect.isBlackberry = (agent.indexOf("Blackberry") > -1); createjs.BrowserDetect = BrowserDetect; }()); //############################################################################## // EventDispatcher.js //############################################################################## this.createjs = this.createjs||{}; (function() { "use strict"; // constructor: /** * EventDispatcher provides methods for managing queues of event listeners and dispatching events. * * You can either extend EventDispatcher or mix its methods into an existing prototype or instance by using the * EventDispatcher {{#crossLink "EventDispatcher/initialize"}}{{/crossLink}} method. * * Together with the CreateJS Event class, EventDispatcher provides an extended event model that is based on the * DOM Level 2 event model, including addEventListener, removeEventListener, and dispatchEvent. It supports * bubbling / capture, preventDefault, stopPropagation, stopImmediatePropagation, and handleEvent. * * EventDispatcher also exposes a {{#crossLink "EventDispatcher/on"}}{{/crossLink}} method, which makes it easier * to create scoped listeners, listeners that only run once, and listeners with associated arbitrary data. The * {{#crossLink "EventDispatcher/off"}}{{/crossLink}} method is merely an alias to * {{#crossLink "EventDispatcher/removeEventListener"}}{{/crossLink}}. * * Another addition to the DOM Level 2 model is the {{#crossLink "EventDispatcher/removeAllEventListeners"}}{{/crossLink}} * method, which can be used to listeners for all events, or listeners for a specific event. The Event object also * includes a {{#crossLink "Event/remove"}}{{/crossLink}} method which removes the active listener. * *

Example

* Add EventDispatcher capabilities to the "MyClass" class. * * EventDispatcher.initialize(MyClass.prototype); * * Add an event (see {{#crossLink "EventDispatcher/addEventListener"}}{{/crossLink}}). * * instance.addEventListener("eventName", handlerMethod); * function handlerMethod(event) { * console.log(event.target + " Was Clicked"); * } * * Maintaining proper scope
* Scope (ie. "this") can be be a challenge with events. Using the {{#crossLink "EventDispatcher/on"}}{{/crossLink}} * method to subscribe to events simplifies this. * * instance.addEventListener("click", function(event) { * console.log(instance == this); // false, scope is ambiguous. * }); * * instance.on("click", function(event) { * console.log(instance == this); // true, "on" uses dispatcher scope by default. * }); * * If you want to use addEventListener instead, you may want to use function.bind() or a similar proxy to manage scope. * * * @class EventDispatcher * @constructor **/ function EventDispatcher() { // private properties: /** * @protected * @property _listeners * @type Object **/ this._listeners = null; /** * @protected * @property _captureListeners * @type Object **/ this._captureListeners = null; } var p = EventDispatcher.prototype; // static public methods: /** * Static initializer to mix EventDispatcher methods into a target object or prototype. * * EventDispatcher.initialize(MyClass.prototype); // add to the prototype of the class * EventDispatcher.initialize(myObject); // add to a specific instance * * @method initialize * @static * @param {Object} target The target object to inject EventDispatcher methods into. This can be an instance or a * prototype. **/ EventDispatcher.initialize = function(target) { target.addEventListener = p.addEventListener; target.on = p.on; target.removeEventListener = target.off = p.removeEventListener; target.removeAllEventListeners = p.removeAllEventListeners; target.hasEventListener = p.hasEventListener; target.dispatchEvent = p.dispatchEvent; target._dispatchEvent = p._dispatchEvent; target.willTrigger = p.willTrigger; }; // public methods: /** * Adds the specified event listener. Note that adding multiple listeners to the same function will result in * multiple callbacks getting fired. * *

Example

* * displayObject.addEventListener("click", handleClick); * function handleClick(event) { * // Click happened. * } * * @method addEventListener * @param {String} type The string type of the event. * @param {Function | Object} listener An object with a handleEvent method, or a function that will be called when * the event is dispatched. * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase. * @return {Function | Object} Returns the listener for chaining or assignment. **/ p.addEventListener = function(type, listener, useCapture) { var listeners; if (useCapture) { listeners = this._captureListeners = this._captureListeners||{}; } else { listeners = this._listeners = this._listeners||{}; } var arr = listeners[type]; if (arr) { this.removeEventListener(type, listener, useCapture); } arr = listeners[type]; // remove may have deleted the array if (!arr) { listeners[type] = [listener]; } else { arr.push(listener); } return listener; }; /** * A shortcut method for using addEventListener that makes it easier to specify an execution scope, have a listener * only run once, associate arbitrary data with the listener, and remove the listener. * * This method works by creating an anonymous wrapper function and subscribing it with addEventListener. * The created anonymous function is returned for use with .removeEventListener (or .off). * *

Example

* * var listener = myBtn.on("click", handleClick, null, false, {count:3}); * function handleClick(evt, data) { * data.count -= 1; * console.log(this == myBtn); // true - scope defaults to the dispatcher * if (data.count == 0) { * alert("clicked 3 times!"); * myBtn.off("click", listener); * // alternately: evt.remove(); * } * } * * @method on * @param {String} type The string type of the event. * @param {Function | Object} listener An object with a handleEvent method, or a function that will be called when * the event is dispatched. * @param {Object} [scope] The scope to execute the listener in. Defaults to the dispatcher/currentTarget for function listeners, and to the listener itself for object listeners (ie. using handleEvent). * @param {Boolean} [once=false] If true, the listener will remove itself after the first time it is triggered. * @param {*} [data] Arbitrary data that will be included as the second parameter when the listener is called. * @param {Boolean} [useCapture=false] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase. * @return {Function} Returns the anonymous function that was created and assigned as the listener. This is needed to remove the listener later using .removeEventListener. **/ p.on = function(type, listener, scope, once, data, useCapture) { if (listener.handleEvent) { scope = scope||listener; listener = listener.handleEvent; } scope = scope||this; return this.addEventListener(type, function(evt) { listener.call(scope, evt, data); once&&evt.remove(); }, useCapture); }; /** * Removes the specified event listener. * * Important Note: that you must pass the exact function reference used when the event was added. If a proxy * function, or function closure is used as the callback, the proxy/closure reference must be used - a new proxy or * closure will not work. * *

Example

* * displayObject.removeEventListener("click", handleClick); * * @method removeEventListener * @param {String} type The string type of the event. * @param {Function | Object} listener The listener function or object. * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase. **/ p.removeEventListener = function(type, listener, useCapture) { var listeners = useCapture ? this._captureListeners : this._listeners; if (!listeners) { return; } var arr = listeners[type]; if (!arr) { return; } for (var i=0,l=arr.length; iExample * * // Remove all listeners * displayObject.removeAllEventListeners(); * * // Remove all click listeners * displayObject.removeAllEventListeners("click"); * * @method removeAllEventListeners * @param {String} [type] The string type of the event. If omitted, all listeners for all types will be removed. **/ p.removeAllEventListeners = function(type) { if (!type) { this._listeners = this._captureListeners = null; } else { if (this._listeners) { delete(this._listeners[type]); } if (this._captureListeners) { delete(this._captureListeners[type]); } } }; /** * Dispatches the specified event to all listeners. * *

Example

* * // Use a string event * this.dispatchEvent("complete"); * * // Use an Event instance * var event = new createjs.Event("progress"); * this.dispatchEvent(event); * * @method dispatchEvent * @param {Object | String | Event} eventObj An object with a "type" property, or a string type. * While a generic object will work, it is recommended to use a CreateJS Event instance. If a string is used, * dispatchEvent will construct an Event instance with the specified type. * @return {Boolean} Returns the value of eventObj.defaultPrevented. **/ p.dispatchEvent = function(eventObj) { if (typeof eventObj == "string") { // won't bubble, so skip everything if there's no listeners: var listeners = this._listeners; if (!listeners || !listeners[eventObj]) { return false; } eventObj = new createjs.Event(eventObj); } else if (eventObj.target && eventObj.clone) { // redispatching an active event object, so clone it: eventObj = eventObj.clone(); } try { eventObj.target = this; } catch (e) {} // try/catch allows redispatching of native events if (!eventObj.bubbles || !this.parent) { this._dispatchEvent(eventObj, 2); } else { var top=this, list=[top]; while (top.parent) { list.push(top = top.parent); } var i, l=list.length; // capture & atTarget for (i=l-1; i>=0 && !eventObj.propagationStopped; i--) { list[i]._dispatchEvent(eventObj, 1+(i==0)); } // bubbling for (i=1; i *
  • capture phase: starting from the top parent to the target
  • *
  • at target phase: currently being dispatched from the target
  • *
  • bubbling phase: from the target to the top parent
  • * * @property eventPhase * @type Number * @default 0 * @readonly */ this.eventPhase = 0; /** * Indicates whether the event will bubble through the display list. * @property bubbles * @type Boolean * @default false * @readonly */ this.bubbles = !!bubbles; /** * Indicates whether the default behaviour of this event can be cancelled via * {{#crossLink "Event/preventDefault"}}{{/crossLink}}. This is set via the Event constructor. * @property cancelable * @type Boolean * @default false * @readonly */ this.cancelable = !!cancelable; /** * The epoch time at which this event was created. * @property timeStamp * @type Number * @default 0 * @readonly */ this.timeStamp = (new Date()).getTime(); /** * Indicates if {{#crossLink "Event/preventDefault"}}{{/crossLink}} has been called * on this event. * @property defaultPrevented * @type Boolean * @default false * @readonly */ this.defaultPrevented = false; /** * Indicates if {{#crossLink "Event/stopPropagation"}}{{/crossLink}} or * {{#crossLink "Event/stopImmediatePropagation"}}{{/crossLink}} has been called on this event. * @property propagationStopped * @type Boolean * @default false * @readonly */ this.propagationStopped = false; /** * Indicates if {{#crossLink "Event/stopImmediatePropagation"}}{{/crossLink}} has been called * on this event. * @property immediatePropagationStopped * @type Boolean * @default false * @readonly */ this.immediatePropagationStopped = false; /** * Indicates if {{#crossLink "Event/remove"}}{{/crossLink}} has been called on this event. * @property removed * @type Boolean * @default false * @readonly */ this.removed = false; } var p = Event.prototype; // public methods: /** * Sets {{#crossLink "Event/defaultPrevented"}}{{/crossLink}} to true. * Mirrors the DOM event standard. * @method preventDefault **/ p.preventDefault = function() { this.defaultPrevented = this.cancelable&&true; }; /** * Sets {{#crossLink "Event/propagationStopped"}}{{/crossLink}} to true. * Mirrors the DOM event standard. * @method stopPropagation **/ p.stopPropagation = function() { this.propagationStopped = true; }; /** * Sets {{#crossLink "Event/propagationStopped"}}{{/crossLink}} and * {{#crossLink "Event/immediatePropagationStopped"}}{{/crossLink}} to true. * Mirrors the DOM event standard. * @method stopImmediatePropagation **/ p.stopImmediatePropagation = function() { this.immediatePropagationStopped = this.propagationStopped = true; }; /** * Causes the active listener to be removed via removeEventListener(); * * myBtn.addEventListener("click", function(evt) { * // do stuff... * evt.remove(); // removes this listener. * }); * * @method remove **/ p.remove = function() { this.removed = true; }; /** * Returns a clone of the Event instance. * @method clone * @return {Event} a clone of the Event instance. **/ p.clone = function() { return new Event(this.type, this.bubbles, this.cancelable); }; /** * Provides a chainable shortcut method for setting a number of properties on the instance. * * @method set * @param {Object} props A generic object containing properties to copy to the instance. * @return {Event} Returns the instance the method is called on (useful for chaining calls.) */ p.set = function(props) { for (var n in props) { this[n] = props[n]; } return this; }; /** * Returns a string representation of this object. * @method toString * @return {String} a string representation of the instance. **/ p.toString = function() { return "[Event (type="+this.type+")]"; }; createjs.Event = Event; }()); //############################################################################## // ProgressEvent.js //############################################################################## this.createjs = this.createjs || {}; (function (scope) { "use strict"; /** * A createjs Event that is dispatched when progress changes. * @class ProgressEvent * @param {Number} loaded The amount that has been loaded. This can be any number relative to the total. * @param {Number} [total] The total amount that will load. This will default to 0, so does not need to be passed in, * as long as the loaded value is a progress value (between 0 and 1). * @constructor */ function ProgressEvent(loaded, total) { this.Event_constructor("progress"); /** * The amount that has been loaded (out of a total amount) * @property loaded * @type {Number} */ this.loaded = loaded; /** * The total "size" of the load. * @oroperty size * @type {Number} * @default 1 */ this.total = (total == null) ? 1 : total; /** * The percentage (out of 1) that the load has been completed. This is calculated using `loaded/total`. * @property progress * @type {Number} * @default 0 */ this.progress = (total == 0) ? 0 : this.loaded / this.total; }; var p = createjs.extend(ProgressEvent, createjs.Event); /** * Returns a clone of the ProgressEvent instance. * @method clone * @return {ProgressEvent} a clone of the Event instance. **/ p.clone = function() { return new createjs.ProgressEvent(this.loaded, this.total); }; createjs.ProgressEvent = createjs.promote(ProgressEvent, "Event"); }(window)); //############################################################################## // LoadItem.js //############################################################################## this.createjs = this.createjs || {}; (function () { "use strict"; /** * @class LoadItem * * @constructor */ function LoadItem() { /** * The source of the file that is being loaded. This property is required. The source can * either be a string (recommended), or an HTML tag. * * @type {null} */ this.src = null; /** * The source of the file that is being loaded. This property is required. The source can * either be a string (recommended), or an HTML tag. * * Check {{#crossLink "DataTypes"}}DataTypes{{/crossLink}} for the full list of supported types. * * @type {String|HTMLMediaElement|HTMLImageElement|HTMLLinkElement} */ this.type = createjs.AbstractLoader.TEXT; /** * A string identifier which can be used to reference the loaded object. * * @type {String|Number} */ this.id = null; /** * Set to `true` to ensure this asset loads in the order defined in the manifest. This * will happen when the max connections has been set above 1 (using {{#crossLink "LoadQueue/setMaxConnections"}}{{/crossLink}}), * and will only affect other assets also defined as `maintainOrder`. Everything else will finish as it is * loaded. Ordered items are combined with script tags loading in order when {{#crossLink "LoadQueue/maintainScriptOrder:property"}}{{/crossLink}} * is set to `true`. * * @type {boolean} */ this.maintainOrder = false; /** * Optional, used for JSONP requests, to define what method to call when the JSONP is loaded. * * @type {String} */ this.callback = null; /** * An arbitrary data object, which is included with the loaded object * * @type {Object} */ this.data = null; /** * uUsed to define if this request uses GET or POST when sending data to the server. The default value is "GET" * * @type {String} */ this.method = createjs.LoadItem.GET; /** * Optional object of name/value pairs to send to the server. * * @type {Object} */ this.values = null; /** * Optional object hash of headers to attach to an XHR request. PreloadJS will automatically * attach some default headers when required, including Origin, Content-Type, and X-Requested-With. You may * override the default headers if needed. * * @type {Object} */ this.headers = null; /** * Default false; Set to true if you need to enable credentials for XHR requests. * * @type {boolean} */ this.withCredentials = false; /** * String, Default for text bases files (json, xml, text, css, js) "text/plain; charset=utf-8"; Sets the mime type of XHR. * * @type {String} */ this.mimeType = null; /** * Sets the crossorigin attribute on images. * * @default Anonymous * * @type {boolean} */ this.crossOrigin = "Anonymous"; /** * how long before we stop a request. Only applies to Tag loading and XHR level one loading. * * @type {number} */ this.loadTimeout = 8000; }; var p = LoadItem.prototype = {}; var s = LoadItem; s.create = function (value) { if (typeof value == "string") { var item = new LoadItem(); item.src = value; return item; } else if (value instanceof s) { return value; } else if (value instanceof Object) { // Don't modify object, allows users to attach random data to the item. return value; } else { throw new Error("Type not recognized."); } }; /** * Provides a chainable shortcut method for setting a number of properties on the instance. * *

    Example

    * * var loadItem = new createjs.LoadItem().set({src:"image.png", maintainOrder:true}); * * @method set * @param {Object} props A generic object containing properties to copy to the LoadItem instance. * @return {LoadItem} Returns the instance the method is called on (useful for chaining calls.) */ p.set = function(props) { for (var n in props) { this[n] = props[n]; } return this; }; createjs.LoadItem = s; }()); //############################################################################## // RequestUtils.js //############################################################################## (function () { var s = {}; /** * The Regular Expression used to test file URLS for an absolute path. * @property ABSOLUTE_PATH * @static * @type {RegExp} * @since 0.4.2 */ s.ABSOLUTE_PATT = /^(?:\w+:)?\/{2}/i; /** * The Regular Expression used to test file URLS for an absolute path. * @property RELATIVE_PATH * @static * @type {RegExp} * @since 0.4.2 */ s.RELATIVE_PATT = (/^[./]*?\//i); /** * The Regular Expression used to test file URLS for an extension. Note that URIs must already have the query string * removed. * @property EXTENSION_PATT * @static * @type {RegExp} * @since 0.4.2 */ s.EXTENSION_PATT = /\/?[^/]+\.(\w{1,5})$/i; /** * @method _parseURI * Parse a file path to determine the information we need to work with it. Currently, PreloadJS needs to know: * * * Note: This has changed from earlier versions, which used a single, complicated Regular Expression, which * was difficult to maintain, and over-aggressive in determining all file properties. It has been simplified to * only pull out what it needs. * @param path * @returns {Object} An Object with an `absolute` and `relative` Boolean, as well as an optional 'extension` String * property, which is the lowercase extension. * @private */ s.parseURI = function (path) { var info = {absolute: false, relative: false}; if (path == null) { return info; } // Drop the query string var queryIndex = path.indexOf("?"); if (queryIndex > -1) { path = path.substr(0, queryIndex); } // Absolute var match; if (s.ABSOLUTE_PATT.test(path)) { info.absolute = true; // Relative } else if (s.RELATIVE_PATT.test(path)) { info.relative = true; } // Extension if (match = path.match(s.EXTENSION_PATT)) { info.extension = match[1].toLowerCase(); } return info; }; /** * Formats an object into a query string for either a POST or GET request. * @method _formatQueryString * @param {Object} data The data to convert to a query string. * @param {Array} [query] Existing name/value pairs to append on to this query. * @private */ s.formatQueryString = function (data, query) { if (data == null) { throw new Error('You must specify data.'); } var params = []; for (var n in data) { params.push(n + '=' + escape(data[n])); } if (query) { params = params.concat(query); } return params.join('&'); }; /** * A utility method that builds a file path using a source and a data object, and formats it into a new path. All * of the loaders in PreloadJS use this method to compile paths when loading. * @method buildPath * @param {String} src The source path to add values to. * @param {Object} [data] Object used to append values to this request as a query string. Existing parameters on the * path will be preserved. * @returns {string} A formatted string that contains the path and the supplied parameters. * @since 0.3.1 */ s.buildPath = function (src, data) { if (data == null) { return src; } var query = []; var idx = src.indexOf('?'); if (idx != -1) { var q = src.slice(idx + 1); query = query.concat(q.split('&')); } if (idx != -1) { return src.slice(0, idx) + '?' + this._formatQueryString(data, query); } else { return src + '?' + this._formatQueryString(data, query); } }; /** * @method _isCrossDomain * @param {Object} item A load item with a `src` property * @return {Boolean} If the load item is loading from a different domain than the current location. * @private */ s.isCrossDomain = function (item) { var target = document.createElement("a"); target.href = item.src; var host = document.createElement("a"); host.href = location.href; var crossdomain = (target.hostname != "") && (target.port != host.port || target.protocol != host.protocol || target.hostname != host.hostname); return crossdomain; }; /** * @method _isLocal * @param {Object} item A load item with a `src` property * @return {Boolean} If the load item is loading from the "file:" protocol. Assume that the host must be local as * well. * @private */ s.isLocal = function (item) { var target = document.createElement("a"); target.href = item.src; return target.hostname == "" && target.protocol == "file:"; }; /** * Determine if a specific type should be loaded as a binary file. Currently, only images and items marked * specifically as "binary" are loaded as binary. Note that audio is not a binary type, as we can not play * back using an audio tag if it is loaded as binary. Plugins can change the item type to binary to ensure they get * a binary result to work with. Binary files are loaded using XHR2. * @method isBinary * @param {String} type The item type. * @return {Boolean} If the specified type is binary. * @private */ s.isBinary = function (type) { switch (type) { case createjs.AbstractLoader.IMAGE: case createjs.AbstractLoader.BINARY: return true; default: return false; } }; /** * Utility function to check if item is a valid HTMLImageElement * * @param item {object} * @returns {boolean} */ s.isImageTag = function(item) { return item instanceof HTMLImageElement; }; /** * Utility function to check if item is a valid HTMLAudioElement * * @param item * @returns {boolean} */ s.isAudioTag = function(item) { if (window.HTMLAudioElement) { return item instanceof HTMLAudioElement; } else { return false; } }; /** * Utility function to check if item is a valid HTMLVideoElement * * @param item * @returns {boolean} */ s.isVideoTag = function(item) { if (window.HTMLVideoElement) { return item instanceof HTMLVideoElement; } else { false; } }; /** * Determine if a specific type is a text based asset, and should be loaded as UTF-8. * @method isText * @param {String} type The item type. * @return {Boolean} If the specified type is text. * @private */ s.isText = function (type) { switch (type) { case createjs.AbstractLoader.TEXT: case createjs.AbstractLoader.JSON: case createjs.AbstractLoader.MANIFEST: case createjs.AbstractLoader.XML: case createjs.AbstractLoader.HTML: case createjs.AbstractLoader.CSS: case createjs.AbstractLoader.SVG: case createjs.AbstractLoader.JAVASCRIPT: return true; default: return false; } }; /** * Determine the type of the object using common extensions. Note that the type can be passed in with the load item * if it is an unusual extension. * @param {String} extension The file extension to use to determine the load type. * @return {String} The determined load type (for example, AbstractLoader.IMAGE or null if it can not be * determined by the extension. * @private */ s.getTypeByExtension = function (extension) { if (extension == null) { return createjs.AbstractLoader.TEXT; } switch (extension.toLowerCase()) { case "jpeg": case "jpg": case "gif": case "png": case "webp": case "bmp": return createjs.AbstractLoader.IMAGE; case "ogg": case "mp3": case "webm": return createjs.AbstractLoader.SOUND; case "mp4": case "webm": case "ts": return createjs.AbstractLoader.VIDEO; case "json": return createjs.AbstractLoader.JSON; case "xml": return createjs.AbstractLoader.XML; case "css": return createjs.AbstractLoader.CSS; case "js": return createjs.AbstractLoader.JAVASCRIPT; case 'svg': return createjs.AbstractLoader.SVG; default: return createjs.AbstractLoader.TEXT; } }; createjs.RequestUtils = s; }()); //############################################################################## // AbstractLoader.js //############################################################################## this.createjs = this.createjs || {}; (function () { "use strict"; // constructor /** * The base loader, which defines all the generic callbacks and events. All loaders extend this class, including the * {{#crossLink "LoadQueue"}}{{/crossLink}}. * @class AbstractLoader * @extends EventDispatcher */ function AbstractLoader(loadItem, preferXHR, type) { this.EventDispatcher_constructor(); // public properties /** * If the loader has completed loading. This provides a quick check, but also ensures that the different approaches * used for loading do not pile up resulting in more than one complete event. * @property loaded * @type {Boolean} * @default false */ this.loaded = false; /** * Determine if the loader was canceled. Canceled loads will not fire complete events. Note that * {{#crossLink "LoadQueue"}}{{/crossLink}} queues should be closed using {{#crossLink "AbstractLoader/close"}}{{/crossLink}} * instead of setting this property. * @property canceled * @type {Boolean} * @default false */ this.canceled = false; /** * The current load progress (percentage) for this item. This will be a number between 0 and 1. * *

    Example

    * * var queue = new createjs.LoadQueue(); * queue.loadFile("largeImage.png"); * queue.on("progress", function() { * console.log("Progress:", queue.progress, event.progress); * }); * * @property progress * @type {Number} * @default 0 */ this.progress = 0; /** * The type of this item. * See {{#crossLink}}DataTypes{{/crossLink}} for a full list of supported types. * * @type {null} */ this.type = type; // protected properties /** * The item this loader represents. Note that this is null in a {{#crossLink "LoadQueue"}}{{/crossLink}}, but will * be available on loaders such as {{#crossLink "XMLLoader"}}{{/crossLink}} and {{#crossLink "ImageLoader"}}{{/crossLink}}. * @property _item * @type {Object} * @private */ if (loadItem) { this._item = createjs.LoadItem.create(loadItem); } else { this._item = null; } this._preferXHR = preferXHR; this._rawResult = null; /** * A list of items that loaders load behind the scenes. This does not include the main item the loader is * responsible for loading. Examples of loaders that have subitems include the {{#crossLink "SpriteSheetLoader"}}{{/crossLink}} and * {{#crossLink "ManifestLoader"}}{{/crossLink}}. * @property _loadItems * @type {null} * @protected */ this._loadedItems = null; }; var p = createjs.extend(AbstractLoader, createjs.EventDispatcher); var s = AbstractLoader; /** * Defines a POST request, use for a method value when loading data. * @property POST * @type {string} * @defaultValue post */ s.POST = "POST"; /** * Defines a GET request, use for a method value when loading data. * @property GET * @type {string} * @defaultValue get */ s.GET = "GET"; /** * The preload type for generic binary types. Note that images are loaded as binary files when using XHR. * @property BINARY * @type {String} * @default binary * @static * @since 0.6.0 */ s.BINARY = "binary"; /** * The preload type for css files. CSS files are loaded using a <link> when loaded with XHR, or a * <style> tag when loaded with tags. * @property CSS * @type {String} * @default css * @static * @since 0.6.0 */ s.CSS = "css"; /** * The preload type for image files, usually png, gif, or jpg/jpeg. Images are loaded into an <image> tag. * @property IMAGE * @type {String} * @default image * @static * @since 0.6.0 */ s.IMAGE = "image"; /** * The preload type for javascript files, usually with the "js" file extension. JavaScript files are loaded into a * <script> tag. * * Since version 0.4.1+, due to how tag-loaded scripts work, all JavaScript files are automatically injected into * the body of the document to maintain parity between XHR and tag-loaded scripts. In version 0.4.0 and earlier, * only tag-loaded scripts are injected. * @property JAVASCRIPT * @type {String} * @default javascript * @static * @since 0.6.0 */ s.JAVASCRIPT = "javascript"; /** * The preload type for json files, usually with the "json" file extension. JSON data is loaded and parsed into a * JavaScript object. Note that if a `callback` is present on the load item, the file will be loaded with JSONP, * no matter what the {{#crossLink "LoadQueue/preferXHR:property"}}{{/crossLink}} property is set to, and the JSON * must contain a matching wrapper function. * @property JSON * @type {String} * @default json * @static * @since 0.6.0 */ s.JSON = "json"; /** * The preload type for jsonp files, usually with the "json" file extension. JSON data is loaded and parsed into a * JavaScript object. You are required to pass a callback parameter that matches the function wrapper in the JSON. * Note that JSONP will always be used if there is a callback present, no matter what the {{#crossLink "LoadQueue/preferXHR:property"}}{{/crossLink}} * property is set to. * @property JSONP * @type {String} * @default jsonp * @static * @since 0.6.0 */ s.JSONP = "jsonp"; /** * The preload type for json-based manifest files, usually with the "json" file extension. The JSON data is loaded * and parsed into a JavaScript object. PreloadJS will then look for a "manifest" property in the JSON, which is an * Array of files to load, following the same format as the {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}} * method. If a "callback" is specified on the manifest object, then it will be loaded using JSONP instead, * regardless of what the {{#crossLink "LoadQueue/preferXHR:property"}}{{/crossLink}} property is set to. * @property MANIFEST * @type {String} * @default manifest * @static * @since 0.6.0 */ s.MANIFEST = "manifest"; /** * The preload type for sound files, usually mp3, ogg, or wav. When loading via tags, audio is loaded into an * <audio> tag. * @property SOUND * @type {String} * @default sound * @static * @since 0.6.0 */ s.SOUND = "sound"; /** * The preload type for video files, usually mp4, ts, or ogg. When loading via tags, video is loaded into an * <video> tag. * @property VIDEO * @type {String} * @default video * @static * @since 0.6.0 */ s.VIDEO = "video"; /** * The preload type for SpriteSheet files. SpriteSheet files are JSON files that contain string image paths. * @property SPRITESHEET * @type {String} * @default spritesheet * @static * @since 0.6.0 */ s.SPRITESHEET = "spritesheet"; /** * The preload type for SVG files. * @property SVG * @type {String} * @default svg * @static * @since 0.6.0 */ s.SVG = "svg"; /** * The preload type for text files, which is also the default file type if the type can not be determined. Text is * loaded as raw text. * @property TEXT * @type {String} * @default text * @static * @since 0.6.0 */ s.TEXT = "text"; /** * The preload type for xml files. XML is loaded into an XML document. * @property XML * @type {String} * @default xml * @static * @since 0.6.0 */ s.XML = "xml"; // Events /** * The event that is fired when the overall progress changes. * @event progress * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @param {Number} loaded The amount that has been loaded so far. Note that this is may just be a percentage of 1, * since file sizes can not be determined before a load is kicked off, if at all. * @param {Number} total The total number of bytes. Note that this may just be 1. * @param {Number} progress The ratio that has been loaded between 0 and 1. * @since 0.3.0 */ /** * The event that is fired when a load starts. * @event loadstart * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @since 0.3.1 */ /** * The event that is fired when the entire queue has been loaded. * @event complete * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @since 0.3.0 */ /** * The event that is fired when the loader encounters an error. If the error was encountered by a file, the event will * contain the item that caused the error. There may be additional properties such as the error reason on event * objects. * @event error * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @param {Object} [item] The item that was being loaded that caused the error. The item was specified in * the {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}} or {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}} * call. If only a string path or tag was specified, the object will contain that value as a `src` property. * @param {String} [error] The error object or text. * @since 0.3.0 */ /** * Dispatched after our XHRRequest is created, but before a load. * Allows updates to the loader for specific loading needs (ex, Binary loading, or XHR image loading.) * * @event initialize * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @param {AbstractLoader} loader The loader that has been initialized. */ //TODO: Deprecated /** * REMOVED. Use {{#crossLink "EventDispatcher/addEventListener"}}{{/crossLink}} and the {{#crossLink "AbstractLoader/progress:event"}}{{/crossLink}} * event. * @property onProgress * @type {Function} * @deprecated Use addEventListener and the "progress" event. */ /** * REMOVED. Use {{#crossLink "EventDispatcher/addEventListener"}}{{/crossLink}} and the {{#crossLink "AbstractLoader/loadstart:event"}}{{/crossLink}} * event. * @property onLoadStart * @type {Function} * @deprecated Use addEventListener and the "loadstart" event. */ /** * REMOVED. Use {{#crossLink "EventDispatcher/addEventListener"}}{{/crossLink}} and the {{#crossLink "AbstractLoader/complete:event"}}{{/crossLink}} * event. * @property onComplete * @type {Function} * @deprecated Use addEventListener and the "complete" event. */ /** * REMOVED. Use {{#crossLink "EventDispatcher/addEventListener"}}{{/crossLink}} and the {{#crossLink "AbstractLoader/error:event"}}{{/crossLink}} * event. * @property onError * @type {Function} * @deprecated Use addEventListener and the "error" event. */ /** * Get a reference to the manifest item that is loaded by this loader. In most cases this will be the value that was * passed into {{#crossLink "LoadQueue"}}{{/crossLink}} using {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}} or * {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}}. However if only a String path was passed in, then it will * be an Object created by the LoadQueue. * @return {Object} The manifest item that this loader is responsible for loading. */ p.getItem = function () { return this._item; }; p.getResult = function (raw) { return raw ? this._rawResult : this._result; }; p.getTag = function () { return this._tag; }; p.setTag = function(tag) { this._tag = tag; }; /** * Begin loading the queued items. This method can be called when a {{#crossLink "LoadQueue"}}{{/crossLink}} is set * up but not started immediately. * @example * var queue = new createjs.LoadQueue(); * queue.addEventListener("complete", handleComplete); * queue.loadManifest(fileArray, false); // Note the 2nd argument that tells the queue not to start loading yet * queue.load(); * @method load */ p.load = function () { this._createRequest(); this._request.on("complete", this, this); this._request.on("progress", this, this); this._request.on("loadStart", this, this); this._request.on("abort", this, this); this._request.on("timeout", this, this); this._request.on("error", this, this); var evt = new createjs.Event("initialize"); evt.loader = this._request; this.dispatchEvent(evt); this._request.load(); }; p._createRequest = function() { if (!this._preferXHR) { this._request = new createjs.TagRequest(this._item, false, this._tag || this._createTag(), this._tagSrcAttribute); } else { this._request = new createjs.XHRRequest(this._item, false); } }; /** * Close the active queue. Closing a queue completely empties the queue, and prevents any remaining items from * starting to download. Note that currently any active loads will remain open, and events may be processed. * * To stop and restart a queue, use the {{#crossLink "LoadQueue/setPaused"}}{{/crossLink}} method instead. * @method close */ p.close = function () { }; /** * */ p.cancel = function () { this.canceled = true; this.destroy(); }; /** * Remove all references to this loader. * @method destroy */ p.destroy = function() { if (this._request) { this._request.removeAllEventListeners(); this._request.destroy(); } this._request = null; this._item = null; this._rawResult = null; this._result = null; this._loadItems = null; this.removeAllEventListeners(); }; /** * Get any items loaded internally by the loader. * @method getLoadedItems * @returns {Array} A list of the items loaded by the loader. */ p.getLoadedItems = function () { return this._loadedItems; }; // Callback proxies /** * Dispatch a loadstart event. Please see the {{#crossLink "AbstractLoader/loadstart:event"}}{{/crossLink}} event * for details on the event payload. * @method _sendLoadStart * @protected */ p._sendLoadStart = function () { if (this._isCanceled()) { return; } this.dispatchEvent("loadstart"); }; /** * Dispatch a progress event. Please see the {{#crossLink "AbstractLoader/progress:event"}}{{/crossLink}} event for * details on the event payload. * @method _sendProgress * @param {Number | Object} value The progress of the loaded item, or an object containing loaded * and total properties. * @protected */ p._sendProgress = function (value) { if (this._isCanceled()) { return; } var event = null; if (typeof(value) == "number") { this.progress = value; event = new createjs.ProgressEvent(this.progress); } else { event = value; this.progress = value.loaded / value.total; event.progress = this.progress; if (isNaN(this.progress) || this.progress == Infinity) { this.progress = 0; } } this.hasEventListener("progress") && this.dispatchEvent(event); }; /** * Dispatch a complete event. Please see the {{#crossLink "AbstractLoader/complete:event"}}{{/crossLink}} event * @method _sendComplete * @protected */ p._sendComplete = function () { if (this._isCanceled()) { return; } this.loaded = true; var event = new createjs.Event("complete"); event.rawResult = this._rawResult; if (this._result != null) { event.result = this._result; } this.dispatchEvent(event); }; /** * Dispatch an error event. Please see the {{#crossLink "AbstractLoader/error:event"}}{{/crossLink}} event for * details on the event payload. * @method _sendError * @param {Object} event The event object containing specific error properties. * @protected */ p._sendError = function (event) { if (this._isCanceled() || !this.hasEventListener("error")) { return; } if (event == null) { event = new createjs.ErrorEvent(); // TODO: Populate error } this.dispatchEvent(event); }; /** * Determine if the load has been canceled. This is important to ensure that method calls or asynchronous events * do not cause issues after the queue has been cleaned up. * @method _isCanceled * @return {Boolean} If the loader has been canceled. * @protected */ p._isCanceled = function () { if (window.createjs == null || this.canceled) { return true; } return false; }; /** * Optional; Called just before a request dispatches its complete event. * Allows plugins to set a custom result value. * Will be passed a single loader parameter, which is the current loader in use. * * @type Function * @returns {Object} * @private */ p.resultFormatter = null; p.handleEvent = function (event) { switch (event.type) { case "complete": this._rawResult = event.target._response; this._result = this.resultFormatter && this.resultFormatter(this) || this._rawResult; this._sendComplete(); break; case "progress": this._sendProgress(event); break; case "error": this._sendError(event); break; case "loadstart": this._sendLoadStart(); break; case "abort": case "timeout": if (!this._isCanceled()) { this.dispatchEvent(event.type); } break; } }; /** * @deprecated Prefer RequestUtils.buildPath instead of this method. */ p.buildPath = function (src, data) { return createjs.RequestUtils.buildPath(src, data); }; /** * @method toString * @return {String} a string representation of the instance. */ p.toString = function () { return "[PreloadJS AbstractLoader]"; }; createjs.AbstractLoader = createjs.promote(AbstractLoader, "EventDispatcher"); }()); //############################################################################## // AbstractMediaLoader.js //############################################################################## this.createjs = this.createjs || {}; (function () { "use strict"; // constructor /** * The AbstractMediaLoader class description goes here. * */ function AbstractMediaLoader(loadItem, preferXHR, type) { this.AbstractLoader_constructor(loadItem, preferXHR, type); // public properties // protected properties this._tagSrcAttribute = "src"; /** * Used to determine what type of tag to create, for example "audio" * @property _tagType * @type {string} * @private */ this._tagType = type; this.resultFormatter = this._formatResult; }; var p = createjs.extend(AbstractMediaLoader, createjs.AbstractLoader); // static properties // public methods // protected methods p.load = function () { // TagRequest will handle most of this, but Sound / Video need a few custom properties, so just handle them here. if (!this._tag) { this._tag = this._createTag(this._item.src); } this._tag.preload = "auto"; this._tag.load(); this.AbstractLoader_load(); }; /** * Abstract, create a new tag if none exist. * * @private */ p._createTag = function () { }; p._formatResult = function (loader) { this._tag.removeEventListener && this._tag.removeEventListener("canplaythrough", this._loadedHandler); this._tag.onstalled = null; if (this._preferXHR) { loader.getTag().src = loader.getResult(true); } return loader.getTag(); }; createjs.AbstractMediaLoader = createjs.promote(AbstractMediaLoader, "AbstractLoader"); }()); //############################################################################## // AbstractRequest.js //############################################################################## this.createjs = this.createjs || {}; (function () { "use strict"; var AbstractRequest = function (item) { this._item = item; }; var p = createjs.extend(AbstractRequest, createjs.EventDispatcher); var s = AbstractRequest; /** * Abstract function. * */ p.load = function() { }; p.destroy = function() { }; p.cancel = function() { }; createjs.AbstractRequest = createjs.promote(AbstractRequest, "EventDispatcher"); }()); //############################################################################## // TagRequest.js //############################################################################## this.createjs = this.createjs || {}; (function () { "use strict"; // constructor /** * The TagRequest class description goes here. * */ function TagRequest(loadItem, preferXHR, tag, srcAttribute) { this.AbstractRequest_constructor(loadItem, preferXHR); // public properties // protected properties this._tag = tag; this._tagSrcAttribute = srcAttribute; this._loadedHandler = createjs.proxy(this._handleTagComplete, this); }; var p = createjs.extend(TagRequest, createjs.AbstractRequest); var s = TagRequest; p.load = function () { window.document.body.appendChild(this._tag); this._tag.onload = createjs.proxy(this._handleTagComplete, this); this._tag.onreadystatechange = createjs.proxy(this._handleReadyStateChange, this); var evt = new createjs.Event("initialize"); evt.loader = this._tag; this.dispatchEvent(evt); this._tag[this._tagSrcAttribute] = this._item.src; }; p.destroy = function() { this._clean(); this._tag = null; this.AbstractRequest_destory(); }; /** * Handle the readyStateChange event from a tag. We sometimes need this in place of the onload event (mainly SCRIPT * and LINK tags), but other cases may exist. * @method _handleReadyStateChange * @private */ p._handleReadyStateChange = function () { clearTimeout(this._loadTimeout); // This is strictly for tags in browsers that do not support onload. var tag = this._tag; // Complete is for old IE support. if (tag.readyState == "loaded" || tag.readyState == "complete") { this._handleTagComplete(); } }; p._handleTagComplete = function () { this._rawResult = this._tag; this._result = this.resultFormatter && this.resultFormatter(this) || this._rawResult; this._clean(); this.dispatchEvent("complete"); }; /** * Remove event listeners, but don't destory the request object * * @private */ p._clean = function() { this._tag.onload = null; this._tag.onreadystatechange = null; }; /** * Handle a stalled audio event. The main place we seem to get these is with HTMLAudio in Chrome when we try and * playback audio that is already in a load, but not complete. * @method _handleStalled * @private */ p._handleStalled = function () { //Ignore, let the timeout take care of it. Sometimes its not really stopped. }; createjs.TagRequest = createjs.promote(TagRequest, "AbstractRequest"); }()); //############################################################################## // MediaTagRequest.js //############################################################################## this.createjs = this.createjs || {}; (function () { "use strict"; // constructor /** * The TagRequest class description goes here. * */ function MediaTagRequest(loadItem, preferXHR, tag, srcAttribute) { this.AbstractRequest_constructor(loadItem, preferXHR); // public properties // protected properties this._tag = tag; this._tagSrcAttribute = srcAttribute; this._loadedHandler = createjs.proxy(this._handleTagComplete, this); }; var p = createjs.extend(MediaTagRequest, createjs.TagRequest); var s = MediaTagRequest; p.load = function () { this._tag.onstalled = createjs.proxy(this._handleStalled, this); this._tag.onprogress = createjs.proxy(this._handleProgress, this); // This will tell us when audio is buffered enough to play through, but not when its loaded. // The tag doesn't keep loading in Chrome once enough has buffered, and we have decided that behaviour is sufficient. this._tag.addEventListener && this._tag.addEventListener("canplaythrough", this._loadedHandler); // canplaythrough callback doesn't work in Chrome, so we use an event. this.TagRequest_load(); }; /** * Handle the readyStateChange event from a tag. We sometimes need this in place of the onload event (mainly SCRIPT * and LINK tags), but other cases may exist. * @method _handleReadyStateChange * @private */ p._handleReadyStateChange = function () { clearTimeout(this._loadTimeout); // This is strictly for tags in browsers that do not support onload. var tag = this._tag; // Complete is for old IE support. if (tag.readyState == "loaded" || tag.readyState == "complete") { this._handleTagComplete(); } }; /** * Handle a stalled audio event. The main place we seem to get these is with HTMLAudio in Chrome when we try and * playback audio that is already in a load, but not complete. * @method _handleStalled * @private */ p._handleStalled = function () { //Ignore, let the timeout take care of it. Sometimes its not really stopped. }; /** * The XHR request has reported progress. * @method _handleProgress * @param {Object} event The XHR progress event. * @private */ p._handleProgress = function (event) { if (!event || event.loaded > 0 && event.total == 0) { return; // Sometimes we get no "total", so just ignore the progress event. } var newEvent = new createjs.ProgressEvent(event.loaded, event.total); this.dispatchEvent(newEvent); }; /** * * @private */ p._clean = function () { this._tag.removeEventListener && this._tag.removeEventListener("canplaythrough", this._loadedHandler); this._tag.onstalled = null; this._tag.onprogress = null; this.TagRequest__clean(); }; createjs.MediaTagRequest = createjs.promote(MediaTagRequest, "TagRequest"); }()); //############################################################################## // XHRRequest.js //############################################################################## this.createjs = this.createjs || {}; (function () { "use strict"; // constructor /** * A preloader that loads items using XHR requests, usually XMLHttpRequest. However XDomainRequests will be used * for cross-domain requests if possible, and older versions of IE fall back on to ActiveX objects when necessary. * XHR requests load the content as text or binary data, provide progress and consistent completion events, and * can be canceled during load. Note that XHR is not supported in IE 6 or earlier, and is not recommended for * cross-domain loading. * @class XHRRequest * @constructor * @param {Object} item The object that defines the file to load. Please see the {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}} * for an overview of supported file properties. * @extends AbstractLoader */ function XHRRequest(item) { this.AbstractRequest_constructor(item); // protected properties /** * A reference to the XHR request used to load the content. * @property _request * @type {XMLHttpRequest | XDomainRequest | ActiveX.XMLHTTP} * @private */ this._request = null; /** * A manual load timeout that is used for browsers that do not support the onTimeout event on XHR (XHR level 1, * typically IE9). * @property _loadTimeout * @type {Number} * @private */ this._loadTimeout = null; /** * The browser's XHR (XMLHTTPRequest) version. Supported versions are 1 and 2. There is no official way to detect * the version, so we use capabilities to make a best guess. * @property _xhrLevel * @type {Number} * @default 1 * @private */ this._xhrLevel = 1; /** * The response of a loaded file. This is set because it is expensive to look up constantly. This property will be * null until the file is loaded. * @property _response * @type {mixed} * @private */ this._response = null; /** * The response of the loaded file before it is modified. In most cases, content is converted from raw text to * an HTML tag or a formatted object which is set to the result property, but the developer may still * want to access the raw content as it was loaded. * @property _rawResponse * @type {String|Object} * @private */ this._rawResponse = null; this._canceled = false; // Setup our event handlers now. this._handleLoadStartProxy = createjs.proxy(this._handleLoadStart, this); this._handleProgressProxy = createjs.proxy(this._handleProgress, this); this._handleAbortProxy = createjs.proxy(this._handleAbort, this); this._handleErrorProxy = createjs.proxy(this._handleError, this); this._handleTimeoutProxy = createjs.proxy(this._handleTimeout, this); this._handleLoadProxy = createjs.proxy(this._handleLoad, this); this._handleReadyStateChangeProxy = createjs.proxy(this._handleReadyStateChange, this); if (!this._createXHR(item)) { //TODO: Throw error? } }; var p = createjs.extend(XHRRequest, createjs.AbstractRequest); // static properties /** * A list of XMLHTTP object IDs to try when building an ActiveX object for XHR requests in earlier versions of IE. * @property ACTIVEX_VERSIONS * @type {Array} * @since 0.4.2 * @private */ XHRRequest.ACTIVEX_VERSIONS = [ "Msxml2.XMLHTTP.6.0", "Msxml2.XMLHTTP.5.0", "Msxml2.XMLHTTP.4.0", "MSXML2.XMLHTTP.3.0", "MSXML2.XMLHTTP", "Microsoft.XMLHTTP" ]; // Public methods /** * Look up the loaded result. * @method getResult * @param {Boolean} [raw=false] Return a raw result instead of a formatted result. This applies to content * loaded via XHR such as scripts, XML, CSS, and Images. If there is no raw result, the formatted result will be * returned instead. * @return {Object} A result object containing the content that was loaded, such as: * * Note that if a raw result is requested, but not found, the result will be returned instead. */ p.getResult = function (raw) { if (raw && this._rawResponse) { return this._rawResponse; } return this._response; }; // Overrides abstract method in AbstractRequest p.cancel = function () { this.canceled = true; this._clean(); this._request.abort(); }; // Overrides abstract method in AbstractLoader p.load = function () { if (this._request == null) { this._handleError(); return; } //Events this._request.addEventListener("loadstart", this._handleLoadStartProxy); this._request.addEventListener("progress", this._handleProgressProxy); this._request.addEventListener("abort", this._handleAbortProxy); this._request.addEventListener("error",this._handleErrorProxy); this._request.addEventListener("timeout", this._handleTimeoutProxy); // Note: We don't get onload in all browsers (earlier FF and IE). onReadyStateChange handles these. this._request.addEventListener("load", this._handleLoadProxy); this._request.addEventListener("readystatechange", this._handleReadyStateChangeProxy); // Set up a timeout if we don't have XHR2 if (this._xhrLevel == 1) { this._loadTimeout = setTimeout(createjs.proxy(this._handleTimeout, this), this.getItem().loadTimeout); } // Sometimes we get back 404s immediately, particularly when there is a cross origin request. // note this does not catch in Chrome try { if (!this._item.values || this._item.method == createjs.AbstractLoader.GET) { this._request.send(); } else if (this._item.method == createjs.AbstractLoader.POST) { this._request.send(createjs.RequestUtils.formatQueryString(this._item.values)); } } catch (error) { this.dispatchEvent(new createjs.ErrorEvent("XHR_SEND", null, error)); } }; p.setResponseType = function (type) { this._request.responseType = type; }; /** * Get all the response headers from the XmlHttpRequest. * * From the docs: Return all the HTTP headers, excluding headers that are a case-insensitive match * for Set-Cookie or Set-Cookie2, as a single string, with each header line separated by a U+000D CR U+000A LF pair, * excluding the status line, and with each header name and header value separated by a U+003A COLON U+0020 SPACE * pair. * @method getAllResponseHeaders * @return {String} * @since 0.4.1 */ p.getAllResponseHeaders = function () { if (this._request.getAllResponseHeaders instanceof Function) { return this._request.getAllResponseHeaders(); } else { return null; } }; /** * Get a specific response header from the XmlHttpRequest. * * From the docs: Returns the header field value from the response of which the field name matches * header, unless the field name is Set-Cookie or Set-Cookie2. * @method getResponseHeader * @param {String} header The header name to retrieve. * @return {String} * @since 0.4.1 */ p.getResponseHeader = function (header) { if (this._request.getResponseHeader instanceof Function) { return this._request.getResponseHeader(header); } else { return null; } }; // protected methods /** * The XHR request has reported progress. * @method _handleProgress * @param {Object} event The XHR progress event. * @private */ p._handleProgress = function (event) { if (!event || event.loaded > 0 && event.total == 0) { return; // Sometimes we get no "total", so just ignore the progress event. } var newEvent = new createjs.ProgressEvent(event.loaded, event.total); this.dispatchEvent(newEvent); }; /** * The XHR request has reported a load start. * @method _handleLoadStart * @param {Object} event The XHR loadStart event. * @private */ p._handleLoadStart = function (event) { clearTimeout(this._loadTimeout); this.dispatchEvent("loadstart"); }; /** * The XHR request has reported an abort event. * @method handleAbort * @param {Object} event The XHR abort event. * @private */ p._handleAbort = function (event) { this._clean(); this.dispatchEvent(new createjs.ErrorEvent("XHR_ABORTED", null, event)); }; /** * The XHR request has reported an error event. * @method _handleError * @param {Object} event The XHR error event. * @private */ p._handleError = function (event) { this._clean(); this.dispatchEvent(new createjs.ErrorEvent(null, null, event)); }; /** * The XHR request has reported a readyState change. Note that older browsers (IE 7 & 8) do not provide an onload * event, so we must monitor the readyStateChange to determine if the file is loaded. * @method _handleReadyStateChange * @param {Object} event The XHR readyStateChange event. * @private */ p._handleReadyStateChange = function (event) { if (this._request.readyState == 4) { this._handleLoad(); } }; /** * The XHR request has completed. This is called by the XHR request directly, or by a readyStateChange that has * request.readyState == 4. Only the first call to this method will be processed. * @method _handleLoad * @param {Object} event The XHR load event. * @private */ p._handleLoad = function (event) { if (this.loaded) { return; } this.loaded = true; var error = this._checkError(); if (error) { this._handleError(error); return; } this._response = this._getResponse(); this._clean(); this.dispatchEvent(new createjs.Event("complete")); }; /** * The XHR request has timed out. This is called by the XHR request directly, or via a setTimeout * callback. * @method _handleTimeout * @param {Object} [event] The XHR timeout event. This is occasionally null when called by the backup setTimeout. * @private */ p._handleTimeout = function (event) { this._clean(); this.dispatchEvent(new createjs.ErrorEvent("PRELOAD_TIMEOUT", null, event)); }; // Protected /** * Determine if there is an error in the current load. This checks the status of the request for problem codes. Note * that this does not check for an actual response. Currently, it only checks for 404 or 0 error code. * @method _checkError * @return {int} If the request status returns an error code. * @private */ p._checkError = function () { //LM: Probably need additional handlers here, maybe 501 var status = parseInt(this._request.status); switch (status) { case 404: // Not Found case 0: // Not Loaded return new Error(status); } return null; }; /** * Validate the response. Different browsers have different approaches, some of which throw errors when accessed * in other browsers. If there is no response, the _response property will remain null. * @method _getResponse * @private */ p._getResponse = function () { if (this._response != null) { return this._response; } if (this._request.response != null) { return this._request.response; } // Android 2.2 uses .responseText try { if (this._request.responseText != null) { return this._request.responseText; } } catch (e) { } // When loading XML, IE9 does not return .response, instead it returns responseXML.xml try { if (this._request.responseXML != null) { return this._request.responseXML; } } catch (e) { } return null; }; /** * Create an XHR request. Depending on a number of factors, we get totally different results. *
    1. Some browsers get an XDomainRequest when loading cross-domain.
    2. *
    3. XMLHttpRequest are created when available.
    4. *
    5. ActiveX.XMLHTTP objects are used in older IE browsers.
    6. *
    7. Text requests override the mime type if possible
    8. *
    9. Origin headers are sent for crossdomain requests in some browsers.
    10. *
    11. Binary loads set the response type to "arraybuffer"
    * @method _createXHR * @param {Object} item The requested item that is being loaded. * @return {Boolean} If an XHR request or equivalent was successfully created. * @private */ p._createXHR = function (item) { // Check for cross-domain loads. We can't fully support them, but we can try. var crossdomain = createjs.RequestUtils.isCrossDomain(item); var headers = {}; // Create the request. Fallback to whatever support we have. var req = null; if (window.XMLHttpRequest) { req = new XMLHttpRequest(); // This is 8 or 9, so use XDomainRequest instead. if (crossdomain && req.withCredentials === undefined && window.XDomainRequest) { req = new XDomainRequest(); } } else { // Old IE versions use a different approach for (var i = 0, l = s.ACTIVEX_VERSIONS.length; i < l; i++) { var axVersion = s.ACTIVEX_VERSIONS[i]; try { req = new ActiveXObject(axVersions); break; } catch (e) {} } if (req == null) { return false; } } // IE9 doesn't support overrideMimeType(), so we need to check for it. if (item.mimeType && req.overrideMimeType) { req.overrideMimeType(item.mimeType); } // Determine the XHR level this._xhrLevel = (typeof req.responseType === "string") ? 2 : 1; var src = null; if (item.method == createjs.AbstractLoader.GET) { src = createjs.RequestUtils.buildPath(item.src, item.values); } else { src = item.src; } // Open the request. Set cross-domain flags if it is supported (XHR level 1 only) req.open(item.method || createjs.AbstractLoader.GET, src, true); if (crossdomain && req instanceof XMLHttpRequest && this._xhrLevel == 1) { headers["Origin"] = location.origin; } // To send data we need to set the Content-type header) if (item.values && item.method == createjs.AbstractLoader.POST) { headers["Content-Type"] = "application/x-www-form-urlencoded"; } if (!crossdomain && !headers["X-Requested-With"]) { headers["X-Requested-With"] = "XMLHttpRequest"; } if (item.headers) { for (var n in item.headers) { headers[n] = item.headers[n]; } } for (n in headers) { req.setRequestHeader(n, headers[n]) } if (req instanceof XMLHttpRequest && item.withCredentials !== undefined) { req.withCredentials = item.withCredentials; } this._request = req; return true; }; /** * A request has completed (or failed or canceled), and needs to be disposed. * @method _clean * @private */ p._clean = function () { clearTimeout(this._loadTimeout); this._request.removeEventListener("loadstart", this._handleLoadStartProxy); this._request.removeEventListener("progress", this._handleProgressProxy); this._request.removeEventListener("abort", this._handleAbortProxy); this._request.removeEventListener("error",this._handleErrorProxy); this._request.removeEventListener("timeout", this._handleTimeoutProxy); this._request.removeEventListener("load", this._handleLoadProxy); this._request.removeEventListener("readystatechange", this._handleReadyStateChangeProxy); }; p.toString = function () { return "[PreloadJS XHRRequest]"; }; createjs.XHRRequest = createjs.promote(XHRRequest, "AbstractRequest"); }()); //############################################################################## // SoundLoader.js //############################################################################## this.createjs = this.createjs || {}; (function () { "use strict"; // constructor /** * The SoundLoader class description goes here. * */ function SoundLoader(loadItem, preferXHR) { this.AbstractMediaLoader_constructor(loadItem, preferXHR, createjs.AbstractLoader.SOUND); this._tagType = "audio"; if (createjs.RequestUtils.isAudioTag(loadItem) || createjs.RequestUtils.isAudioTag(loadItem.src)) { this._preferXHR = false; this._tag =createjs.RequestUtils.isAudioTag(loadItem)?loadItem:loadItem.src; } }; var p = createjs.extend(SoundLoader, createjs.AbstractMediaLoader); var s = SoundLoader; /** * LoadQueue calls this when it creates loaders. * Each loader has the option to say either yes (true) or no (false). * * @private * @param item The LoadItem LoadQueue is trying to load. * @returns {boolean} */ s.canLoadItem = function (item) { return item.type == createjs.AbstractLoader.SOUND; }; p._createRequest = function() { if (!this._preferXHR) { this._request = new createjs.MediaTagRequest(this._item, false, this._tag || this._createTag(), this._tagSrcAttribute); } else { this._request = new createjs.XHRRequest(this._item, false); } }; /** * Create an HTML audio tag. * @method _createTag * @param {String} src The source file to set for the audio tag. * @return {HTMLElement} Returns an HTML audio tag. * @protected */ p._createTag = function (src) { var tag = document.createElement(this._tagType); tag.autoplay = false; tag.preload = "none"; //LM: Firefox fails when this the preload="none" for other tags, but it needs to be "none" to ensure PreloadJS works. tag.src = src; return tag; }; createjs.SoundLoader = createjs.promote(SoundLoader, "AbstractMediaLoader"); }()); //############################################################################## // Sound.js //############################################################################## this.createjs = this.createjs || {}; (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. * * Registering and Preloading
    * Before you can play a sound, it must 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 * PreloadJS, 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. * * Playback
    * 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. * * Plugins
    * 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}}. * *

    Example

    * createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.FlashAudioPlugin]); * createjs.Sound.alternateExtensions = ["mp3"]; * createjs.Sound.addEventListener("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.addEventListener("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); * * Audio Sprites
    * SoundJS has added support for Audio Sprites, 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. * * Benefits of Audio Sprites * * * Drawbacks of Audio Sprites * * *

    Example

    * createjs.Sound.initializeDefaultPlugins(); * 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.addEventListener("fileload", loadSound); * createjs.Sound.registerSounds(sounds, assetsPath); * // after load is complete * createjs.Sound.play("sound2"); * * You can also create audio sprites on the fly by setting the startTime and duration when creating an new AbstractSoundInstance. * * createjs.Sound.play("MyAudioSprite", {startTime: 1000, duration: 400}); * * Mobile Safe Approach
    * 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 * createjs.Sound.initializeDefaultPlugins();), and all sounds need to be played in the scope of the * application. See the MobileSafe demo for a working example. * *

    Example

    * 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 * } * *

    Known Browser and OS issues

    * IE 9 HTML Audio limitations
    * * * Firefox 25 Web Audio limitations * * Safari limitations
    * * * iOS 6 Web Audio limitations
    * * * Android HTML Audio limitations
    * * * * @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 try 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 http://en.wikipedia.org/wiki/Audio_file_format.
    * A very detailed list of file formats can be found at http://www.fileinfo.com/filetypes/audio. * @property SUPPORTED_EXTENSIONS * @type {Array[String]} * @default ["mp3", "ogg", "mpeg", "wav", "m4a", "mp4", "aiff", "wma", "mid"] * @since 0.4.0 */ s.SUPPORTED_EXTENSIONS = ["mp3", "ogg", "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 http://html5doctor.com/html5-audio-the-state-of-play/. * @property EXTENSION_MAP * @type {Object} * @since 0.4.0 * @default {m4a:"mp4"} */ 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. *

    Example

    * 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.addEventListener("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 */ 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 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; /** * The master volume value, which affects all sounds. Use {{#crossLink "Sound/getVolume"}}{{/crossLink}} and * {{#crossLink "Sound/setVolume"}}{{/crossLink}} to modify the volume of all audio. * @property _masterVolume * @type {Number} * @default 1 * @protected * @since 0.4.0 */ s._masterVolume = 1; /** * The master mute value, which affects all sounds. This is applies to all sound instances. This value can be set * through {{#crossLink "Sound/setMute"}}{{/crossLink}} and accessed via {{#crossLink "Sound/getMute"}}{{/crossLink}}. * @property _masterMute * @type {Boolean} * @default false * @protected * @static * @since 0.4.0 */ s._masterMute = false; /** * 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 = {}; // 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 event.src 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 event.src 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 PreloadJS. * 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: * * @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 */ 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. * *

    Example

    * 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}}. * *

    Example

    * if (!createjs.initializeDefaultPlugins()) { return; } * * @method initializeDefaultPlugins * @returns {Boolean} True if a plugin was initialized, false otherwise. * @since 0.4.0 */ 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. * *

    Example

    * 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); }; /** * 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: * * @method getCapabilities * @return {Object} An object containing the capabilities of the active plugin. * @static */ s.getCapabilities = function () { if (s.activePlugin == null) {return null;} return s.activePlugin._capabilities; }; /** * Get a specific capability of the active plugin. See {{#crossLink "Sound/getCapabilities"}}{{/crossLink}} for a * full list of capabilities. * *

    Example

    * var maxAudioInstances = createjs.Sound.getCapability("tracks"); * * @method getCapability * @param {String} key The capability to retrieve * @return {Number|Boolean} The value of the capability. * @static * @see getCapabilities */ s.getCapability = function (key) { if (s.activePlugin == null) {return null;} return s.activePlugin._capabilities[key]; }; /** * Process manifest items from PreloadJS. This method is intended * for usage by a plugin, and not for direct interaction. * @method initLoad * @param {String | Object} src The src or object to load. This is usually a string path, but can also be an * HTMLAudioElement or similar audio playback object. * @param {String} [type] The type of object. Will likely be "sound" or null. * @param {String} [id] An optional user-specified id that is used to play sounds. * @param {Number|String|Boolean|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 * this property is used for other information. The audio channels will set a default based on plugin if no value is found. * @return {Boolean|Object} An object with the modified values of those that were passed in, or false if the active * plugin can not play the audio type. * @protected * @static */ s.initLoad = function (src, type, id, data) { return s._registerSound(src, id, data); }; /** * Internal method for loading sounds. This should not be called directly. * * @method _registerSound * @param {String | Object} src The source to load. * @param {String} [id] An id specified by the user to play the sound later. * @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 audioSprite array of objects in the following format {id, startTime, duration}.
    * id used to play the sound later, in the same manner as a sound src with an id.
    * startTime is the initial offset to start playback and loop from, in milliseconds.
    * duration is the amount of time to play the clip for, in milliseconds.
    * This allows Sound to support audio sprites that are played back by id. * @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 (src, id, data) { if (!s.initializeDefaultPlugins()) {return false;} var details = s._parsePath(src); if (details == null) {return false;} details.type = "sound"; details.id = id; details.data = data; var numChannels = s.activePlugin.defaultNumChannels || 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: details.src, startTime: parseInt(sp.startTime), duration: parseInt(sp.duration)}; } } } if (id != null) {s._idHash[id] = {src: details.src}}; var loader = s.activePlugin.register(details.src, numChannels); // Note only HTML audio uses numChannels SoundChannel.create(details.src, numChannels); // return the number of instances to the user. This will also be returned in the load event. if (data == null || !isNaN(data)) { details.data = numChannels || SoundChannel.maxPerChannel(); } else { details.data.channels = numChannels || SoundChannel.maxPerChannel(); } details.loader = loader; if (loader.onload) {details.completeHandler = loader.onload;} // used by preloadJS if (loader.type) {details.type = loader.type;} return details; }; /** * Register an audio file for loading and future playback in Sound. This is automatically called when using * PreloadJS. 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. * *

    Example

    * createjs.Sound.alternateExtensions = ["mp3"]; * createjs.Sound.addEventListener("fileload", handleLoad); // add an event listener for when load is completed * createjs.Sound.registerSound("myAudioPath/mySound.ogg", "myID", 3); * * @method registerSound * @param {String | Object} src The source or an Object with a "src" property * @param {String} [id] An id specified by the user to play the sound later. * @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 audioSprite array of objects in the following format {id, startTime, duration}.
    * id used to play the sound later, in the same manner as a sound src with an id.
    * startTime is the initial offset to start playback and loop from, in milliseconds.
    * duration is the amount of time to play the clip for, in milliseconds.
    * 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. * @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) { if (src instanceof Object) { basePath = id; id = src.id; data = src.data; src = src.src; } if (basePath != null) {src = basePath + src;} var details = s._registerSound(src, id, data); if(!details) {return false;} if (!s._preloadHash[details.src]) { s._preloadHash[details.src] = [];} s._preloadHash[details.src].push({src:src, id:id, data:details.data}); if (s._preloadHash[details.src].length == 1) { // OJR note this will disallow reloading a sound if loading fails or the source changes var loader = details.loader; loader.on("complete", createjs.proxy(this._handleLoadComplete, this)); loader.on("error", createjs.proxy(this._handleLoadError, this)); s.activePlugin.preload(details.loader); } else { if (s._preloadHash[details.src][0] == true) {return true;} } return details; }; /** * 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. * *

    Example

    * var sounds = [ * {src:"asset0.ogg", id:"example"}, * {src:"asset1.ogg", id:"1", data:6}, * {src:"asset2.mp3", id:"works"} * ]; * createjs.Sound.alternateExtensions = ["mp3"]; // if the passed extension is not supported, try this extension * createjs.Sound.addEventListener("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}}: {src:srcURI, id:ID, data:Data} * with "id" and "data" being optional. You can also set an optional path property that will be prepended to the src of each object. * @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; } } 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); } return returnValues; }; /** * Deprecated. Please use {{#crossLink "Sound/registerSounds"}}{{/crossLink} instead. * * @method registerManifest * @param {Array} sounds An array of objects to load. Objects are expected to be in the format needed for * {{#crossLink "Sound/registerSound"}}{{/crossLink}}: {src:srcURI, id:ID, data:Data} * with "id" and "data" being optional. * @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. * @since 0.4.0 * @depreacted */ s.registerManifest = function(manifest, basePath) { try { console.log("createjs.Sound.registerManifest is deprecated, please use createjs.Sound.registerSounds.") } catch (error) { }; return this.registerSounds(manifest, basePath); }; /** * Remove a sound that has been registered with {{#crossLink "Sound/registerSound"}}{{/crossLink}} or * {{#crossLink "Sound/registerSounds"}}{{/crossLink}}. *
    Note this will stop playback on active instances playing this sound before deleting them. *
    Note if you passed in a basePath, you need to pass it or prepend it to the src here. * *

    Example

    * createjs.Sound.removeSound("myAudioBasePath/mySound.ogg"); * createjs.Sound.removeSound("myID"); * * @method removeSound * @param {String | Object} src The src or ID of the audio, or an Object with a "src" property * @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 = s._getSrcById(src).src; if (basePath != null) {src = basePath + src;} var details = s._parsePath(src); if (details == null) {return false;} src = details.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}}. *
    Note this will stop playback on active instances playing this audio before deleting them. *
    Note if you passed in a basePath, you need to pass it or prepend it to the src here. * *

    Example

    * 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}}: {srcOrID:srcURIorID}. * You can also set an optional path property that will be prepended to the src of each object. * @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; } } for (var i = 0, l = sounds.length; i < l; i++) { returnValues[i] = createjs.Sound.removeSound(sounds[i].src, basePath); } return returnValues; }; /** * Deprecated. Please use {{#crossLink "Sound/removeSounds"}}{{/crossLink}} instead. * * @method removeManifest * @param {Array} manifest An array of objects to remove. Objects are expected to be in the format needed for * {{#crossLink "Sound/removeSound"}}{{/crossLink}}: {srcOrID:srcURIorID} * @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 in manifest was * successfully removed. * @static * @since 0.4.1 * @deprecated */ s.removeManifest = function (manifest, basePath) { try { console.log("createjs.Sound.removeManifest is deprecated, please use createjs.Sound.removeSounds."); } catch (error) { }; return s.removeSounds(manifest, basePath); }; /** * Remove all sounds that have been registered with {{#crossLink "Sound/registerSound"}}{{/crossLink}} or * {{#crossLink "Sound/registerSounds"}}{{/crossLink}}. *
    Note this will stop playback on all active sound instances before deleting them. * *

    Example

    * 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. * *

    Example

    * 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 */ 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; } 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 PreloadJS. * @protected */ 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.getCapabilities(); 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; }; /* --------------- 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. * *

    Example

    * createjs.Sound.addEventListener("fileload", handleLoad); * createjs.Sound.registerSound("myAudioPath/mySound.mp3", "myID", 3); * function handleLoad(event) { * createjs.Sound.play("myID"); * // we can pass in options we want to set inside of an object, and store off AbstractSoundInstance for controlling * var myInstance = createjs.Sound.play("myID", {interrupt: createjs.Sound.INTERRUPT_ANY, loop:-1}); * // alternately, we can pass full source path and specify each argument individually * var myInstance = createjs.Sound.play("myAudioPath/mySound.mp3", createjs.Sound.INTERRUPT_ANY, 0, 0, -1, 1, 0); * } * * 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 play * @param {String} src The src or ID of the audio. * @param {String | Object} [interrupt="none"|options] 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 INTERRUPT_TYPE * constants on the Sound class, with the default defined by {{#crossLink "Sound/defaultInterruptBehavior:property"}}{{/crossLink}}. *
    OR
    * This parameter can be 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). * @param {Number} [delay=0] The amount of time to delay the start of audio playback, in milliseconds. * @param {Number} [offset=0] The offset from the start of the audio to begin playback, in milliseconds. * @param {Number} [loop=0] 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] The volume of the sound, between 0 and 1. Note that the master volume is applied * against the individual volume. * @param {Number} [pan=0] The left-right pan of the sound (if supported), between -1 (left) and 1 (right). * @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. * @static */ s.play = function (src, interrupt, delay, offset, loop, volume, pan, startTime, duration) { if (interrupt instanceof Object) { delay = interrupt.delay; offset = interrupt.offset; loop = interrupt.loop; volume = interrupt.volume; pan = interrupt.pan; startTime = interrupt.startTime; duration = interrupt.duration; interrupt = interrupt.interrupt; } var instance = s.createInstance(src, startTime, duration); var ok = s._playInstance(instance, interrupt, delay, offset, loop, volume, pan); 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. * *

    Example

    * var myInstance = null; * createjs.Sound.addEventListener("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 */ s.createInstance = function (src, startTime, duration) { if (!s.initializeDefaultPlugins()) {return new createjs.DefaultSoundInstance(src, startTime, duration);} 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); } else { instance = new createjs.DefaultSoundInstance(src, startTime, duration);; } instance.uniqueId = s._lastID++; return instance; }; /** * 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/setVolume"}}{{/crossLink}} instead. * *

    Example

    * createjs.Sound.setVolume(0.5); * * @method setVolume * @param {Number} value The master volume value. The acceptable range is 0-1. * @static */ 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); } } }; /** * Get the master volume of Sound. The master volume is multiplied against each sound's individual volume. * To get individual sound volume, use AbstractSoundInstance {{#crossLink "AbstractSoundInstance/volume:property"}}{{/crossLink}} instead. * *

    Example

    * var masterVolume = createjs.Sound.getVolume(); * * @method getVolume * @return {Number} The master volume, in a range of 0-1. * @static */ s.getVolume = function () { return s._masterVolume; }; /** * 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/setMute"}}{{/crossLink}} instead. * *

    Example

    * createjs.Sound.setMute(true); * * @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 */ 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; }; /** * Returns the global mute value. To get the mute value of an individual instance, use AbstractSoundInstance * {{#crossLink "AbstractSoundInstance/getMute"}}{{/crossLink}} instead. * *

    Example

    * var muted = createjs.Sound.getMute(); * * @method getMute * @return {Boolean} The mute value of Sound. * @static * @since 0.4.0 */ s.getMute = function () { return this._masterMute; }; /** * 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}}. * *

    Example

    * 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 } }; /* --------------- 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 {String | Object} [interrupt="none"|options] 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 INTERRUPT_TYPE * constants on the Sound class, with the default defined by {{#crossLink "Sound/defaultInterruptBehavior"}}{{/crossLink}}. *
    OR
    * This parameter can be an object that contains any or all optional properties by name, including: interrupt, * delay, offset, loop, volume, and pan (see the above code sample). * @param {Number} [delay=0] Time in milliseconds before playback begins. * @param {Number} [offset=instance.offset] Time into the sound to begin playback in milliseconds. Defaults to the * current value on the instance. * @param {Number} [loop=0] The number of times to loop the audio. Use 0 for no loops, and -1 for an infinite loop. * @param {Number} [volume] The volume of the sound between 0 and 1. Defaults to current instance value. * @param {Number} [pan] The pan of the sound between -1 and 1. Defaults to current instance value. * @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, interrupt, delay, offset, loop, volume, pan) { if (interrupt instanceof Object) { delay = interrupt.delay; offset = interrupt.offset; loop = interrupt.loop; volume = interrupt.volume; pan = interrupt.pan; interrupt = interrupt.interrupt; } interrupt = interrupt || s.defaultInterruptBehavior; if (delay == null) {delay = 0;} if (offset == null) {offset = instance.getPosition();} if (loop == null) {loop = instance.loop;} if (volume == null) {volume = instance.volume;} if (pan == null) {pan = instance.pan;} if (delay == 0) { var ok = s._beginPlaying(instance, interrupt, offset, loop, volume, pan); 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, interrupt, offset, loop, volume, pan); }, 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 {String} [interrupt=none] How this sound interrupts other instances with the same source. Defaults to * {{#crossLink "Sound/INTERRUPT_NONE:property"}}{{/crossLink}}. Interrupts are defined as INTERRUPT_TYPE * constants on Sound. * @param {Number} [offset] Time in milliseconds into the sound to begin playback. Defaults to the current value on * the instance. * @param {Number} [loop=0] The number of times to loop the audio. Use 0 for no loops, and -1 for an infinite loop. * @param {Number} [volume] The volume of the sound between 0 and 1. Defaults to the current value on the instance. * @param {Number} [pan=instance.pan] The pan of the sound between -1 and 1. Defaults to current instance value. * @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, interrupt, offset, loop, volume, pan) { if (!SoundChannel.add(instance, interrupt)) { return false; } var result = instance._beginPlaying(offset, loop, volume, pan); 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; /** * 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 }()); //############################################################################## // AbstractSoundInstance.js //############################################################################## this.createjs = this.createjs || {}; /** * A AbstractSoundInstance is created when any calls to the Sound API method {{#crossLink "Sound/play"}}{{/crossLink}} or * {{#crossLink "Sound/createInstance"}}{{/crossLink}} are made. The AbstractSoundInstance is returned by the active plugin * for control by the user. * *

    Example

    * var myInstance = createjs.Sound.play("myAssetPath/mySrcFile.mp3"); * * A number of additional parameters provide a quick way to determine how a sound is played. Please see the Sound * API method {{#crossLink "Sound/play"}}{{/crossLink}} for a list of arguments. * * Once a AbstractSoundInstance is created, a reference can be stored that can be used to control the audio directly through * the AbstractSoundInstance. If the reference is not stored, the AbstractSoundInstance will play out its audio (and any loops), and * is then de-referenced from the {{#crossLink "Sound"}}{{/crossLink}} class so that it can be cleaned up. If audio * playback has completed, a simple call to the {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}} instance method * will rebuild the references the Sound class need to control it. * * var myInstance = createjs.Sound.play("myAssetPath/mySrcFile.mp3", {loop:2}); * myInstance.addEventListener("loop", handleLoop); * function handleLoop(event) { * myInstance.volume = myInstance.volume * 0.5; * } * * Events are dispatched from the instance to notify when the sound has completed, looped, or when playback fails * * var myInstance = createjs.Sound.play("myAssetPath/mySrcFile.mp3"); * myInstance.addEventListener("complete", handleComplete); * myInstance.addEventListener("loop", handleLoop); * myInstance.addEventListener("failed", handleFailed); * * * @class AbstractSoundInstance * @param {String} src The path to and file name of the sound. * @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds. * @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds. * @param {Object} playbackResource Any resource needed by plugin to support audio playback. * @extends EventDispatcher * @constructor */ (function () { "use strict"; // Constructor: var AbstractSoundInstance = function (src, startTime, duration, playbackResource) { this.EventDispatcher_constructor(); // public properties: /** * The source of the sound. * @property src * @type {String} * @default null */ this.src = src; /** * The unique ID of the instance. This is set by {{#crossLink "Sound"}}{{/crossLink}}. * @property uniqueId * @type {String} | Number * @default -1 */ this.uniqueId = -1; /** * The play state of the sound. Play states are defined as constants on {{#crossLink "Sound"}}{{/crossLink}}. * @property playState * @type {String} * @default null */ this.playState = null; /** * A Timeout created by {{#crossLink "Sound"}}{{/crossLink}} when this AbstractSoundInstance is played with a delay. * This allows AbstractSoundInstance to remove the delay if stop, pause, or cleanup are called before playback begins. * @property delayTimeoutId * @type {timeoutVariable} * @default null * @protected * @since 0.4.0 */ this.delayTimeoutId = null; // TODO consider moving delay into AbstractSoundInstance so it can be handled by plugins // private properties /** * Audio sprite property used to determine the starting offset. * @type {Number} * @default null * @protected */ this._startTime = Math.max(0, startTime || 0); //TODO add a getter / setter for startTime? // Getter / Setter Properties // OJR TODO find original reason that we didn't use defined functions. I think it was performance related /** * The volume of the sound, between 0 and 1. *
    Note this uses a getter setter, which is not supported by Firefox versions 3.6 or lower and Opera versions 11.50 or lower, * and Internet Explorer 8 or lower. Instead use {{#crossLink "AbstractSoundInstance/setVolume"}}{{/crossLink}} and {{#crossLink "AbstractSoundInstance/getVolume"}}{{/crossLink}}. * * The actual output volume of a sound can be calculated using: * myInstance.volume * createjs.Sound.getVolume(); * * @property volume * @type {Number} * @default 1 */ this._volume = 1; if (createjs.definePropertySupported) { Object.defineProperty(this, "volume", { get: this.getVolume, set: this.setVolume }); } /** * The pan of the sound, between -1 (left) and 1 (right). Note that pan is not supported by HTML Audio. * *
    Note this uses a getter setter, which is not supported by Firefox versions 3.6 or lower, Opera versions 11.50 or lower, * and Internet Explorer 8 or lower. Instead use {{#crossLink "AbstractSoundInstance/setPan"}}{{/crossLink}} and {{#crossLink "AbstractSoundInstance/getPan"}}{{/crossLink}}. *
    Note in WebAudioPlugin this only gives us the "x" value of what is actually 3D audio. * * @property pan * @type {Number} * @default 0 */ this._pan = 0; if (createjs.definePropertySupported) { Object.defineProperty(this, "pan", { get: this.getPan, set: this.setPan }); } /** * The length of the audio clip, in milliseconds. * *
    Note this uses a getter setter, which is not supported by Firefox versions 3.6 or lower, Opera versions 11.50 or lower, * and Internet Explorer 8 or lower. Instead use {{#crossLink "AbstractSoundInstance/setDuration"}}{{/crossLink}} and {{#crossLink "AbstractSoundInstance/getDuration"}}{{/crossLink}}. * * @property duration * @type {Number} * @default 0 * @since 0.6.0 */ this._duration = Math.max(0, duration || 0); if (createjs.definePropertySupported) { Object.defineProperty(this, "duration", { get: this.getDuration, set: this.setDuration }); } /** * Object that holds plugin specific resource need for audio playback. * This is set internally by the plugin. For example, WebAudioPlugin will set an array buffer, * HTMLAudioPlugin will set a tag, FlashAudioPlugin will set a flash reference. * * @property playbackResource * @type {Object} * @default null */ this._playbackResource = null; if (createjs.definePropertySupported) { Object.defineProperty(this, "playbackResource", { get: this.getPlaybackResource, set: this.setPlaybackResource }); } if(playbackResource !== false && playbackResource !== true) { this.setPlaybackResource(playbackResource); } /** * The position of the playhead in milliseconds. This can be set while a sound is playing, paused, or stopped. * *
    Note this uses a getter setter, which is not supported by Firefox versions 3.6 or lower, Opera versions 11.50 or lower, * and Internet Explorer 8 or lower. Instead use {{#crossLink "AbstractSoundInstance/setPosition"}}{{/crossLink}} and {{#crossLink "AbstractSoundInstance/getPosition"}}{{/crossLink}}. * * @property position * @type {Number} * @default 0 * @since 0.6.0 */ this._position = 0; if (createjs.definePropertySupported) { Object.defineProperty(this, "position", { get: this.getPosition, set: this.setPosition }); } /** * The number of play loops remaining. Negative values will loop infinitely. * *
    Note this uses a getter setter, which is not supported by Firefox versions 3.6 or lower, Opera versions 11.50 or lower, * and Internet Explorer 8 or lower. Instead use {{#crossLink "AbstractSoundInstance/setLoop"}}{{/crossLink}} and {{#crossLink "AbstractSoundInstance/getLoop"}}{{/crossLink}}. * * @property loop * @type {Number} * @default 0 * @public * @since 0.6.0 */ this._loop = 0; if (createjs.definePropertySupported) { Object.defineProperty(this, "loop", { get: this.getLoop, set: this.setLoop }); } /** * Determines if the audio is currently muted. * *
    Note this uses a getter setter, which is not supported by Firefox versions 3.6 or lower, Opera versions 11.50 or lower, * and Internet Explorer 8 or lower. Instead use {{#crossLink "AbstractSoundInstance/setMute"}}{{/crossLink}} and {{#crossLink "AbstractSoundInstance/getMute"}}{{/crossLink}}. * * @property muted * @type {Boolean} * @default false * @since 0.6.0 */ this._muted = false; if (createjs.definePropertySupported) { Object.defineProperty(this, "muted", { get: this.getMuted, set: this.setMuted }); } /** * Tells you if the audio is currently paused. * *
    Note this uses a getter setter, which is not supported by Firefox versions 3.6 or lower, Opera versions 11.50 or lower, * and Internet Explorer 8 or lower. * Use {{#crossLink "AbstractSoundInstance/pause:method"}}{{/crossLink}} and {{#crossLink "AbstractSoundInstance/resume:method"}}{{/crossLink}} to set. * * @property paused * @type {Boolean} */ this._paused = false; if (createjs.definePropertySupported) { Object.defineProperty(this, "paused", { get: this.getPaused, set: this.setPaused }); } // Events /** * The event that is fired when playback has started successfully. * @event succeeded * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @since 0.4.0 */ /** * The event that is fired when playback is interrupted. This happens when another sound with the same * src property is played using an interrupt value that causes this instance to stop playing. * @event interrupted * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @since 0.4.0 */ /** * The event that is fired when playback has failed. This happens when there are too many channels with the same * src property already playing (and the interrupt value doesn't cause an interrupt of another instance), or * the sound could not be played, perhaps due to a 404 error. * @event failed * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @since 0.4.0 */ /** * The event that is fired when a sound has completed playing but has loops remaining. * @event loop * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @since 0.4.0 */ /** * The event that is fired when playback completes. This means that the sound has finished playing in its * entirety, including its loop iterations. * @event complete * @param {Object} target The object that dispatched the event. * @param {String} type The event type. * @since 0.4.0 */ }; var p = createjs.extend(AbstractSoundInstance, createjs.EventDispatcher); // Public Methods: /** * Play an instance. This method is intended to be called on SoundInstances that already exist (created * with the Sound API {{#crossLink "Sound/createInstance"}}{{/crossLink}} or {{#crossLink "Sound/play"}}{{/crossLink}}). * *

    Example

    * var myInstance = createjs.Sound.createInstance(mySrc); * myInstance.play({offset:1, loop:2, pan:0.5}); // options as object properties * myInstance.play(createjs.Sound.INTERRUPT_ANY); // options as parameters * * Note that if this sound is already playing, this call will do nothing. * * @method play * @param {String | Object} [interrupt="none"|options] 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 INTERRUPT_TYPE * constants on the Sound class, with the default defined by Sound {{#crossLink "Sound/defaultInterruptBehavior:property"}}{{/crossLink}}. *
    OR
    * This parameter can be an object that contains any or all optional properties by name, including: interrupt, * delay, offset, loop, volume, and pan (see the above code sample). * @param {Number} [delay=0] The delay in milliseconds before the sound starts * @param {Number} [offset=0] How far into the sound to begin playback, in milliseconds. * @param {Number} [loop=0] The number of times to loop the audio. Use -1 for infinite loops. * @param {Number} [volume=1] The volume of the sound, between 0 and 1. * @param {Number} [pan=0] The pan of the sound between -1 (left) and 1 (right). Note that pan is not supported * for HTML Audio. * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls. */ p.play = function (interrupt, delay, offset, loop, volume, pan) { if (this.playState == createjs.Sound.PLAY_SUCCEEDED) { if (interrupt instanceof Object) { offset = interrupt.offset; loop = interrupt.loop; volume = interrupt.volume; pan = interrupt.pan; } if (offset != null) { this.setPosition(offset) } if (loop != null) { this.setLoop(loop); } if (volume != null) { this.setVolume(volume); } if (pan != null) { this.setPan(pan); } if (this._paused) { this.setPaused(false); } return; } this._cleanUp(); createjs.Sound._playInstance(this, interrupt, delay, offset, loop, volume, pan); // make this an event dispatch?? return this; }; /** * Deprecated, please use {{#crossLink "AbstractSoundInstance/paused:property"}}{{/crossLink}} instead. * * @method pause * @return {Boolean} If the pause call succeeds. This will return false if the sound isn't currently playing. * @deprecated */ p.pause = function () { if (this._paused || this.playState != createjs.Sound.PLAY_SUCCEEDED) {return false;} this.setPaused(true); return true; }; /** * Deprecated, please use {{#crossLink "AbstractSoundInstance/paused:property"}}{{/crossLink}} instead. * * @method resume * @return {Boolean} If the resume call succeeds. This will return false if called on a sound that is not paused. * @deprecated */ p.resume = function () { if (!this._paused) {return false;} this.setPaused(false); return true; }; /** * Stop playback of the instance. Stopped sounds will reset their position to 0, and calls to {{#crossLink "AbstractSoundInstance/resume"}}{{/crossLink}} * will fail. To start playback again, call {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}}. * *

    Example

    * * myInstance.stop(); * * @method stop * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls. */ p.stop = function () { this._position = 0; this._paused = false; this._handleStop(); this._cleanUp(); this.playState = createjs.Sound.PLAY_FINISHED; return this; }; /** * Remove all external references and resources from AbstractSoundInstance. Note this is irreversible and AbstractSoundInstance will no longer work * @method destroy * @since 0.6.0 */ p.destroy = function() { this._cleanUp(); this.src = null; this.playbackResource = null; this.removeAllEventListeners(); }; p.toString = function () { return "[AbstractSoundInstance]"; }; // get/set methods that allow support for IE8 /** * NOTE {{#crossLink "AbstractSoundInstance/paused:property"}}{{/crossLink}} can be accessed directly as a property, * and getPaused remains to allow support for IE8 with FlashAudioPlugin. * * Returns true if the instance is currently paused. * * @method getPaused * @returns {boolean} If the instance is currently paused * @since 0.6.0 */ p.getPaused = function() { return this._paused; }; /** * NOTE {{#crossLink "AbstractSoundInstance/paused:property"}}{{/crossLink}} can be accessed directly as a property, * setPaused remains to allow support for IE8 with FlashAudioPlugin. * * Pause or resume the instance. Note you can also resume playback with {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}}. * * @param {boolean} value * @since 0.6.0 * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls. */ p.setPaused = function (value) { if ((value !== true && value !== false) || this._paused == value) {return;} if (value == true && this.playState != createjs.Sound.PLAY_SUCCEEDED) {return;} this._paused = value; if(value) { this._pause(); } else { this._resume(); } clearTimeout(this.delayTimeoutId); return this; }; /** * NOTE {{#crossLink "AbstractSoundInstance/volume:property"}}{{/crossLink}} can be accessed directly as a property, * setVolume remains to allow support for IE8 with FlashAudioPlugin. * * Set the volume of the instance. * *

    Example

    * myInstance.setVolume(0.5); * * Note that the master volume set using the Sound API method {{#crossLink "Sound/setVolume"}}{{/crossLink}} * will be applied to the instance volume. * * @method setVolume * @param value The volume to set, between 0 and 1. * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls. */ p.setVolume = function (value) { if (value == this._volume) { return this; } this._volume = Math.max(0, Math.min(1, value)); if (!this._muted) { this._updateVolume(); } return this; }; /** * NOTE {{#crossLink "AbstractSoundInstance/volume:property"}}{{/crossLink}} can be accessed directly as a property, * getVolume remains to allow support for IE8 with FlashAudioPlugin. * * Get the volume of the instance. The actual output volume of a sound can be calculated using: * myInstance.getVolume() * createjs.Sound.getVolume(); * * @method getVolume * @return The current volume of the sound instance. */ p.getVolume = function () { return this._volume; }; /** * Deprecated, please use {{#crossLink "AbstractSoundInstance/muted:property"}}{{/crossLink}} instead. * * @method setMute * @param {Boolean} value If the sound should be muted. * @return {Boolean} If the mute call succeeds. * @deprecated */ p.setMute = function (value) { this.setMuted(value); }; /** * Deprecated, please use {{#crossLink "AbstractSoundInstance/muted:property"}}{{/crossLink}} instead. * * @method getMute * @return {Boolean} If the sound is muted. * @deprecated */ p.getMute = function () { return this._muted; }; /** * NOTE {{#crossLink "AbstractSoundInstance/muted:property"}}{{/crossLink}} can be accessed directly as a property, * setMuted exists to allow support for IE8 with FlashAudioPlugin. * * Mute and unmute the sound. Muted sounds will still play at 0 volume. Note that an unmuted sound may still be * silent depending on {{#crossLink "Sound"}}{{/crossLink}} volume, instance volume, and Sound muted. * *

    Example

    * myInstance.setMuted(true); * * @method setMute * @param {Boolean} value If the sound should be muted. * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls. * @since 0.6.0 */ p.setMuted = function (value) { if (value !== true && value !== false) {return;} this._muted = value; this._updateVolume(); return this; }; /** * NOTE {{#crossLink "AbstractSoundInstance/muted:property"}}{{/crossLink}} can be accessed directly as a property, * getMuted remains to allow support for IE8 with FlashAudioPlugin. * * Get the mute value of the instance. * *

    Example

    * var isMuted = myInstance.getMuted(); * * @method getMute * @return {Boolean} If the sound is muted. * @since 0.6.0 */ p.getMuted = function () { return this._muted; }; /** * NOTE {{#crossLink "AbstractSoundInstance/pan:property"}}{{/crossLink}} can be accessed directly as a property, * getPan remains to allow support for IE8 with FlashAudioPlugin. * * Set the left(-1)/right(+1) pan of the instance. Note that {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}} does not * support panning, and only simple left/right panning has been implemented for {{#crossLink "WebAudioPlugin"}}{{/crossLink}}. * The default pan value is 0 (center). * *

    Example

    * * myInstance.setPan(-1); // to the left! * * @method setPan * @param {Number} value The pan value, between -1 (left) and 1 (right). * @return {AbstractSoundInstance} Returns reference to itself for chaining calls */ p.setPan = function (value) { if(value == this._pan) { return this; } this._pan = Math.max(-1, Math.min(1, value)); this._updatePan(); return this; }; /** * NOTE {{#crossLink "AbstractSoundInstance/pan:property"}}{{/crossLink}} can be accessed directly as a property, * getPan remains to allow support for IE8 with FlashAudioPlugin. * * Get the left/right pan of the instance. Note in WebAudioPlugin this only gives us the "x" value of what is * actually 3D audio. * *

    Example

    * * var myPan = myInstance.getPan(); * * @method getPan * @return {Number} The value of the pan, between -1 (left) and 1 (right). */ p.getPan = function () { return this._pan; }; /** * NOTE {{#crossLink "AbstractSoundInstance/position:property"}}{{/crossLink}} can be accessed directly as a property, * getPosition remains to allow support for IE8 with FlashAudioPlugin. * * Get the position of the playhead of the instance in milliseconds. * *

    Example

    * var currentOffset = myInstance.getPosition(); * * @method getPosition * @return {Number} The position of the playhead in the sound, in milliseconds. */ p.getPosition = function () { if (!this._paused && this.playState == createjs.Sound.PLAY_SUCCEEDED) { return this._calculateCurrentPosition(); // sets this._position } return this._position; }; /** * NOTE {{#crossLink "AbstractSoundInstance/position:property"}}{{/crossLink}} can be accessed directly as a property, * setPosition remains to allow support for IE8 with FlashAudioPlugin. * * Set the position of the playhead in the instance. This can be set while a sound is playing, paused, or * stopped. * *

    Example

    * myInstance.setPosition(myInstance.getDuration()/2); // set audio to its halfway point. * * @method setPosition * @param {Number} value The position to place the playhead, in milliseconds. * @return {AbstractSoundInstance} Returns reference to itself for chaining calls */ p.setPosition = function (value) { this._position = Math.max(0, value); if (this.playState == createjs.Sound.PLAY_SUCCEEDED) { this._updatePosition(); } return this; }; /** * NOTE {{#crossLink "AbstractSoundInstance/duration:property"}}{{/crossLink}} can be accessed directly as a property, * getDuration exists to allow support for IE8 with FlashAudioPlugin. * * Get the duration of the instance, in milliseconds. * Note a sound needs to be loaded before it will have duration, unless it was set manually to create an audio sprite. * *

    Example

    * var soundDur = myInstance.getDuration(); * * @method getDuration * @return {Number} The duration of the sound instance in milliseconds. */ p.getDuration = function () { return this._duration; }; /** * NOTE {{#crossLink "AbstractSoundInstance/duration:property"}}{{/crossLink}} can be accessed directly as a property, * setDuration exists to allow support for IE8 with FlashAudioPlugin. * * Set the duration of the audio. Generally this is not called, but it can be used to create an audio sprite out of an existing AbstractSoundInstance. * * @method setDuration * @param {number} value The new duration time in milli seconds. * @return {AbstractSoundInstance} Returns reference to itself for chaining calls * @since 0.6.0 */ p.setDuration = function (value) { if (value == this._duration) { return this; } this._duration = Math.max(0, value || 0); this._updateDuration(); return this; }; /** * NOTE {{#crossLink "AbstractSoundInstance/playbackResource:property"}}{{/crossLink}} can be accessed directly as a property, * setPlaybackResource exists to allow support for IE8 with FlashAudioPlugin. * * An object containing any resources needed for audio playback, set by the plugin. * Only meant for use by advanced users. * * @method setPlayback * @param {Object} value The new playback resource. * @return {AbstractSoundInstance} Returns reference to itself for chaining calls * @since 0.6.0 **/ p.setPlaybackResource = function (value) { this._playbackResource = value; if (this._duration == 0) { this._setDurationFromSource(); } return this; }; /** * NOTE {{#crossLink "AbstractSoundInstance/playbackResource:property"}}{{/crossLink}} can be accessed directly as a property, * getPlaybackResource exists to allow support for IE8 with FlashAudioPlugin. * * An object containing any resources needed for audio playback, usually set by the plugin. * * @method setPlayback * @param {Object} value The new playback resource. * @return {Object} playback resource used for playing audio * @since 0.6.0 **/ p.getPlaybackResource = function () { return this._playbackResource; }; /** * NOTE {{#crossLink "AbstractSoundInstance/loop:property"}}{{/crossLink}} can be accessed directly as a property, * getLoop exists to allow support for IE8 with FlashAudioPlugin. * * The number of play loops remaining. Negative values will loop infinitely. * * @method getLoop * @return {number} * @since 0.6.0 **/ p.getLoop = function () { return this._loop; }; /** * NOTE {{#crossLink "AbstractSoundInstance/loop:property"}}{{/crossLink}} can be accessed directly as a property, * setLoop exists to allow support for IE8 with FlashAudioPlugin. * * Set the number of play loops remaining. * * @method setLoop * @param {number} value The number of times to loop after play. * @since 0.6.0 */ p.setLoop = function (value) { if(this._playbackResource != null) { // remove looping if (this._loop != 0 && value == 0) { this._removeLooping(value); } // add looping if (this._loop == 0 && value != 0) { this._addLooping(value); } } this._loop = value; }; // Private Methods: /** * A helper method that dispatches all events for AbstractSoundInstance. * @method _sendEvent * @param {String} type The event type * @protected */ p._sendEvent = function (type) { var event = new createjs.Event(type); this.dispatchEvent(event); }; /** * Clean up the instance. Remove references and clean up any additional properties such as timers. * @method _cleanUp * @protected */ p._cleanUp = function () { clearTimeout(this.delayTimeoutId); // clear timeout that plays delayed sound this._handleCleanUp(); this._paused = false; createjs.Sound._playFinished(this); // TODO change to an event }; /** * The sound has been interrupted. * @method _interrupt * @protected */ p._interrupt = function () { this._cleanUp(); this.playState = createjs.Sound.PLAY_INTERRUPTED; this._sendEvent("interrupted"); }; /** * Called by the Sound class when the audio is ready to play (delay has completed). Starts sound playing if the * src is loaded, otherwise playback will fail. * @method _beginPlaying * @param {Number} offset How far into the sound to begin playback, in milliseconds. * @param {Number} loop The number of times to loop the audio. Use -1 for infinite loops. * @param {Number} volume The volume of the sound, between 0 and 1. * @param {Number} pan The pan of the sound between -1 (left) and 1 (right). Note that pan does not work for HTML Audio. * @return {Boolean} If playback succeeded. * @protected */ p._beginPlaying = function (offset, loop, volume, pan) { this.setPosition(offset); this.setLoop(loop); this.setVolume(volume); this.setPan(pan); if (this._playbackResource != null && this._position < this._duration) { this._paused = false; this._handleSoundReady(); this.playState = createjs.Sound.PLAY_SUCCEEDED; this._sendEvent("succeeded"); return true; } else { this._playFailed(); return false; } }; /** * Play has failed, which can happen for a variety of reasons. * Cleans up instance and dispatches failed event * @method _playFailed * @private */ p._playFailed = function () { this._cleanUp(); this.playState = createjs.Sound.PLAY_FAILED; this._sendEvent("failed"); }; /** * Audio has finished playing. Manually loop it if required. * @method _handleSoundComplete * @param event * @protected */ p._handleSoundComplete = function (event) { this._position = 0; // have to set this as it can be set by pause during playback if (this._loop != 0) { this._loop--; // NOTE this introduces a theoretical limit on loops = float max size x 2 - 1 this._handleLoop(); this._sendEvent("loop"); return; } this._cleanUp(); this.playState = createjs.Sound.PLAY_FINISHED; this._sendEvent("complete"); }; // Plugin specific code /** * Handles starting playback when the sound is ready for playing. * @method _handleSoundReady * @protected */ p._handleSoundReady = function () { // plugin specific code }; /** * Internal function used to update the volume based on the instance volume, master volume, instance mute value, * and master mute value. * @method _updateVolume * @protected */ p._updateVolume = function () { // plugin specific code }; /** * Internal function used to update the pan * @method _updatePan * @protected * @since 0.6.0 */ p._updatePan = function () { // plugin specific code }; /** * Internal function used to update the duration of the audio. * @method _updateDuration * @protected * @since 0.6.0 */ p._updateDuration = function () { // plugin specific code }; /** * Internal function used to get the duration of the audio from the source we'll be playing. * @method _updateDuration * @protected * @since 0.6.0 */ p._setDurationFromSource = function () { // plugin specific code }; /** * Internal function that calculates the current position of the playhead and sets it on this._position * @method _updatePosition * @protected * @since 0.6.0 */ p._calculateCurrentPosition = function () { // plugin specific code that sets this.position }; /** * Internal function used to update the position of the playhead. * @method _updatePosition * @protected * @since 0.6.0 */ p._updatePosition = function () { // plugin specific code }; /** * Internal function called when looping is removed during playback. * @method _removeLooping * @protected * @since 0.6.0 */ p._removeLooping = function () { // plugin specific code }; /** * Internal function called when looping is added during playback. * @method _addLooping * @protected * @since 0.6.0 */ p._addLooping = function () { // plugin specific code }; /** * Internal function called when pausing playback * @method _pause * @protected * @since 0.6.0 */ p._pause = function () { // plugin specific code }; /** * Internal function called when resuming playback * @method _resume * @protected * @since 0.6.0 */ p._resume = function () { // plugin specific code }; /** * Internal function called when stopping playback * @method _handleStop * @protected * @since 0.6.0 */ p._handleStop = function() { // plugin specific code }; /** * Internal function called when AbstractSoundInstance is being cleaned up * @method _handleCleanUp * @protected * @since 0.6.0 */ p._handleCleanUp = function() { // plugin specific code }; /** * Internal function called when AbstractSoundInstance has played to end and is looping * @method _handleCleanUp * @protected * @since 0.6.0 */ p._handleLoop = function () { // plugin specific code }; createjs.AbstractSoundInstance = createjs.promote(AbstractSoundInstance, "EventDispatcher"); createjs.DefaultSoundInstance = createjs.AbstractSoundInstance; // used when no plugin is supported }()); //############################################################################## // AbstractPlugin.js //############################################################################## this.createjs = this.createjs || {}; (function () { "use strict"; // constructor: /** * A default plugin class used as a base for all other plugins. * @class AbstractPlugin * @constructor * @since 0.6.0 */ var AbstractPlugin = function () { // private properties: /** * The capabilities of the plugin. * method and is used internally. * @property _capabilities * @type {Object} * @default null * @protected * @static */ this._capabilities = null; /** * Object hash indexed by the source URI of all created loaders, used to properly destroy them if sources are removed. * @type {Object} * @protected */ this._loaders = {}; /** * Object hash indexed by the source URI of each file to indicate if an audio source has begun loading, * is currently loading, or has completed loading. Can be used to store non boolean data after loading * is complete (for example arrayBuffers for web audio). * @property _audioSources * @type {Object} * @protected */ this._audioSources = {}; /** * Object hash indexed by the source URI of all created SoundInstances, updates the playbackResource if it loads after they are created, * and properly destroy them if sources are removed * @type {Object} * @protected */ this._soundInstances = {}; /** * A reference to a loader class used by a plugin that must be set. * @type {Object} * @protected */ this._loaderClass; /** * A reference to an AbstractSoundInstance class used by a plugin that must be set. * @type {Object} * @protected; */ this._soundInstanceClass; }; var p = AbstractPlugin.prototype; // Static Properties: // NOTE THESE PROPERTIES NEED TO BE ADDED TO EACH PLUGIN /** * The capabilities of the plugin. This is generated via the {{#crossLink "WebAudioPlugin/_generateCapabilities:method"}}{{/crossLink}} * method and is used internally. * @property _capabilities * @type {Object} * @default null * @protected * @static */ AbstractPlugin._capabilities = null; /** * Determine if the plugin can be used in the current browser/OS. * @method isSupported * @return {Boolean} If the plugin can be initialized. * @static */ AbstractPlugin.isSupported = function () { return true; }; // public methods: /** * Pre-register a sound for preloading and setup. This is called by {{#crossLink "Sound"}}{{/crossLink}}. * Note all plugins provide a Loader instance, which PreloadJS * can use to assist with preloading. * @method register * @param {String} src The source of the audio * @param {Number} instances The number of concurrently playing instances to allow for the channel at any time. * Note that not every plugin will manage this value. * @return {Object} A result object, containing a "tag" for preloading purposes. */ p.register = function (src, instances) { this._audioSources[src] = true; this._soundInstances[src] = []; if(this._loaders[src]) {return this._loaders[src];} // already loading/loaded this, so don't load twice // OJR potential issue that we won't be firing loaded event, might need to trigger if this is already loaded? var loader = new this._loaderClass(src); loader.on("complete", createjs.proxy(this._handlePreloadComplete, this)); this._loaders[src] = loader; return loader; }; // note sound calls register before calling preload /** * Internally preload a sound. * @method preload * @param {Loader} loader The sound URI to load. */ p.preload = function (loader) { loader.on("error", createjs.proxy(this._handlePreloadError, this)); loader.load(); }; /** * Checks if preloading has started for a specific source. If the source is found, we can assume it is loading, * or has already finished loading. * @method isPreloadStarted * @param {String} src The sound URI to check. * @return {Boolean} */ p.isPreloadStarted = function (src) { return (this._audioSources[src] != null); }; /** * Checks if preloading has finished for a specific source. * @method isPreloadComplete * @param {String} src The sound URI to load. * @return {Boolean} */ p.isPreloadComplete = function (src) { return (!(this._audioSources[src] == null || this._audioSources[src] == true)); }; /** * Remove a sound added using {{#crossLink "WebAudioPlugin/register"}}{{/crossLink}}. Note this does not cancel a preload. * @method removeSound * @param {String} src The sound URI to unload. */ p.removeSound = function (src) { for (var i = this._soundInstances[src].length; i--; ) { var item = this._soundInstances[src][i]; item.destroy(); } delete(this._soundInstances[src]); delete(this._audioSources[src]); this._loaders[src].destroy(); delete(this._loaders[src]); }; /** * Remove all sounds added using {{#crossLink "WebAudioPlugin/register"}}{{/crossLink}}. Note this does not cancel a preload. * @method removeAllSounds * @param {String} src The sound URI to unload. */ p.removeAllSounds = function () { for(var key in this._audioSources) { this.removeSound(key); } }; /** * Create a sound instance. If the sound has not been preloaded, it is internally preloaded here. * @method create * @param {String} src The sound source to use. * @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds. * @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds. * @return {AbstractSoundInstance} A sound instance for playback and control. */ p.create = function (src, startTime, duration) { if (!this.isPreloadStarted(src)) { this.preload(this.register(src)); } var si = new this._soundInstanceClass(src, startTime, duration, this._audioSources[src]); this._soundInstances[src].push(si); return si; }; // TODO Volume & mute Getter / Setter?? // TODO change calls to return nothing or this for chaining?? // if a plugin does not support volume and mute, it should set these to null /** * Set the master volume of the plugin, which affects all SoundInstances. * @method setVolume * @param {Number} value The volume to set, between 0 and 1. * @return {Boolean} If the plugin processes the setVolume call (true). The Sound class will affect all the * instances manually otherwise. */ p.setVolume = function (value) { this._volume = value; this._updateVolume(); return true; }; /** * Get the master volume of the plugin, which affects all SoundInstances. * @method getVolume * @return The volume level, between 0 and 1. */ p.getVolume = function () { return this._volume; }; /** * Mute all sounds via the plugin. * @method setMute * @param {Boolean} value If all sound should be muted or not. Note that plugin-level muting just looks up * the mute value of Sound {{#crossLink "Sound/getMute"}}{{/crossLink}}, so this property is not used here. * @return {Boolean} If the mute call succeeds. */ p.setMute = function (value) { this._updateVolume(); return true; }; // plugins should overwrite this method p.toString = function () { return "[AbstractPlugin]"; }; // private methods: /** * Handles internal preload completion. * @method _handlePreloadComplete * @protected */ p._handlePreloadComplete = function (event) { var src = event.target.getItem().src; this._audioSources[src] = event.result; for (var i = 0, l = this._soundInstances[src].length; i < l; i++) { var item = this._soundInstances[src][i]; item.setPlaybackResource(this._audioSources[src]); // ToDo consider adding play call here if playstate == playfailed } }; /** * Handles internal preload erros * @method _handlePreloadError * @param event * @protected */ p._handlePreloadError = function(event) { //delete(this._audioSources[src]); }; /** * Set the gain value for master audio. Should not be called externally. * @method _updateVolume * @protected */ p._updateVolume = function () { // Plugin Specific code }; createjs.AbstractPlugin = AbstractPlugin; }()); //############################################################################## // WebAudioLoader.js //############################################################################## this.createjs = this.createjs || {}; (function () { "use strict"; /** * Loader provides a mechanism to preload Web Audio content via PreloadJS or internally. Instances are returned to * the preloader, and the load method is called when the asset needs to be requested. * * @class WebAudioLoader * @param {String} src The path to the sound * @param {Object} flash The flash instance that will do the preloading. * @extends XHRRequest * @protected */ function Loader(src) { this.AbstractLoader_constructor(src, true, createjs.AbstractLoader.SOUND); }; var p = createjs.extend(Loader, createjs.AbstractLoader); /** * web audio context required for decoding audio * @property context * @type {AudioContext} * @static */ Loader.context = null; // public methods p.toString = function () { return "[WebAudioLoader]"; }; // private methods p._createRequest = function() { this._request = new createjs.XHRRequest(this._item, false); this._request.setResponseType("arraybuffer"); }; p._sendComplete = function (event) { // OJR we leave this wrapped in Loader because we need to reference src and the handler only receives a single argument, the decodedAudio Loader.context.decodeAudioData(this._rawResult, createjs.proxy(this._handleAudioDecoded, this), createjs.proxy(this._handleError, this)); }; /** * The audio has been decoded. * @method handleAudioDecoded * @param decoded * @protected */ p._handleAudioDecoded = function (decodedAudio) { this._result = decodedAudio; this.AbstractLoader__sendComplete(); }; createjs.WebAudioLoader = createjs.promote(Loader, "AbstractLoader"); }()); //############################################################################## // WebAudioSoundInstance.js //############################################################################## this.createjs = this.createjs || {}; /** * WebAudioSoundInstance extends the base api of {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} and is used by * {{#crossLink "WebAudioPlugin"}}{{/crossLink}}. * * WebAudioSoundInstance exposes audioNodes for advanced users. * * @param {String} src The path to and file name of the sound. * @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds. * @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds. * @param {Object} playbackResource Any resource needed by plugin to support audio playback. * @class WebAudioSoundInstance * @extends AbstractSoundInstance * @constructor */ (function () { "use strict"; function WebAudioSoundInstance(src, startTime, duration, playbackResource) { this.AbstractSoundInstance_constructor(src, startTime, duration, playbackResource); // public properties /** * NOTE this is only intended for use by advanced users. *
    GainNode for controlling WebAudioSoundInstance volume. Connected to the {{#crossLink "WebAudioSoundInstance/destinationNode:property"}}{{/crossLink}}. * @property gainNode * @type {AudioGainNode} * @since 0.4.0 * */ this.gainNode = s.context.createGain(); /** * NOTE this is only intended for use by advanced users. *
    A panNode allowing left and right audio channel panning only. Connected to WebAudioSoundInstance {{#crossLink "WebAudioSoundInstance/gainNode:property"}}{{/crossLink}}. * @property panNode * @type {AudioPannerNode} * @since 0.4.0 */ this.panNode = s.context.createPanner(); this.panNode.panningModel = s._panningModel; this.panNode.connect(this.gainNode); /** * NOTE this is only intended for use by advanced users. *
    sourceNode is the audio source. Connected to WebAudioSoundInstance {{#crossLink "WebAudioSoundInstance/panNode:property"}}{{/crossLink}}. * @property sourceNode * @type {AudioNode} * @since 0.4.0 * */ this.sourceNode = null; // private properties /** * Timeout that is created internally to handle sound playing to completion. * Stored so we can remove it when stop, pause, or cleanup are called * @property _soundCompleteTimeout * @type {timeoutVariable} * @default null * @protected * @since 0.4.0 */ this._soundCompleteTimeout = null; /** * NOTE this is only intended for use by very advanced users. * _sourceNodeNext is the audio source for the next loop, inserted in a look ahead approach to allow for smooth * looping. Connected to {{#crossLink "WebAudioSoundInstance/gainNode:property"}}{{/crossLink}}. * @property _sourceNodeNext * @type {AudioNode} * @default null * @protected * @since 0.4.1 * */ this._sourceNodeNext = null; /** * Time audio started playback, in seconds. Used to handle set position, get position, and resuming from paused. * @property _playbackStartTime * @type {Number} * @default 0 * @protected * @since 0.4.0 */ this._playbackStartTime = 0; // Proxies, make removing listeners easier. this._endedHandler = createjs.proxy(this._handleSoundComplete, this); }; var p = createjs.extend(WebAudioSoundInstance, createjs.AbstractSoundInstance); var s = WebAudioSoundInstance; /** * Note this is only intended for use by advanced users. *
    Audio context used to create nodes. This is and needs to be the same context used by {{#crossLink "WebAudioPlugin"}}{{/crossLink}}. * @property context * @type {AudioContext} * @static * @since 0.6.0 */ s.context = null; /** * Note this is only intended for use by advanced users. *
    Audio node from WebAudioPlugin that sequences to context.destination * @property destinationNode * @type {AudioNode} * @static * @since 0.6.0 */ s.destinationNode = null; /** * Value to set panning model to equal power for WebAudioSoundInstance. Can be "equalpower" or 0 depending on browser implementation. * @property _panningModel * @type {Number / String} * @protected * @static * @since 0.6.0 */ s._panningModel = "equalpower"; // Public methods p.destroy = function() { this.AbstractSoundInstance_destroy(); this.panNode.disconnect(0); this.panNode = null; this.gainNode.disconnect(0); this.gainNode = null; }; p.toString = function () { return "[WebAudioSoundInstance]"; }; // Private Methods p._updatePan = function() { this.panNode.setPosition(this._pan, 0, -0.5); // z need to be -0.5 otherwise the sound only plays in left, right, or center }; p._removeLooping = function() { this._sourceNodeNext = this._cleanUpAudioNode(this._sourceNodeNext); }; p._addLooping = function() { if (this.playState != createjs.Sound.PLAY_SUCCEEDED) { return; } this._sourceNodeNext = this._createAndPlayAudioNode(this._playbackStartTime, 0); }; p._setDurationFromSource = function () { this._duration = this.playbackResource.duration * 1000; }; p._handleCleanUp = function () { if (this.sourceNode && this.playState == createjs.Sound.PLAY_SUCCEEDED) { this.sourceNode = this._cleanUpAudioNode(this.sourceNode); this._sourceNodeNext = this._cleanUpAudioNode(this._sourceNodeNext); } if (this.gainNode.numberOfOutputs != 0) {this.gainNode.disconnect(0);} // OJR there appears to be a bug that this doesn't always work in webkit (Chrome and Safari). According to the documentation, this should work. clearTimeout(this._soundCompleteTimeout); this._playbackStartTime = 0; // This is used by getPosition }; /** * Turn off and disconnect an audioNode, then set reference to null to release it for garbage collection * @method _cleanUpAudioNode * @param audioNode * @return {audioNode} * @protected * @since 0.4.1 */ p._cleanUpAudioNode = function(audioNode) { if(audioNode) { audioNode.stop(0); audioNode.disconnect(0); audioNode = null; } return audioNode; }; p._handleSoundReady = function (event) { this.gainNode.connect(s.destinationNode); // this line can cause a memory leak. Nodes need to be disconnected from the audioDestination or any sequence that leads to it. var dur = this._duration * 0.001; var pos = this._position * 0.001; this.sourceNode = this._createAndPlayAudioNode((s.context.currentTime - dur), pos); this._playbackStartTime = this.sourceNode.startTime - pos; this._soundCompleteTimeout = setTimeout(this._endedHandler, (dur - pos) * 1000); if(this._loop != 0) { this._sourceNodeNext = this._createAndPlayAudioNode(this._playbackStartTime, 0); } }; /** * Creates an audio node using the current src and context, connects it to the gain node, and starts playback. * @method _createAndPlayAudioNode * @param {Number} startTime The time to add this to the web audio context, in seconds. * @param {Number} offset The amount of time into the src audio to start playback, in seconds. * @return {audioNode} * @protected * @since 0.4.1 */ p._createAndPlayAudioNode = function(startTime, offset) { var audioNode = s.context.createBufferSource(); audioNode.buffer = this.playbackResource; audioNode.connect(this.panNode); var dur = this._duration * 0.001; audioNode.startTime = startTime + dur; audioNode.start(audioNode.startTime, offset+(this._startTime*0.001), dur - offset); return audioNode; }; p._pause = function () { this._position = (s.context.currentTime - this._playbackStartTime) * 1000; // * 1000 to give milliseconds, lets us restart at same point this.sourceNode = this._cleanUpAudioNode(this.sourceNode); this._sourceNodeNext = this._cleanUpAudioNode(this._sourceNodeNext); if (this.gainNode.numberOfOutputs != 0) {this.gainNode.disconnect(0);} clearTimeout(this._soundCompleteTimeout); }; p._resume = function () { this._handleSoundReady(); }; /* p._handleStop = function () { // web audio does not need to do anything extra }; */ p._updateVolume = function () { var newVolume = this._muted ? 0 : this._volume; if (newVolume != this.gainNode.gain.value) { this.gainNode.gain.value = newVolume; } }; p._calculateCurrentPosition = function () { return ((s.context.currentTime - this._playbackStartTime) * 1000); // pos in seconds * 1000 to give milliseconds }; p._updatePosition = function () { this.sourceNode = this._cleanUpAudioNode(this.sourceNode); this._sourceNodeNext = this._cleanUpAudioNode(this._sourceNodeNext); clearTimeout(this._soundCompleteTimeout); if (!this._paused) {this._handleSoundReady();} }; // OJR we are using a look ahead approach to ensure smooth looping. // We add _sourceNodeNext to the audio context so that it starts playing even if this callback is delayed. // This technique is described here: http://www.html5rocks.com/en/tutorials/audio/scheduling/ // NOTE the cost of this is that our audio loop may not always match the loop event timing precisely. p._handleLoop = function () { this._cleanUpAudioNode(this.sourceNode); this.sourceNode = this._sourceNodeNext; this._playbackStartTime = this.sourceNode.startTime; this._sourceNodeNext = this._createAndPlayAudioNode(this._playbackStartTime, 0); this._soundCompleteTimeout = setTimeout(this._endedHandler, this._duration); }; p._updateDuration = function () { this._pause(); this._resume(); }; createjs.WebAudioSoundInstance = createjs.promote(WebAudioSoundInstance, "AbstractSoundInstance"); }()); //############################################################################## // WebAudioPlugin.js //############################################################################## this.createjs = this.createjs || {}; (function () { "use strict"; /** * Play sounds using Web Audio in the browser. The WebAudioPlugin is currently the default plugin, and will be used * anywhere that it is supported. To change plugin priority, check out the Sound API * {{#crossLink "Sound/registerPlugins"}}{{/crossLink}} method. *

    Known Browser and OS issues for Web Audio

    * Firefox 25 * *
    * Webkit (Chrome and Safari) * *
    * iOS 6 limitations * * @class WebAudioPlugin * @extends AbstractPlugin * @constructor * @since 0.4.0 */ function WebAudioPlugin() { this.AbstractPlugin_constructor(); // Private Properties /** * Value to set panning model to equal power for WebAudioSoundInstance. Can be "equalpower" or 0 depending on browser implementation. * @property _panningModel * @type {Number / String} * @protected */ this._panningModel = s._panningModel;; /** * The internal master volume value of the plugin. * @property _volume * @type {Number} * @default 1 * @protected */ this._volume = 1; /** * The web audio context, which WebAudio uses to play audio. All nodes that interact with the WebAudioPlugin * need to be created within this context. * @property context * @type {AudioContext} */ this.context = s.context; /** * A DynamicsCompressorNode, which is used to improve sound quality and prevent audio distortion. * It is connected to context.destination. * * Can be accessed by advanced users through createjs.Sound.activePlugin.dynamicsCompressorNode. * @property dynamicsCompressorNode * @type {AudioNode} */ this.dynamicsCompressorNode = this.context.createDynamicsCompressor(); this.dynamicsCompressorNode.connect(this.context.destination); /** * A GainNode for controlling master volume. It is connected to {{#crossLink "WebAudioPlugin/dynamicsCompressorNode:property"}}{{/crossLink}}. * * Can be accessed by advanced users through createjs.Sound.activePlugin.gainNode. * @property gainNode * @type {AudioGainNode} */ this.gainNode = this.context.createGain(); this.gainNode.connect(this.dynamicsCompressorNode); createjs.WebAudioSoundInstance.destinationNode = this.gainNode; this._capabilities = s._capabilities; this._loaderClass = createjs.WebAudioLoader; this._soundInstanceClass = createjs.WebAudioSoundInstance; this._addPropsToClasses(); } var p = createjs.extend(WebAudioPlugin, createjs.AbstractPlugin); // Static Properties var s = WebAudioPlugin; /** * The capabilities of the plugin. This is generated via the {{#crossLink "WebAudioPlugin/_generateCapabilities:method"}}{{/crossLink}} * method and is used internally. * @property _capabilities * @type {Object} * @default null * @protected * @static */ s._capabilities = null; /** * Value to set panning model to equal power for WebAudioSoundInstance. Can be "equalpower" or 0 depending on browser implementation. * @property _panningModel * @type {Number / String} * @protected * @static */ s._panningModel = "equalpower"; /** * The web audio context, which WebAudio uses to play audio. All nodes that interact with the WebAudioPlugin * need to be created within this context. * * Advanced users can set this to an existing context, but must do so before they call * {{#crossLink "Sound/registerPlugins"}}{{/crossLink}} or {{#crossLink "Sound/initializeDefaultPlugins"}}{{/crossLink}}. * * @property context * @type {AudioContext} * @static */ s.context = null; // Static Public Methods /** * Determine if the plugin can be used in the current browser/OS. * @method isSupported * @return {Boolean} If the plugin can be initialized. * @static */ s.isSupported = function () { // check if this is some kind of mobile device, Web Audio works with local protocol under PhoneGap and it is unlikely someone is trying to run a local file var isMobilePhoneGap = createjs.BrowserDetect.isIOS || createjs.BrowserDetect.isAndroid || createjs.BrowserDetect.isBlackberry; // OJR isMobile may be redundant with _isFileXHRSupported available. Consider removing. if (location.protocol == "file:" && !isMobilePhoneGap && !this._isFileXHRSupported()) { return false; } // Web Audio requires XHR, which is not usually available locally s._generateCapabilities(); if (s.context == null) {return false;} return true; }; /** * Plays an empty sound in the web audio context. This is used to enable web audio on iOS devices, as they * require the first sound to be played inside of a user initiated event (touch/click). This is called when * {{#crossLink "WebAudioPlugin"}}{{/crossLink}} is initialized (by Sound {{#crossLink "Sound/initializeDefaultPlugins"}}{{/crossLink}} * for example). * *

    Example

    * function handleTouch(event) { * createjs.WebAudioPlugin.playEmptySound(); * } * * @method playEmptySound * @static * @since 0.4.1 */ s.playEmptySound = function() { var source = s.context.createBufferSource(); source.buffer = s.context.createBuffer(1, 1, 22050); source.connect(s.context.destination); source.start(0, 0, 0); }; // Static Private Methods /** * Determine if XHR is supported, which is necessary for web audio. * @method _isFileXHRSupported * @return {Boolean} If XHR is supported. * @since 0.4.2 * @protected * @static */ s._isFileXHRSupported = function() { // it's much easier to detect when something goes wrong, so let's start optimistically var supported = true; var xhr = new XMLHttpRequest(); try { xhr.open("GET", "WebAudioPluginTest.fail", false); // loading non-existant file triggers 404 only if it could load (synchronous call) } catch (error) { // catch errors in cases where the onerror is passed by supported = false; return supported; } xhr.onerror = function() { supported = false; }; // cause irrelevant // with security turned off, we can get empty success results, which is actually a failed read (status code 0?) xhr.onload = function() { supported = this.status == 404 || (this.status == 200 || (this.status == 0 && this.response != "")); }; try { xhr.send(); } catch (error) { // catch errors in cases where the onerror is passed by supported = false; } return supported; }; /** * Determine the capabilities of the plugin. Used internally. Please see the Sound API {{#crossLink "Sound/getCapabilities"}}{{/crossLink}} * method for an overview of plugin capabilities. * @method _generateCapabilities * @static * @protected */ s._generateCapabilities = function () { if (s._capabilities != null) {return;} // Web Audio can be in any formats supported by the audio element, from http://www.w3.org/TR/webaudio/#AudioContext-section var t = document.createElement("audio"); if (t.canPlayType == null) {return null;} if (s.context == null) { if (window.AudioContext) { s.context = new AudioContext(); } else if (window.webkitAudioContext) { s.context = new webkitAudioContext(); } else { return null; } } s._compatibilitySetUp(); // playing this inside of a touch event will enable audio on iOS, which starts muted s.playEmptySound(); s._capabilities = { panning:true, volume:true, tracks:-1 }; // determine which extensions our browser supports for this plugin by iterating through Sound.SUPPORTED_EXTENSIONS var supportedExtensions = createjs.Sound.SUPPORTED_EXTENSIONS; var extensionMap = createjs.Sound.EXTENSION_MAP; for (var i = 0, l = supportedExtensions.length; i < l; i++) { var ext = supportedExtensions[i]; var playType = extensionMap[ext] || ext; s._capabilities[ext] = (t.canPlayType("audio/" + ext) != "no" && t.canPlayType("audio/" + ext) != "") || (t.canPlayType("audio/" + playType) != "no" && t.canPlayType("audio/" + playType) != ""); } // OJR another way to do this might be canPlayType:"m4a", codex: mp4 // 0=no output, 1=mono, 2=stereo, 4=surround, 6=5.1 surround. // See http://www.w3.org/TR/webaudio/#AudioChannelSplitter for more details on channels. if (s.context.destination.numberOfChannels < 2) { s._capabilities.panning = false; } }; /** * Set up compatibility if only deprecated web audio calls are supported. * See http://www.w3.org/TR/webaudio/#DeprecationNotes * Needed so we can support new browsers that don't support deprecated calls (Firefox) as well as old browsers that * don't support new calls. * * @method _compatibilitySetUp * @static * @protected * @since 0.4.2 */ s._compatibilitySetUp = function() { s._panningModel = "equalpower"; //assume that if one new call is supported, they all are if (s.context.createGain) { return; } // simple name change, functionality the same s.context.createGain = s.context.createGainNode; // source node, add to prototype var audioNode = s.context.createBufferSource(); audioNode.__proto__.start = audioNode.__proto__.noteGrainOn; // note that noteGrainOn requires all 3 parameters audioNode.__proto__.stop = audioNode.__proto__.noteOff; // panningModel s._panningModel = 0; }; // Public Methods p.toString = function () { return "[WebAudioPlugin]"; }; // Private Methods /** * Set up needed properties on supported classes WebAudioSoundInstance and WebAudioLoader. * @method _addPropsToClasses * @static * @protected * @since 0.6.0 */ p._addPropsToClasses = function() { var c = this._soundInstanceClass; c.context = this.context; c.destinationNode = this.gainNode; c._panningModel = this._panningModel; this._loaderClass.context = this.context; }; /** * Set the gain value for master audio. Should not be called externally. * @method _updateVolume * @protected */ p._updateVolume = function () { var newVolume = createjs.Sound._masterMute ? 0 : this._volume; if (newVolume != this.gainNode.gain.value) { this.gainNode.gain.value = newVolume; } }; createjs.WebAudioPlugin = createjs.promote(WebAudioPlugin, "AbstractPlugin"); }()); //############################################################################## // HTMLAudioTagPool.js //############################################################################## this.createjs = this.createjs || {}; //TODO verify that tags no longer need to be precreated (mac and pc) //TODO modify this now that tags do not need to be precreated (function () { "use strict"; /** * The TagPool is an object pool for HTMLAudio tag instances. In Chrome, we have to pre-create the number of HTML * audio tag instances that we are going to play before we load the data, otherwise the audio stalls. * (Note: This seems to be a bug in Chrome) * @class HTMLAudioTagPool * @param {String} src The source of the channel. * @protected */ function TagPool(src) { //Public Properties /** * The source of the tag pool. * #property src * @type {String} * @protected */ this.src = src; /** * The total number of HTMLAudio tags in this pool. This is the maximum number of instance of a certain sound * that can play at one time. * #property length * @type {Number} * @default 0 * @protected */ this.length = 0; /** * The number of unused HTMLAudio tags. * #property available * @type {Number} * @default 0 * @protected */ this.available = 0; /** * A list of all available tags in the pool. * #property tags * @type {Array} * @protected */ this.tags = []; /** * The duration property of all audio tags, converted to milliseconds, which originally is only available on the * last tag in the tags array because that is the one that is loaded. * #property * @type {Number} * @protected */ this.duration = 0; }; var p = TagPool.prototype; p.constructor = TagPool; var s = TagPool; // Static Properties /** * A hash lookup of each sound channel, indexed by the audio source. * #property tags * @static * @protected */ s.tags = {}; // Static Methods /** * Get a tag pool. If the pool doesn't exist, create it. * #method get * @param {String} src The source file used by the audio tag. * @static * @protected */ s.get = function (src) { var channel = s.tags[src]; if (channel == null) { channel = s.tags[src] = new TagPool(src); } return channel; }; /** * Delete a TagPool and all related tags. Note that if the TagPool does not exist, this will fail. * #method remove * @param {String} src The source for the tag * @return {Boolean} If the TagPool was deleted. * @static */ s.remove = function (src) { var channel = s.tags[src]; if (channel == null) {return false;} channel.removeAll(); delete(s.tags[src]); return true; }; /** * Get a tag instance. This is a shortcut method. * #method getInstance * @param {String} src The source file used by the audio tag. * @static * @protected */ s.getInstance = function (src) { var channel = s.tags[src]; if (channel == null) {return null;} return channel.get(); }; /** * Return a tag instance. This is a shortcut method. * #method setInstance * @param {String} src The source file used by the audio tag. * @param {HTMLElement} tag Audio tag to set. * @static * @protected */ s.setInstance = function (src, tag) { var channel = s.tags[src]; if (channel == null) {return null;} return channel.set(tag); }; /** * Gets the duration of the src audio in milliseconds * #method getDuration * @param {String} src The source file used by the audio tag. * @return {Number} Duration of src in milliseconds */ s.getDuration= function (src) { var channel = s.tags[src]; if (channel == null) {return 0;} return channel.getDuration(); }; // Public Methods /** * Add an HTMLAudio tag into the pool. * #method add * @param {HTMLAudioElement} tag A tag to be used for playback. */ p.add = function (tag) { this.tags.push(tag); this.length++; this.available++; }; /** * Remove all tags from the channel. Usually in response to a delete call. * #method removeAll */ p.removeAll = function () { var tag; while(this.length--) { tag = this.tags[this.length]; if(tag.parentNode) { tag.parentNode.removeChild(tag); } delete(this.tags[this.length]); // NOTE that the audio playback is already stopped by this point } this.src = null; this.tags.length = 0; }; /** * Get an HTMLAudioElement for immediate playback. This takes it out of the pool. * #method get * @return {HTMLAudioElement} An HTML audio tag. */ p.get = function () { if (this.tags.length == 0) {return null;} this.available = this.tags.length; var tag = this.tags.pop(); if (tag.parentNode == null) {document.body.appendChild(tag);} return tag; }; /** * Put an HTMLAudioElement back in the pool for use. * #method set * @param {HTMLAudioElement} tag HTML audio tag */ p.set = function (tag) { var index = createjs.indexOf(this.tags, tag); if (index == -1) {this.tags.push(tag);} this.available = this.tags.length; }; /** * Gets the duration for the src audio and on first call stores it to this.duration * #method getDuration * @return {Number} Duration of the src in milliseconds */ p.getDuration = function () { // this will work because this will be only be run the first time a sound instance is created and before any tags are taken from the pool if (!this.duration) {this.duration = this.tags[this.tags.length - 1].duration * 1000;} return this.duration; }; p.toString = function () { return "[HTMLAudioTagPool]"; }; createjs.HTMLAudioTagPool = TagPool; }()); //############################################################################## // HTMLAudioSoundInstance.js //############################################################################## this.createjs = this.createjs || {}; (function () { "use strict"; /** * HTMLAudioSoundInstance extends the base api of {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} and is used by * {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}. * * @param {String} src The path to and file name of the sound. * @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds. * @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds. * @param {Object} playbackResource Any resource needed by plugin to support audio playback. * @class HTMLAudioSoundInstance * @extends AbstractSoundInstance * @constructor */ function HTMLAudioSoundInstance(src, startTime, duration, playbackResource) { this.AbstractSoundInstance_constructor(src, startTime, duration, playbackResource); // Private Properties this._audioSpriteStopTime = null; this._delayTimeoutId = null; // Proxies, make removing listeners easier. this._endedHandler = createjs.proxy(this._handleSoundComplete, this); this._readyHandler = createjs.proxy(this._handleTagReady, this); this._stalledHandler = createjs.proxy(this.playFailed, this); this._audioSpriteEndHandler = createjs.proxy(this._handleAudioSpriteLoop, this); this._loopHandler = createjs.proxy(this._handleSoundComplete, this); if (duration) { this._audioSpriteStopTime = (startTime + duration) * 0.001; } else { this._duration = createjs.HTMLAudioTagPool.getDuration(this.src); } } var p = createjs.extend(HTMLAudioSoundInstance, createjs.AbstractSoundInstance); // Public Methods /** * Called by {{#crossLink "Sound"}}{{/crossLink}} when plugin does not handle master volume. * undoc'd because it is not meant to be used outside of Sound * #method setMasterVolume * @param value */ p.setMasterVolume = function (value) { this._updateVolume(); }; /** * Called by {{#crossLink "Sound"}}{{/crossLink}} when plugin does not handle master mute. * undoc'd because it is not meant to be used outside of Sound * #method setMasterMute * @param value */ p.setMasterMute = function (isMuted) { this._updateVolume(); }; p.toString = function () { return "[HTMLAudioSoundInstance]"; }; //Private Methods p._removeLooping = function() { if(this._playbackResource == null) {return;} this._playbackResource.loop = false; this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false); }; p._addLooping = function() { if(this._playbackResource == null || this._audioSpriteStopTime) {return;} this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false); this._playbackResource.loop = true; }; p._handleCleanUp = function () { var tag = this._playbackResource; if (tag != null) { tag.pause(); tag.loop = false; tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_ENDED, this._endedHandler, false); tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_READY, this._readyHandler, false); tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_STALLED, this._stalledHandler, false); tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false); tag.removeEventListener(createjs.HTMLAudioPlugin._TIME_UPDATE, this._audioSpriteEndHandler, false); try { tag.currentTime = this._startTime; } catch (e) { } // Reset Position createjs.HTMLAudioTagPool.setInstance(this.src, tag); this._playbackResource = null; } }; p._beginPlaying = function (offset, loop, volume, pan) { this._playbackResource = createjs.HTMLAudioTagPool.getInstance(this.src); return this.AbstractSoundInstance__beginPlaying(offset, loop, volume, pan); }; p._handleSoundReady = function (event) { if (this._playbackResource.readyState !== 4) { var tag = this._playbackResource; tag.addEventListener(createjs.HTMLAudioPlugin._AUDIO_READY, this._readyHandler, false); tag.addEventListener(createjs.HTMLAudioPlugin._AUDIO_STALLED, this._stalledHandler, false); tag.preload = "auto"; // This is necessary for Firefox, as it won't ever "load" until this is set. tag.load(); return; } this._updateVolume(); this._playbackResource.currentTime = (this._startTime + this._position) * 0.001; if (this._audioSpriteStopTime) { this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._TIME_UPDATE, this._audioSpriteEndHandler, false); } else { this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_ENDED, this._endedHandler, false); if(this._loop != 0) { this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false); this._playbackResource.loop = true; } } this._playbackResource.play(); }; /** * Used to handle when a tag is not ready for immediate playback when it is returned from the HTMLAudioTagPool. * @method _handleTagReady * @param event * @protected */ p._handleTagReady = function (event) { this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_READY, this._readyHandler, false); this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_STALLED, this._stalledHandler, false); this._handleSoundReady(); }; p._pause = function () { this._playbackResource.pause(); }; p._resume = function () { this._playbackResource.play(); }; p._updateVolume = function () { if (this._playbackResource != null) { var newVolume = (this._muted || createjs.Sound._masterMute) ? 0 : this._volume * createjs.Sound._masterVolume; if (newVolume != this._playbackResource.volume) {this._playbackResource.volume = newVolume;} } }; p._calculateCurrentPosition = function() { return (this._playbackResource.currentTime * 1000) - this._startTime; }; p._updatePosition = function() { this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false); this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._handleSetPositionSeek, false); try { this._playbackResource.currentTime = (this._position + this._startTime) * 0.001; } catch (error) { // Out of range this._handleSetPositionSeek(null); } }; /** * Used to enable setting position, as we need to wait for that seek to be done before we add back our loop handling seek listener * @method _handleSetPositionSeek * @param event * @protected */ p._handleSetPositionSeek = function(event) { if (this._playbackResource == null) { return; } this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._handleSetPositionSeek, false); this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false); }; /** * Timer used to loop audio sprites. * NOTE because of the inaccuracies in the timeupdate event (15 - 250ms) and in setting the tag to the desired timed * (up to 300ms), it is strongly recommended not to loop audio sprites with HTML Audio if smooth looping is desired * * @method _handleAudioSpriteLoop * @param event * @private */ p._handleAudioSpriteLoop = function (event) { if(this._playbackResource.currentTime <= this._audioSpriteStopTime) {return;} this._playbackResource.pause(); if(this._loop == 0) { this._handleSoundComplete(null); } else { this._position = 0; this._loop--; this._playbackResource.currentTime = this._startTime * 0.001; if(!this._paused) {this._playbackResource.play();} this._sendEvent("loop"); } }; // NOTE with this approach audio will loop as reliably as the browser allows // but we could end up sending the loop event after next loop playback begins p._handleLoop = function (event) { if(this._loop == 0) { this._playbackResource.loop = false; this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false); } }; p._updateDuration = function () { this._audioSpriteStopTime = (startTime + duration) * 0.001; if(this.playState == createjs.Sound.PLAY_SUCCEEDED) { this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_ENDED, this._endedHandler, false); this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._TIME_UPDATE, this._audioSpriteEndHandler, false); } }; /* This should never change p._setDurationFromSource = function () { this._duration = createjs.HTMLAudioTagPool.getDuration(this.src); }; */ createjs.HTMLAudioSoundInstance = createjs.promote(HTMLAudioSoundInstance, "AbstractSoundInstance"); }()); //############################################################################## // HTMLAudioPlugin.js //############################################################################## this.createjs = this.createjs || {}; (function () { "use strict"; /** * Play sounds using HTML <audio> tags in the browser. This plugin is the second priority plugin installed * by default, after the {{#crossLink "WebAudioPlugin"}}{{/crossLink}}. For older browsers that do not support html * audio, include and install the {{#crossLink "FlashAudioPlugin"}}{{/crossLink}}. * *

    Known Browser and OS issues for HTML Audio

    * All browsers
    * Testing has shown in all browsers there is a limit to how many audio tag instances you are allowed. If you exceed * this limit, you can expect to see unpredictable results. This will be seen as soon as you register sounds, as * tags are precreated to allow Chrome to load them. Please use {{#crossLink "Sound.MAX_INSTANCES"}}{{/crossLink}} as * a guide to how many total audio tags you can safely use in all browsers. * * IE html limitations
    * * * Safari limitations
    * * * iOS 6 limitations
    * * * Android Native Browser limitations
    * * Android Chrome 26.0.1410.58 specific limitations
    * * * See {{#crossLink "Sound"}}{{/crossLink}} for general notes on known issues. * * @class HTMLAudioPlugin * @extends AbstractPlugin * @constructor */ function HTMLAudioPlugin() { this.AbstractPlugin_constructor(); // Public Properties /** * The default number of instances to allow. Used by {{#crossLink "Sound"}}{{/crossLink}} when a source * is registered using the {{#crossLink "Sound/register"}}{{/crossLink}} method. This is only used if * a value is not provided. * * NOTE this property only exists as a limitation of HTML audio. * @property defaultNumChannels * @type {Number} * @default 2 * @since 0.4.0 */ this.defaultNumChannels = 2; this._capabilities = s._capabilities; this._loaderClass = createjs.SoundLoader; this._soundInstanceClass = createjs.HTMLAudioSoundInstance; } var p = createjs.extend(HTMLAudioPlugin, createjs.AbstractPlugin); var s = HTMLAudioPlugin; // Static Properties /** * The maximum number of instances that can be loaded and played. This is a browser limitation, primarily limited to IE9. * The actual number varies from browser to browser (and is largely hardware dependant), but this is a safe estimate. * Audio sprites work around this limitation. * @property MAX_INSTANCES * @type {Number} * @default 30 * @static */ s.MAX_INSTANCES = 30; /** * Event constant for the "canPlayThrough" event for cleaner code. * @property _AUDIO_READY * @type {String} * @default canplaythrough * @static * @protected */ s._AUDIO_READY = "canplaythrough"; /** * Event constant for the "ended" event for cleaner code. * @property _AUDIO_ENDED * @type {String} * @default ended * @static * @protected */ s._AUDIO_ENDED = "ended"; /** * Event constant for the "seeked" event for cleaner code. We utilize this event for maintaining loop events. * @property _AUDIO_SEEKED * @type {String} * @default seeked * @static * @protected */ s._AUDIO_SEEKED = "seeked"; /** * Event constant for the "stalled" event for cleaner code. * @property _AUDIO_STALLED * @type {String} * @default stalled * @static * @protected */ s._AUDIO_STALLED = "stalled"; /** * Event constant for the "timeupdate" event for cleaner code. Utilized for looping audio sprites. * This event callsback ever 15 to 250ms and can be dropped by the browser for performance. * @property _TIME_UPDATE * @type {String} * @default timeupdate * @static * @protected */ s._TIME_UPDATE = "timeupdate"; /** * The capabilities of the plugin. This is generated via the {{#crossLink "HTMLAudioPlugin/_generateCapabilities"}}{{/crossLink}} * method. Please see the Sound {{#crossLink "Sound/getCapabilities"}}{{/crossLink}} method for an overview of all * of the available properties. * @property _capabilities * @type {Object} * @protected * @static */ s._capabilities = null; /** * Deprecated now that we have audio sprite support. Audio sprites are strongly recommend on iOS for the following reasons: *
  • it can only have one <audio> tag
  • *
  • can not preload or autoplay the audio
  • *
  • can not cache the audio
  • *
  • can not play the audio except inside a user initiated event
  • * * @property enableIOS * @type {Boolean} * @default false * @deprecated */ s.enableIOS = false; // Static Methods /** * Determine if the plugin can be used in the current browser/OS. Note that HTML audio is available in most modern * browsers, but is disabled in iOS because of its limitations. * @method isSupported * @return {Boolean} If the plugin can be initialized. * @static */ s.isSupported = function () { s._generateCapabilities(); if (s._capabilities == null) {return false;} return true; }; /** * Determine the capabilities of the plugin. Used internally. Please see the Sound API {{#crossLink "Sound/getCapabilities"}}{{/crossLink}} * method for an overview of plugin capabilities. * @method _generateCapabilities * @static * @protected */ s._generateCapabilities = function () { if (s._capabilities != null) {return;} var t = document.createElement("audio"); if (t.canPlayType == null) {return null;} s._capabilities = { panning:true, volume:true, tracks:-1 }; // determine which extensions our browser supports for this plugin by iterating through Sound.SUPPORTED_EXTENSIONS var supportedExtensions = createjs.Sound.SUPPORTED_EXTENSIONS; var extensionMap = createjs.Sound.EXTENSION_MAP; for (var i = 0, l = supportedExtensions.length; i < l; i++) { var ext = supportedExtensions[i]; var playType = extensionMap[ext] || ext; s._capabilities[ext] = (t.canPlayType("audio/" + ext) != "no" && t.canPlayType("audio/" + ext) != "") || (t.canPlayType("audio/" + playType) != "no" && t.canPlayType("audio/" + playType) != ""); } // OJR another way to do this might be canPlayType:"m4a", codex: mp4 }; // public methods p.register = function (src, instances) { var channel = createjs.HTMLAudioTagPool.get(src); var tag = null; for (var i = 0; i < instances; i++) { tag = this._createTag(src); channel.add(tag); } var loader = this.AbstractPlugin_register(src, instances); loader.setTag(tag); return loader; }; p.removeSound = function (src) { this.AbstractPlugin_removeSound(src); createjs.HTMLAudioTagPool.remove(src); }; p.create = function (src, startTime, duration) { var si = this.AbstractPlugin_create(src, startTime, duration); si.setPlaybackResource(null); return si; }; p.toString = function () { return "[HTMLAudioPlugin]"; }; // plugin does not support these p.setVolume = p.getVolume = p.setMute = null; // private methods /** * Create an HTML audio tag. * @method _createTag * @param {String} src The source file to set for the audio tag. * @return {HTMLElement} Returns an HTML audio tag. * @protected */ // TODO move this to tagpool when it changes to be a standard object pool p._createTag = function (src) { var tag = document.createElement("audio"); tag.autoplay = false; tag.preload = "none"; //LM: Firefox fails when this the preload="none" for other tags, but it needs to be "none" to ensure PreloadJS works. tag.src = src; return tag; }; createjs.HTMLAudioPlugin = createjs.promote(HTMLAudioPlugin, "AbstractPlugin"); }());