codecombat/vendor/scripts/soundjs-NEXT.combined.js
2014-12-09 13:41:44 -08:00

7183 lines
No EOL
236 KiB
JavaScript
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

//##############################################################################
// 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.
*
* <h4>Example</h4>
*
* 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.
*
* <h4>Example</h4>
*
* 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.
*
* <h4>Example</h4>
*
* 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.
*
* <h4>Example</h4>
*
* 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.
*
* <h4>Example</h4>
* 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");
* }
*
* <b>Maintaining proper scope</b><br />
* 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.
*
* <h4>Example</h4>
*
* 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).
*
* <h4>Example</h4>
*
* 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.
*
* <b>Important Note:</b> 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.
*
* <h4>Example</h4>
*
* 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; i<l; i++) {
if (arr[i] == listener) {
if (l==1) { delete(listeners[type]); } // allows for faster checks.
else { arr.splice(i,1); }
break;
}
}
};
/**
* A shortcut to the removeEventListener method, with the same parameters and return value. This is a companion to the
* .on method.
*
* @method off
* @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.off = p.removeEventListener;
/**
* Removes all listeners for the specified type, or all listeners of all types.
*
* <h4>Example</h4>
*
* // 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.
*
* <h4>Example</h4>
*
* // 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<l && !eventObj.propagationStopped; i++) {
list[i]._dispatchEvent(eventObj, 3);
}
}
return eventObj.defaultPrevented;
};
/**
* Indicates whether there is at least one listener for the specified event type.
* @method hasEventListener
* @param {String} type The string type of the event.
* @return {Boolean} Returns true if there is at least one listener for the specified event.
**/
p.hasEventListener = function(type) {
var listeners = this._listeners, captureListeners = this._captureListeners;
return !!((listeners && listeners[type]) || (captureListeners && captureListeners[type]));
};
/**
* Indicates whether there is at least one listener for the specified event type on this object or any of its
* ancestors (parent, parent's parent, etc). A return value of true indicates that if a bubbling event of the
* specified type is dispatched from this object, it will trigger at least one listener.
*
* This is similar to {{#crossLink "EventDispatcher/hasEventListener"}}{{/crossLink}}, but it searches the entire
* event flow for a listener, not just this object.
* @method willTrigger
* @param {String} type The string type of the event.
* @return {Boolean} Returns `true` if there is at least one listener for the specified event.
**/
p.willTrigger = function(type) {
var o = this;
while (o) {
if (o.hasEventListener(type)) { return true; }
o = o.parent;
}
return false;
};
/**
* @method toString
* @return {String} a string representation of the instance.
**/
p.toString = function() {
return "[EventDispatcher]";
};
// private methods:
/**
* @method _dispatchEvent
* @param {Object | String | Event} eventObj
* @param {Object} eventPhase
* @protected
**/
p._dispatchEvent = function(eventObj, eventPhase) {
var l, listeners = (eventPhase==1) ? this._captureListeners : this._listeners;
if (eventObj && listeners) {
var arr = listeners[eventObj.type];
if (!arr||!(l=arr.length)) { return; }
try { eventObj.currentTarget = this; } catch (e) {}
try { eventObj.eventPhase = eventPhase; } catch (e) {}
eventObj.removed = false;
arr = arr.slice(); // to avoid issues with items being removed or added during the dispatch
for (var i=0; i<l && !eventObj.immediatePropagationStopped; i++) {
var o = arr[i];
if (o.handleEvent) { o.handleEvent(eventObj); }
else { o(eventObj); }
if (eventObj.removed) {
this.off(eventObj.type, o, eventPhase==1);
eventObj.removed = false;
}
}
}
};
createjs.EventDispatcher = EventDispatcher;
}());
//##############################################################################
// Event.js
//##############################################################################
this.createjs = this.createjs||{};
(function() {
"use strict";
// constructor:
/**
* Contains properties and methods shared by all events for use with
* {{#crossLink "EventDispatcher"}}{{/crossLink}}.
*
* Note that Event objects are often reused, so you should never
* rely on an event object's state outside of the call stack it was received in.
* @class Event
* @param {String} type The event type.
* @param {Boolean} bubbles Indicates whether the event will bubble through the display list.
* @param {Boolean} cancelable Indicates whether the default behaviour of this event can be cancelled.
* @constructor
**/
function Event(type, bubbles, cancelable) {
// public properties:
/**
* The type of event.
* @property type
* @type String
**/
this.type = type;
/**
* The object that generated an event.
* @property target
* @type Object
* @default null
* @readonly
*/
this.target = null;
/**
* The current target that a bubbling event is being dispatched from. For non-bubbling events, this will
* always be the same as target. For example, if childObj.parent = parentObj, and a bubbling event
* is generated from childObj, then a listener on parentObj would receive the event with
* target=childObj (the original target) and currentTarget=parentObj (where the listener was added).
* @property currentTarget
* @type Object
* @default null
* @readonly
*/
this.currentTarget = null;
/**
* For bubbling events, this indicates the current event phase:<OL>
* <LI> capture phase: starting from the top parent to the target</LI>
* <LI> at target phase: currently being dispatched from the target</LI>
* <LI> bubbling phase: from the target to the top parent</LI>
* </OL>
* @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 <b>required</b>. The source can
* either be a string (recommended), or an HTML tag.</li>
*
* @type {null}
*/
this.src = null;
/**
* The source of the file that is being loaded. This property is <b>required</b>. 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.
*
* <h4>Example</h4>
*
* 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:
* <ul>
* <li>If the path is absolute. Absolute paths start with a protocol (such as `http://`, `file://`, or
* `//networkPath`)</li>
* <li>If the path is relative. Relative paths start with `../` or `/path` (or similar)</li>
* <li>The file extension. This is determined by the filename with an extension. Query strings are dropped, and
* the file path is expected to follow the format `name.ext`.</li>
* </ul>
*
* <strong>Note:</strong> 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 <b>not</b> 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, <code>AbstractLoader.IMAGE</code> 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 <code>complete</code> 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.
*
* <h4>Example</h4>
*
* 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 &lt;link&gt; when loaded with XHR, or a
* &lt;style&gt; 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 &lt;image&gt; 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
* &lt;script&gt; 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
* &lt;audio&gt; 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
* &lt;video&gt; 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 <code>loaded</code>
* and <code>total</code> 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 <code>result</code> 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:
* <ul>
* <li>An image tag (&lt;image /&gt;) for images</li>
* <li>A script tag for JavaScript (&lt;script /&gt;). Note that scripts loaded with tags may be added to the
* HTML head.</li>
* <li>A style tag for CSS (&lt;style /&gt;)</li>
* <li>Raw text for TEXT</li>
* <li>A formatted JavaScript object defined by JSON</li>
* <li>An XML document</li>
* <li>An binary arraybuffer loaded by XHR</li>
* </ul>
* 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.
*
* <strong>From the docs:</strong> 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.
*
* <strong>From the docs:</strong> 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
* <code>request.readyState == 4</code>. 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 <code>setTimeout</code>
* 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 <code>_response</code> 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.
* <ol><li>Some browsers get an <code>XDomainRequest</code> when loading cross-domain.</li>
* <li>XMLHttpRequest are created when available.</li>
* <li>ActiveX.XMLHTTP objects are used in older IE browsers.</li>
* <li>Text requests override the mime type if possible</li>
* <li>Origin headers are sent for crossdomain requests in some browsers.</li>
* <li>Binary loads set the response type to "arraybuffer"</li></ol>
* @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.
*
* <b>Registering and Preloading</b><br />
* Before you can play a sound, it <b>must</b> be registered. You can do this with {{#crossLink "Sound/registerSound"}}{{/crossLink}},
* or register multiple sounds using {{#crossLink "Sound/registerSounds"}}{{/crossLink}}. If you don't register a
* sound prior to attempting to play it using {{#crossLink "Sound/play"}}{{/crossLink}} or create it using {{#crossLink "Sound/createInstance"}}{{/crossLink}},
* the sound source will be automatically registered but playback will fail as the source will not be ready. If you use
* <a href="http://preloadjs.com" target="_blank">PreloadJS</a>, registration is handled for you when the sound is
* preloaded. It is recommended to preload sounds either internally using the register functions or externally using
* PreloadJS so they are ready when you want to use them.
*
* <b>Playback</b><br />
* To play a sound once it's been registered and preloaded, use the {{#crossLink "Sound/play"}}{{/crossLink}} method.
* This method returns a {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} which can be paused, resumed, muted, etc.
* Please see the {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} documentation for more on the instance control APIs.
*
* <b>Plugins</b><br />
* By default, the {{#crossLink "WebAudioPlugin"}}{{/crossLink}} or the {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}
* are used (when available), although developers can change plugin priority or add new plugins (such as the
* provided {{#crossLink "FlashAudioPlugin"}}{{/crossLink}}). Please see the {{#crossLink "Sound"}}{{/crossLink}} API
* methods for more on the playback and plugin APIs. To install plugins, or specify a different plugin order, see
* {{#crossLink "Sound/installPlugins"}}{{/crossLink}}.
*
* <h4>Example</h4>
* createjs.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);
*
* <b>Audio Sprites</b><br />
* 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
* <ul><li>More robust support for older browsers and devices that only allow a single audio instance, such as iOS 5.</li>
* <li>They provide a work around for the Internet Explorer 9 audio tag limit, which until now restricted how many
* different sounds we could load at once.</li>
* <li>Faster loading by only requiring a single network request for several sounds, especially on mobile devices
* where the network round trip for each file can add significant latency.</li></ul>
*
* Drawbacks of Audio Sprites
* <ul><li>No guarantee of smooth looping when using HTML or Flash audio. If you have a track that needs to loop
* smoothly and you are supporting non-web audio browsers, do not use audio sprites for that sound if you can avoid it.</li>
* <li>No guarantee that HTML audio will play back immediately, especially the first time. In some browsers (Chrome!),
* HTML audio will only load enough to play through so we rely on the “canplaythrough” event to determine if the audio is loaded.
* Since audio sprites must jump ahead to play specific sounds, the audio may not yet have downloaded.</li>
* <li>Audio sprites share the same core source, so if you have a sprite with 5 sounds and are limited to 2
* concurrently playing instances, that means you can only play 2 of the sounds at the same time.</li></ul>
*
* <h4>Example</h4>
* 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});
*
* <b>Mobile Safe Approach</b><br />
* Mobile devices require sounds to be played inside of a user initiated event (touch/click) in varying degrees.
* As of SoundJS 0.4.1, you can launch a site inside of a user initiated event and have audio playback work. To
* enable as broadly as possible, the site needs to setup the Sound plugin in its initialization (for example via
* <code>createjs.Sound.initializeDefaultPlugins();</code>), and all sounds need to be played in the scope of the
* application. See the MobileSafe demo for a working example.
*
* <h4>Example</h4>
* document.getElementById("status").addEventListener("click", handleTouch, false); // works on Android and iPad
* function handleTouch(event) {
* document.getElementById("status").removeEventListener("click", handleTouch, false); // remove the listener
* var thisApp = new myNameSpace.MyApp(); // launch the app
* }
*
* <h4>Known Browser and OS issues</h4>
* <b>IE 9 HTML Audio limitations</b><br />
* <ul><li>There is a delay in applying volume changes to tags that occurs once playback is started. So if you have
* muted all sounds, they will all play during this delay until the mute applies internally. This happens regardless of
* when or how you apply the volume change, as the tag seems to need to play to apply it.</li>
* <li>MP3 encoding will not always work for audio tags, particularly in Internet Explorer. We've found default
* encoding with 64kbps works.</li>
* <li>Occasionally very short samples will get cut off.</li>
* <li>There is a limit to how many audio tags you can load and play at once, which appears to be determined by
* hardware and browser settings. See {{#crossLink "HTMLAudioPlugin.MAX_INSTANCES"}}{{/crossLink}} for a safe estimate.</li></ul>
*
* <b>Firefox 25 Web Audio limitations</b>
* <ul><li>mp3 audio files do not load properly on all windows machines, reported
* <a href="https://bugzilla.mozilla.org/show_bug.cgi?id=929969" target="_blank">here</a>. </br>
* For this reason it is recommended to pass another FF supported type (ie ogg) first until this bug is resolved, if possible.</li></ul>
* <b>Safari limitations</b><br />
* <ul><li>Safari requires Quicktime to be installed for audio playback.</li></ul>
*
* <b>iOS 6 Web Audio limitations</b><br />
* <ul><li>Sound is initially muted and will only unmute through play being called inside a user initiated event
* (touch/click).</li>
* <li>A bug exists that will distort un-cached web audio when a video element is present in the DOM that has audio at a different sampleRate.</li>
* <li>Note HTMLAudioPlugin is not supported on iOS by default. See {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}
* for more details.</li>
* </ul>
*
* <b>Android HTML Audio limitations</b><br />
* <ul><li>We have no control over audio volume. Only the user can set volume on their device.</li>
* <li>We can only play audio inside a user event (touch/click). This currently means you cannot loop sound or use
* a delay.</li></ul>
*
*
* @class Sound
* @static
* @uses EventDispatcher
*/
function Sound() {
throw "Sound cannot be instantiated";
}
var s = Sound;
// Static Properties
/**
* The interrupt value to interrupt any currently playing instance with the same source, if the maximum number of
* instances of the sound are already playing.
* @property INTERRUPT_ANY
* @type {String}
* @default any
* @static
*/
s.INTERRUPT_ANY = "any";
/**
* The interrupt value to interrupt the earliest currently playing instance with the same source that progressed the
* least distance in the audio track, if the maximum number of instances of the sound are already playing.
* @property INTERRUPT_EARLY
* @type {String}
* @default early
* @static
*/
s.INTERRUPT_EARLY = "early";
/**
* The interrupt value to interrupt the currently playing instance with the same source that progressed the most
* distance in the audio track, if the maximum number of instances of the sound are already playing.
* @property INTERRUPT_LATE
* @type {String}
* @default late
* @static
*/
s.INTERRUPT_LATE = "late";
/**
* The interrupt value to not interrupt any currently playing instances with the same source, if the maximum number of
* instances of the sound are already playing.
* @property INTERRUPT_NONE
* @type {String}
* @default none
* @static
*/
s.INTERRUPT_NONE = "none";
/**
* Defines the playState of an instance that is still initializing.
* @property PLAY_INITED
* @type {String}
* @default playInited
* @static
*/
s.PLAY_INITED = "playInited";
/**
* Defines the playState of an instance that is currently playing or paused.
* @property PLAY_SUCCEEDED
* @type {String}
* @default playSucceeded
* @static
*/
s.PLAY_SUCCEEDED = "playSucceeded";
/**
* Defines the playState of an instance that was interrupted by another instance.
* @property PLAY_INTERRUPTED
* @type {String}
* @default playInterrupted
* @static
*/
s.PLAY_INTERRUPTED = "playInterrupted";
/**
* Defines the playState of an instance that completed playback.
* @property PLAY_FINISHED
* @type {String}
* @default playFinished
* @static
*/
s.PLAY_FINISHED = "playFinished";
/**
* Defines the playState of an instance that failed to play. This is usually caused by a lack of available channels
* when the interrupt mode was "INTERRUPT_NONE", the playback stalled, or the sound could not be found.
* @property PLAY_FAILED
* @type {String}
* @default playFailed
* @static
*/
s.PLAY_FAILED = "playFailed";
/**
* A list of the default supported extensions that Sound will <i>try</i> to play. Plugins will check if the browser
* can play these types, so modifying this list before a plugin is initialized will allow the plugins to try to
* support additional media types.
*
* NOTE this does not currently work for {{#crossLink "FlashAudioPlugin"}}{{/crossLink}}.
*
* More details on file formats can be found at <a href="http://en.wikipedia.org/wiki/Audio_file_format" target="_blank">http://en.wikipedia.org/wiki/Audio_file_format</a>.<br />
* A very detailed list of file formats can be found at <a href="http://www.fileinfo.com/filetypes/audio" target="_blank">http://www.fileinfo.com/filetypes/audio</a>.
* @property SUPPORTED_EXTENSIONS
* @type {Array[String]}
* @default ["mp3", "ogg", "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 <a href="http://html5doctor.com/html5-audio-the-state-of-play/" target="_blank">http://html5doctor.com/html5-audio-the-state-of-play/</a>.
* @property EXTENSION_MAP
* @type {Object}
* @since 0.4.0
* @default {m4a:"mp4"}
*/
s.EXTENSION_MAP = {
m4a:"mp4"
};
/**
* The RegExp pattern used to parse file URIs. This supports simple file names, as well as full domain URIs with
* query strings. The resulting match is: protocol:$1 domain:$2 path:$3 file:$4 extension:$5 query:$6.
* @property FILE_PATTERN
* @type {RegExp}
* @static
* @protected
*/
s.FILE_PATTERN = /^(?:(\w+:)\/{2}(\w+(?:\.\w+)*\/?))?([/.]*?(?:[^?]+)?\/)?((?:[^/?]+)\.(\w+))(?:\?(\S+)?)?$/;
// Class Public properties
/**
* Determines the default behavior for interrupting other currently playing instances with the same source, if the
* maximum number of instances of the sound are already playing. Currently the default is {{#crossLink "Sound/INTERRUPT_NONE:property"}}{{/crossLink}}
* but this can be set and will change playback behavior accordingly. This is only used when {{#crossLink "Sound/play"}}{{/crossLink}}
* is called without passing a value for interrupt.
* @property defaultInterruptBehavior
* @type {String}
* @default Sound.INTERRUPT_NONE, or "none"
* @static
* @since 0.4.0
*/
s.defaultInterruptBehavior = s.INTERRUPT_NONE; // OJR does s.INTERRUPT_ANY make more sense as default? Needs game dev testing to see which case makes more sense.
/**
* An array of extensions to attempt to use when loading sound, if the default is unsupported by the active plugin.
* These are applied in order, so if you try to Load Thunder.ogg in a browser that does not support ogg, and your
* extensions array is ["mp3", "m4a", "wav"] it will check mp3 support, then m4a, then wav. The audio files need
* to exist in the same location, as only the extension is altered.
*
* Note that regardless of which file is loaded, you can call {{#crossLink "Sound/createInstance"}}{{/crossLink}}
* and {{#crossLink "Sound/play"}}{{/crossLink}} using the same id or full source path passed for loading.
* <h4>Example</h4>
* var sounds = [
* {src:"myPath/mySound.ogg", id:"example"},
* ];
* createjs.Sound.alternateExtensions = ["mp3"]; // now if ogg is not supported, SoundJS will try asset0.mp3
* createjs.Sound.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 <code>event.src</code> to handle a particular sound.
* @event fileload
* @param {Object} target The object that dispatched the event.
* @param {String} type The event type.
* @param {String} src The source of the sound that was loaded.
* @param {String} [id] The id passed in when the sound was registered. If one was not provided, it will be null.
* @param {Number|Object} [data] Any additional data associated with the item. If not provided, it will be undefined.
* @since 0.4.1
*/
/**
* This event is fired when a file fails loading internally. This event is fired for each loaded sound,
* so any handler methods should look up the <code>event.src</code> to handle a particular sound.
* @event fileerror
* @param {Object} target The object that dispatched the event.
* @param {String} type The event type.
* @param {String} src The source of the sound that was loaded.
* @param {String} [id] The id passed in when the sound was registered. If one was not provided, it will be null.
* @param {Number|Object} [data] Any additional data associated with the item. If not provided, it will be undefined.
* @since 0.6.0
*/
// Class Public Methods
/**
* Get the preload rules to allow Sound to be used as a plugin by <a href="http://preloadjs.com" target="_blank">PreloadJS</a>.
* Any load calls that have the matching type or extension will fire the callback method, and use the resulting
* object, which is potentially modified by Sound. This helps when determining the correct path, as well as
* registering the audio instance(s) with Sound. This method should not be called, except by PreloadJS.
* @method getPreloadHandlers
* @return {Object} An object containing:
* <ul><li>callback: A preload callback that is fired when a file is added to PreloadJS, which provides
* Sound a mechanism to modify the load parameters, select the correct file format, register the sound, etc.</li>
* <li>types: A list of file types that are supported by Sound (currently supports "sound").</li>
* <li>extensions: A list of file extensions that are supported by Sound (see {{#crossLink "Sound.SUPPORTED_EXTENSIONS"}}{{/crossLink}}).</li></ul>
* @static
* @protected
*/
s.getPreloadHandlers = function () {
return {
callback:createjs.proxy(s.initLoad, s),
types:["sound"],
extensions:s.SUPPORTED_EXTENSIONS
};
};
/**
* Used to dispatch fileload events from internal loading.
* @method _handleLoadComplete
* @param event A loader event.
* @protected
* @static
* @since 0.6.0
*/
s._handleLoadComplete = function(event) {
var src = event.target.getItem().src;
if (!s._preloadHash[src]) {return;}
for (var i = 0, l = s._preloadHash[src].length; i < l; i++) {
var item = s._preloadHash[src][i];
s._preloadHash[src][i] = true;
if (!s.hasEventListener("fileload")) { continue; }
var event = new createjs.Event("fileload");
event.src = item.src;
event.id = item.id;
event.data = item.data;
event.sprite = item.sprite;
s.dispatchEvent(event);
}
};
/**
* Used to dispatch error events from internal preloading.
* @param event
* @protected
* @since 0.6.0
*/
s._handleLoadError = function(event) {
var src = event.target.getItem().src;
if (!s._preloadHash[src]) {return;}
for (var i = 0, l = s._preloadHash[src].length; i < l; i++) {
var item = s._preloadHash[src][i];
s._preloadHash[src][i] = false;
if (!s.hasEventListener("fileerror")) { continue; }
var event = new createjs.Event("fileerror");
event.src = item.src;
event.id = item.id;
event.data = item.data;
event.sprite = item.sprite;
s.dispatchEvent(event);
}
};
/**
* Used by {{#crossLink "Sound/registerPlugins"}}{{/crossLink}} to register a Sound plugin.
*
* @method _registerPlugin
* @param {Object} plugin The plugin class to install.
* @return {Boolean} Whether the plugin was successfully initialized.
* @static
* @private
*/
s._registerPlugin = function (plugin) {
// Note: Each plugin is passed in as a class reference, but we store the activePlugin as an instance
if (plugin.isSupported()) {
s.activePlugin = new plugin();
return true;
}
return false;
};
/**
* Register a list of Sound plugins, in order of precedence. To register a single plugin, pass a single element in the array.
*
* <h4>Example</h4>
* createjs.FlashAudioPlugin.swfPath = "../src/soundjs/flashaudio/";
* createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.HTMLAudioPlugin, createjs.FlashAudioPlugin]);
*
* @method registerPlugins
* @param {Array} plugins An array of plugins classes to install.
* @return {Boolean} Whether a plugin was successfully initialized.
* @static
*/
s.registerPlugins = function (plugins) {
s._pluginsRegistered = true;
for (var i = 0, l = plugins.length; i < l; i++) {
if (s._registerPlugin(plugins[i])) {
return true;
}
}
return false;
};
/**
* Initialize the default plugins. This method is automatically called when any audio is played or registered before
* the user has manually registered plugins, and enables Sound to work without manual plugin setup. Currently, the
* default plugins are {{#crossLink "WebAudioPlugin"}}{{/crossLink}} followed by {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}.
*
* <h4>Example</h4>
* if (!createjs.initializeDefaultPlugins()) { return; }
*
* @method initializeDefaultPlugins
* @returns {Boolean} True if a plugin was initialized, false otherwise.
* @since 0.4.0
*/
s.initializeDefaultPlugins = function () {
if (s.activePlugin != null) {return true;}
if (s._pluginsRegistered) {return false;}
if (s.registerPlugins([createjs.WebAudioPlugin, createjs.HTMLAudioPlugin])) {return true;}
return false;
};
/**
* Determines if Sound has been initialized, and a plugin has been activated.
*
* <h4>Example</h4>
* This example sets up a Flash fallback, but only if there is no plugin specified yet.
*
* if (!createjs.Sound.isReady()) {
* createjs.FlashAudioPlugin.swfPath = "../src/soundjs/flashaudio/";
* createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.HTMLAudioPlugin, createjs.FlashAudioPlugin]);
* }
*
* @method isReady
* @return {Boolean} If Sound has initialized a plugin.
* @static
*/
s.isReady = function () {
return (s.activePlugin != null);
};
/**
* Get the active plugins capabilities, which help determine if a plugin can be used in the current environment,
* or if the plugin supports a specific feature. Capabilities include:
* <ul>
* <li><b>panning:</b> If the plugin can pan audio from left to right</li>
* <li><b>volume;</b> If the plugin can control audio volume.</li>
* <li><b>tracks:</b> The maximum number of audio tracks that can be played back at a time. This will be -1
* if there is no known limit.</li>
* <br />An entry for each file type in {{#crossLink "Sound/SUPPORTED_EXTENSIONS:property"}}{{/crossLink}}:
* <li><b>mp3:</b> If MP3 audio is supported.</li>
* <li><b>ogg:</b> If OGG audio is supported.</li>
* <li><b>wav:</b> If WAV audio is supported.</li>
* <li><b>mpeg:</b> If MPEG audio is supported.</li>
* <li><b>m4a:</b> If M4A audio is supported.</li>
* <li><b>mp4:</b> If MP4 audio is supported.</li>
* <li><b>aiff:</b> If aiff audio is supported.</li>
* <li><b>wma:</b> If wma audio is supported.</li>
* <li><b>mid:</b> If mid audio is supported.</li>
* </ul>
* @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.
*
* <h4>Example</h4>
* 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 <a href="http://preloadjs.com" target="_blank">PreloadJS</a>. This method is intended
* for usage by a plugin, and not for direct interaction.
* @method initLoad
* @param {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}.<br/>
* id used to play the sound later, in the same manner as a sound src with an id.<br/>
* startTime is the initial offset to start playback and loop from, in milliseconds.<br/>
* duration is the amount of time to play the clip for, in milliseconds.<br/>
* This allows Sound to support audio sprites that are played back by id.
* @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
* <a href="http://preloadjs.com" target="_blank">PreloadJS</a>. It is recommended to register all sounds that
* need to be played back in order to properly prepare and preload them. Sound does internal preloading when required.
*
* <h4>Example</h4>
* createjs.Sound.alternateExtensions = ["mp3"];
* createjs.Sound.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}.<br/>
* id used to play the sound later, in the same manner as a sound src with an id.<br/>
* startTime is the initial offset to start playback and loop from, in milliseconds.<br/>
* duration is the amount of time to play the clip for, in milliseconds.<br/>
* This allows Sound to support audio sprites that are played back by id.
* @param {string} basePath Set a path that will be prepended to src for loading.
* @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.
*
* <h4>Example</h4>
* 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}}: <code>{src:srcURI, id:ID, data:Data}</code>
* 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}}: <code>{src:srcURI, id:ID, data:Data}</code>
* 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}}.
* <br />Note this will stop playback on active instances playing this sound before deleting them.
* <br />Note if you passed in a basePath, you need to pass it or prepend it to the src here.
*
* <h4>Example</h4>
* createjs.Sound.removeSound("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}}.
* <br />Note this will stop playback on active instances playing this audio before deleting them.
* <br />Note if you passed in a basePath, you need to pass it or prepend it to the src here.
*
* <h4>Example</h4>
* var sounds = [
* {src:"asset0.ogg", id:"example"},
* {src:"asset1.ogg", id:"1", data:6},
* {src:"asset2.mp3", id:"works"}
* ];
* createjs.Sound.removeSounds(sounds, assetPath);
*
* @method removeSounds
* @param {Array} sounds An array of objects to remove. Objects are expected to be in the format needed for
* {{#crossLink "Sound/removeSound"}}{{/crossLink}}: <code>{srcOrID:srcURIorID}</code>.
* You can also 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}}: <code>{srcOrID:srcURIorID}</code>
* @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}}.
* <br />Note this will stop playback on all active sound instances before deleting them.
*
* <h4>Example</h4>
* createjs.Sound.removeAllSounds();
*
* @method removeAllSounds
* @static
* @since 0.4.1
*/
s.removeAllSounds = function() {
s._idHash = {};
s._preloadHash = {};
SoundChannel.removeAll();
if (s.activePlugin) {s.activePlugin.removeAllSounds();}
};
/**
* Check if a source has been loaded by internal preloaders. This is necessary to ensure that sounds that are
* not completed preloading will not kick off a new internal preload if they are played.
*
* <h4>Example</h4>
* var mySound = "assetPath/asset0.ogg";
* if(createjs.Sound.loadComplete(mySound) {
* createjs.Sound.play(mySound);
* }
*
* @method loadComplete
* @param {String} src The src or id that is being loaded.
* @return {Boolean} If the src is already loaded.
* @since 0.4.0
*/
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 <a href="http://preloadjs.com" target="_blank">PreloadJS</a>.
* @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.
*
* <h4>Example</h4>
* 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 <code>INTERRUPT_TYPE</code>
* constants on the Sound class, with the default defined by {{#crossLink "Sound/defaultInterruptBehavior:property"}}{{/crossLink}}.
* <br /><strong>OR</strong><br />
* 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.
*
* <h4>Example</h4>
* 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.
*
* <h4>Example</h4>
* 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.
*
* <h4>Example</h4>
* 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.
*
* <h4>Example</h4>
* 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.
*
* <h4>Example</h4>
* 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}}.
*
* <h4>Example</h4>
* createjs.Sound.stop();
*
* @method stop
* @static
*/
s.stop = function () {
var instances = this._instances;
for (var i = instances.length; i--; ) {
instances[i].stop(); // NOTE stop removes instance from this._instances
}
};
/* ---------------
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 <code>INTERRUPT_TYPE</code>
* constants on the Sound class, with the default defined by {{#crossLink "Sound/defaultInterruptBehavior"}}{{/crossLink}}.
* <br /><strong>OR</strong><br />
* 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 <code>INTERRUPT_TYPE</code>
* 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.
*
* <h4>Example</h4>
* 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.
* <br />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:
* <code>myInstance.volume * createjs.Sound.getVolume();</code>
*
* @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.
*
* <br />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}}.
* <br />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.
*
* <br />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.
*
* <br />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.
*
* <br />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.
*
* <br />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.
*
* <br />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}}).
*
* <h4>Example</h4>
* 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 <code>INTERRUPT_TYPE</code>
* constants on the Sound class, with the default defined by Sound {{#crossLink "Sound/defaultInterruptBehavior:property"}}{{/crossLink}}.
* <br /><strong>OR</strong><br />
* 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}}.
*
* <h4>Example</h4>
*
* 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.
*
* <h4>Example</h4>
* 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:
* <code>myInstance.getVolume() * createjs.Sound.getVolume();</code>
*
* @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.
*
* <h4>Example</h4>
* 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.
*
* <h4>Example</h4>
* 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).
*
* <h4>Example</h4>
*
* 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.
*
* <h4>Example</h4>
*
* 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.
*
* <h4>Example</h4>
* 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.
*
* <h4>Example</h4>
* 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.
*
* <h4>Example</h4>
* 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 <code>Loader</code> instance, which <a href="http://preloadjs.com" target="_blank">PreloadJS</a>
* 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.
* <br />GainNode for controlling <code>WebAudioSoundInstance</code> 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.
* <br />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.
* <br />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.
* <br />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.
* <br /> Audio node from WebAudioPlugin that sequences to <code>context.destination</code>
* @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.
* <h4>Known Browser and OS issues for Web Audio</h4>
* <b>Firefox 25</b>
* <ul><li>mp3 audio files do not load properly on all windows machines, reported
* <a href="https://bugzilla.mozilla.org/show_bug.cgi?id=929969" target="_blank">here</a>. </br>
* For this reason it is recommended to pass another FF supported type (ie ogg) first until this bug is resolved, if possible.</li></ul>
* <br />
* <b>Webkit (Chrome and Safari)</b>
* <ul><li>AudioNode.disconnect does not always seem to work. This can cause the file size to grow over time if you
* are playing a lot of audio files.</li></ul>
* <br />
* <b>iOS 6 limitations</b>
* <ul><li>Sound is initially muted and will only unmute through play being called inside a user initiated event (touch/click).</li>
* <li>A bug exists that will distort uncached audio when a video element is present in the DOM. You can avoid this bug
* by ensuring the audio and video audio share the same sampleRate.</li>
* </ul>
* @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 <code>context.destination</code>.
*
* 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 <b>must</b> 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).
*
* <h4>Example</h4>
* 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 &lt;audio&gt; 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}}.
*
* <h4>Known Browser and OS issues for HTML Audio</h4>
* <b>All browsers</b><br />
* 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.
*
* <b>IE html limitations</b><br />
* <ul><li>There is a delay in applying volume changes to tags that occurs once playback is started. So if you have
* muted all sounds, they will all play during this delay until the mute applies internally. This happens regardless of
* when or how you apply the volume change, as the tag seems to need to play to apply it.</li>
* <li>MP3 encoding will not always work for audio tags if it's not default. We've found default encoding with
* 64kbps works.</li>
* <li>Occasionally very short samples will get cut off.</li>
* <li>There is a limit to how many audio tags you can load and play at once, which appears to be determined by
* hardware and browser settings. See {{#crossLink "HTMLAudioPlugin.MAX_INSTANCES"}}{{/crossLink}} for a safe estimate.
* Note that audio sprites can be used as a solution to this issue.</li></ul>
*
* <b>Safari limitations</b><br />
* <ul><li>Safari requires Quicktime to be installed for audio playback.</li></ul>
*
* <b>iOS 6 limitations</b><br />
* <ul><li>Note it is recommended to use {{#crossLink "WebAudioPlugin"}}{{/crossLink}} for iOS (6+)</li>
* <li>HTML Audio is disabled by default because</li>
* <li>can only have one &lt;audio&gt; tag</li>
* <li>can not preload or autoplay the audio</li>
* <li>can not cache the audio</li>
* <li>can not play the audio except inside a user initiated event.</li>
* <li>audio sprites can be used to mitigate some of these issues and are strongly recommended on iOS</li>
* </ul>
*
* <b>Android Native Browser limitations</b><br />
* <ul><li>We have no control over audio volume. Only the user can set volume on their device.</li>
* <li>We can only play audio inside a user event (touch/click). This currently means you cannot loop sound or use a delay.</li></ul>
* <b> Android Chrome 26.0.1410.58 specific limitations</b><br />
* <ul> <li>Can only play 1 sound at a time.</li>
* <li>Sound is not cached.</li>
* <li>Sound can only be loaded in a user initiated touch/click event.</li>
* <li>There is a delay before a sound is played, presumably while the src is loaded.</li>
* </ul>
*
* 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.
*
* <b>NOTE this property only exists as a limitation of HTML audio.</b>
* @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:
* <li>it can only have one &lt;audio&gt; tag</li>
* <li>can not preload or autoplay the audio</li>
* <li>can not cache the audio</li>
* <li>can not play the audio except inside a user initiated event</li>
*
* @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");
}());