diff --git a/public/scripts/howler/LICENSE.md b/public/scripts/howler/LICENSE.md deleted file mode 100644 index 29686f5..0000000 --- a/public/scripts/howler/LICENSE.md +++ /dev/null @@ -1,20 +0,0 @@ -Copyright (c) 2013-2020 James Simpson and GoldFire Studios, Inc. - -Permission is hereby granted, free of charge, to any person obtaining -a copy of this software and associated documentation files (the -"Software"), to deal in the Software without restriction, including -without limitation the rights to use, copy, modify, merge, publish, -distribute, sublicense, and/or sell copies of the Software, and to -permit persons to whom the Software is furnished to do so, subject to -the following conditions: - -The above copyright notice and this permission notice shall be -included in all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF -MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND -NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE -LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION -OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION -WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. \ No newline at end of file diff --git a/public/scripts/howler/README.md b/public/scripts/howler/README.md deleted file mode 100644 index 4a4766f..0000000 --- a/public/scripts/howler/README.md +++ /dev/null @@ -1,564 +0,0 @@ -[![howler.js](https://s3.amazonaws.com/howler.js/howler-logo.png "howler.js")](https://howlerjs.com) - -# Description -[howler.js](https://howlerjs.com) is an audio library for the modern web. It defaults to [Web Audio API](http://webaudio.github.io/web-audio-api/) and falls back to [HTML5 Audio](https://html.spec.whatwg.org/multipage/embedded-content.html#the-audio-element). This makes working with audio in JavaScript easy and reliable across all platforms. - -Additional information, live demos and a user showcase are available at [howlerjs.com](https://howlerjs.com). - -Follow on Twitter for howler.js and development-related discussion: [@GoldFireStudios](https://twitter.com/goldfirestudios). - -### Features -* Single API for all audio needs -* Defaults to Web Audio API and falls back to HTML5 Audio -* Handles edge cases and bugs across environments -* Supports all codecs for full cross-browser support -* Automatic caching for improved performance -* Control sounds individually, in groups or globally -* Playback of multiple sounds at once -* Easy sound sprite definition and playback -* Full control for fading, rate, seek, volume, etc. -* Easily add 3D spatial sound or stereo panning -* Modular - use what you want and easy to extend -* No outside dependencies, just pure JavaScript -* As light as 7kb gzipped - -### Browser Compatibility -Tested in the following browsers/versions: -* Google Chrome 7.0+ -* Internet Explorer 9.0+ -* Firefox 4.0+ -* Safari 5.1.4+ -* Mobile Safari 6.0+ (after user input) -* Opera 12.0+ -* Microsoft Edge - -### Live Demos -* [Audio Player](https://howlerjs.com/#player) -* [Radio](https://howlerjs.com/#radio) -* [Spatial Audio](https://howlerjs.com/#spatial) -* [Audio Sprites](https://howlerjs.com/#sprite) - -# Documentation - -### Contents -* [Quick Start](#quick-start) -* [Examples](#examples) -* [Core](#core) - * [Options](#options) - * [Methods](#methods) - * [Global Options](#global-options) - * [Global Methods](#global-methods) -* [Plugin: Spatial](#plugin-spatial) - * [Options](#options-1) - * [Methods](#methods-1) - * [Global Methods](#global-methods-1) -* [Group Playback](#group-playback) -* [Mobile Playback](#mobilechrome-playback) -* [Dolby Audio Playback](#dolby-audio-playback) -* [Facebook Instant Games](#facebook-instant-games) -* [Format Recommendations](#format-recommendations) -* [License](#license) - -### Quick Start - -Several options to get up and running: - -* Clone the repo: `git clone https://github.com/goldfire/howler.js.git` -* Install with [npm](https://www.npmjs.com/package/howler): `npm install howler` -* Install with [Yarn](https://yarnpkg.com/en/package/howler): `yarn add howler` -* Install with [Bower](http://bower.io/): `bower install howler` -* Hosted CDN: [`cdnjs`](https://cdnjs.com/libraries/howler) [`jsDelivr`](https://www.jsdelivr.com/projects/howler.js) - -In the browser: - -```html - - -``` - -As a dependency: - -```javascript -import {Howl, Howler} from 'howler'; -``` - -```javascript -const {Howl, Howler} = require('howler'); -``` - -Included distribution files: - -* **howler**: This is the default and fully bundled source that includes `howler.core` and `howler.spatial`. It includes all functionality that howler comes with. -* **howler.core**: This includes only the core functionality that aims to create parity between Web Audio and HTML5 Audio. It doesn't include any of the spatial/stereo audio functionality. -* **howler.spatial**: This is a plugin that adds spatial/stereo audio functionality. It requires `howler.core` to operate as it is simply an add-on to the core. - - -### Examples - -##### Most basic, play an MP3: -```javascript -var sound = new Howl({ - src: ['sound.mp3'] -}); - -sound.play(); -``` - -##### Streaming audio (for live audio or large files): -```javascript -var sound = new Howl({ - src: ['stream.mp3'], - html5: true -}); - -sound.play(); -``` - -##### More playback options: -```javascript -var sound = new Howl({ - src: ['sound.webm', 'sound.mp3', 'sound.wav'], - autoplay: true, - loop: true, - volume: 0.5, - onend: function() { - console.log('Finished!'); - } -}); -``` - -##### Define and play a sound sprite: -```javascript -var sound = new Howl({ - src: ['sounds.webm', 'sounds.mp3'], - sprite: { - blast: [0, 3000], - laser: [4000, 1000], - winner: [6000, 5000] - } -}); - -// Shoot the laser! -sound.play('laser'); -``` - -##### Listen for events: -```javascript -var sound = new Howl({ - src: ['sound.webm', 'sound.mp3'] -}); - -// Clear listener after first call. -sound.once('load', function(){ - sound.play(); -}); - -// Fires when the sound finishes playing. -sound.on('end', function(){ - console.log('Finished!'); -}); -``` - -##### Control multiple sounds: -```javascript -var sound = new Howl({ - src: ['sound.webm', 'sound.mp3'] -}); - -// Play returns a unique Sound ID that can be passed -// into any method on Howl to control that specific sound. -var id1 = sound.play(); -var id2 = sound.play(); - -// Fade out the first sound and speed up the second. -sound.fade(1, 0, 1000, id1); -sound.rate(1.5, id2); -``` - -##### ES6: -```javascript -import {Howl, Howler} from 'howler'; - -// Setup the new Howl. -const sound = new Howl({ - src: ['sound.webm', 'sound.mp3'] -}); - -// Play the sound. -sound.play(); - -// Change global volume. -Howler.volume(0.5); -``` - - -More in-depth examples (with accompanying live demos) can be found in the [examples directory](https://github.com/goldfire/howler.js/tree/master/examples). - - -## Core - -### Options -#### src `Array/String` `[]` *`required`* -The sources to the track(s) to be loaded for the sound (URLs or base64 data URIs). These should be in order of preference, howler.js will automatically load the first one that is compatible with the current browser. If your files have no extensions, you will need to explicitly specify the extension using the `format` property. -#### volume `Number` `1.0` -The volume of the specific track, from `0.0` to `1.0`. -#### html5 `Boolean` `false` -Set to `true` to force HTML5 Audio. This should be used for large audio files so that you don't have to wait for the full file to be downloaded and decoded before playing. -#### loop `Boolean` `false` -Set to `true` to automatically loop the sound forever. -#### preload `Boolean|String` `true` -Automatically begin downloading the audio file when the `Howl` is defined. If using HTML5 Audio, you can set this to `'metadata'` to only preload the file's metadata (to get its duration without download the entire file, for example). -#### autoplay `Boolean` `false` -Set to `true` to automatically start playback when sound is loaded. -#### mute `Boolean` `false` -Set to `true` to load the audio muted. -#### sprite `Object` `{}` -Define a sound sprite for the sound. The offset and duration are defined in milliseconds. A third (optional) parameter is available to set a sprite as looping. An easy way to generate compatible sound sprites is with [audiosprite](https://github.com/tonistiigi/audiosprite). -```javascript -new Howl({ - sprite: { - key1: [offset, duration, (loop)] - }, -}); -``` -#### rate `Number` `1.0` -The rate of playback. 0.5 to 4.0, with 1.0 being normal speed. -#### pool `Number` `5` -The size of the inactive sounds pool. Once sounds are stopped or finish playing, they are marked as ended and ready for cleanup. We keep a pool of these to recycle for improved performance. Generally this doesn't need to be changed. It is important to keep in mind that when a sound is paused, it won't be removed from the pool and will still be considered active so that it can be resumed later. -#### format `Array` `[]` -howler.js automatically detects your file format from the extension, but you may also specify a format in situations where extraction won't work (such as with a SoundCloud stream). -#### xhr `Object` `null` -When using Web Audio, howler.js uses an XHR request to load the audio files. If you need to send custom headers, set the HTTP method or enable `withCredentials` ([see reference](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials)), include them with this parameter. Each is optional (method defaults to `GET`, headers default to `null` and withCredentials defaults to `false`). For example: -```javascript -// Using each of the properties. -new Howl({ - xhr: { - method: 'POST', - headers: { - Authorization: 'Bearer:' + token, - }, - withCredentials: true, - } -}); - -// Only changing the method. -new Howl({ - xhr: { - method: 'POST', - } -}); -``` -#### onload `Function` -Fires when the sound is loaded. -#### onloaderror `Function` -Fires when the sound is unable to load. The first parameter is the ID of the sound (if it exists) and the second is the error message/code. - -The load error codes are [defined in the spec](http://dev.w3.org/html5/spec-author-view/spec.html#mediaerror): -* **1** - The fetching process for the media resource was aborted by the user agent at the user's request. -* **2** - A network error of some description caused the user agent to stop fetching the media resource, after the resource was established to be usable. -* **3** - An error of some description occurred while decoding the media resource, after the resource was established to be usable. -* **4** - The media resource indicated by the src attribute or assigned media provider object was not suitable. -#### onplayerror `Function` -Fires when the sound is unable to play. The first parameter is the ID of the sound and the second is the error message/code. -#### onplay `Function` -Fires when the sound begins playing. The first parameter is the ID of the sound. -#### onend `Function` -Fires when the sound finishes playing (if it is looping, it'll fire at the end of each loop). The first parameter is the ID of the sound. -#### onpause `Function` -Fires when the sound has been paused. The first parameter is the ID of the sound. -#### onstop `Function` -Fires when the sound has been stopped. The first parameter is the ID of the sound. -#### onmute `Function` -Fires when the sound has been muted/unmuted. The first parameter is the ID of the sound. -#### onvolume `Function` -Fires when the sound's volume has changed. The first parameter is the ID of the sound. -#### onrate `Function` -Fires when the sound's playback rate has changed. The first parameter is the ID of the sound. -#### onseek `Function` -Fires when the sound has been seeked. The first parameter is the ID of the sound. -#### onfade `Function` -Fires when the current sound finishes fading in/out. The first parameter is the ID of the sound. -#### onunlock `Function` -Fires when audio has been automatically unlocked through a touch/click event. - - -### Methods -#### play([sprite/id]) -Begins playback of a sound. Returns the sound id to be used with other methods. Only method that can't be chained. -* **sprite/id**: `String/Number` `optional` Takes one parameter that can either be a sprite or sound ID. If a sprite is passed, a new sound will play based on the sprite's definition. If a sound ID is passed, the previously played sound will be played (for example, after pausing it). However, if an ID of a sound that has been drained from the pool is passed, nothing will play. - -#### pause([id]) -Pauses playback of sound or group, saving the `seek` of playback. -* **id**: `Number` `optional` The sound ID. If none is passed, all sounds in group are paused. - -#### stop([id]) -Stops playback of sound, resetting `seek` to `0`. -* **id**: `Number` `optional` The sound ID. If none is passed, all sounds in group are stopped. - -#### mute([muted], [id]) -Mutes the sound, but doesn't pause the playback. -* **muted**: `Boolean` `optional` True to mute and false to unmute. -* **id**: `Number` `optional` The sound ID. If none is passed, all sounds in group are stopped. - -#### volume([volume], [id]) -Get/set volume of this sound or the group. This method optionally takes 0, 1 or 2 arguments. -* **volume**: `Number` `optional` Volume from `0.0` to `1.0`. -* **id**: `Number` `optional` The sound ID. If none is passed, all sounds in group have volume altered relative to their own volume. - -#### fade(from, to, duration, [id]) -Fade a currently playing sound between two volumes. Fires the `fade` event when complete. -* **from**: `Number` Volume to fade from (`0.0` to `1.0`). -* **to**: `Number` Volume to fade to (`0.0` to `1.0`). -* **duration**: `Number` Time in milliseconds to fade. -* **id**: `Number` `optional` The sound ID. If none is passed, all sounds in group will fade. - -#### rate([rate], [id]) -Get/set the rate of playback for a sound. This method optionally takes 0, 1 or 2 arguments. -* **rate**: `Number` `optional` The rate of playback. 0.5 to 4.0, with 1.0 being normal speed. -* **id**: `Number` `optional` The sound ID. If none is passed, playback rate of all sounds in group will change. - -#### seek([seek], [id]) -Get/set the position of playback for a sound. This method optionally takes 0, 1 or 2 arguments. -* **seek**: `Number` `optional` The position to move current playback to (in seconds). -* **id**: `Number` `optional` The sound ID. If none is passed, the first sound will seek. - -#### loop([loop], [id]) -Get/set whether to loop the sound or group. This method can optionally take 0, 1 or 2 arguments. -* **loop**: `Boolean` `optional` To loop or not to loop, that is the question. -* **id**: `Number` `optional` The sound ID. If none is passed, all sounds in group will have their `loop` property updated. - -#### state() -Check the load status of the `Howl`, returns a `unloaded`, `loading` or `loaded`. - -#### playing([id]) -Check if a sound is currently playing or not, returns a `Boolean`. If no sound ID is passed, check if any sound in the `Howl` group is playing. -* **id**: `Number` `optional` The sound ID to check. - -#### duration([id]) -Get the duration of the audio source (in seconds). Will return 0 until after the `load` event fires. -* **id**: `Number` `optional` The sound ID to check. Passing an ID will return the duration of the sprite being played on this instance; otherwise, the full source duration is returned. - -#### on(event, function, [id]) -Listen for events. Multiple events can be added by calling this multiple times. -* **event**: `String` Name of event to fire/set (`load`, `loaderror`, `playerror`, `play`, `end`, `pause`, `stop`, `mute`, `volume`, `rate`, `seek`, `fade`, `unlock`). -* **function**: `Function` Define function to fire on event. -* **id**: `Number` `optional` Only listen to events for this sound id. - -#### once(event, function, [id]) -Same as `on`, but it removes itself after the callback is fired. -* **event**: `String` Name of event to fire/set (`load`, `loaderror`, `playerror`, `play`, `end`, `pause`, `stop`, `mute`, `volume`, `rate`, `seek`, `fade`, `unlock`). -* **function**: `Function` Define function to fire on event. -* **id**: `Number` `optional` Only listen to events for this sound id. - -#### off(event, [function], [id]) -Remove event listener that you've set. Call without parameters to remove all events. -* **event**: `String` Name of event (`load`, `loaderror`, `playerror`, `play`, `end`, `pause`, `stop`, `mute`, `volume`, `rate`, `seek`, `fade`, `unlock`). -* **function**: `Function` `optional` The listener to remove. Omit this to remove all events of type. -* **id**: `Number` `optional` Only remove events for this sound id. - -#### load() -This is called by default, but if you set `preload` to false, you must call `load` before you can play any sounds. - -#### unload() -Unload and destroy a Howl object. This will immediately stop all sounds attached to this sound and remove it from the cache. - - -### Global Options -#### usingWebAudio `Boolean` -`true` if the Web Audio API is available. -#### noAudio `Boolean` -`true` if no audio is available. -#### autoUnlock `Boolean` `true` -Automatically attempts to enable audio on mobile (iOS, Android, etc) devices and desktop Chrome/Safari. -#### html5PoolSize `Number` `10` -Each HTML5 Audio object must be unlocked individually, so we keep a global pool of unlocked nodes to share between all `Howl` instances. This pool gets created on the first user interaction and is set to the size of this property. -#### autoSuspend `Boolean` `true` -Automatically suspends the Web Audio AudioContext after 30 seconds of inactivity to decrease processing and energy usage. Automatically resumes upon new playback. Set this property to `false` to disable this behavior. -#### ctx `Boolean` *`Web Audio Only`* -Exposes the `AudioContext` with Web Audio API. -#### masterGain `Boolean` *`Web Audio Only`* -Exposes the master `GainNode` with Web Audio API. This can be useful for writing plugins or advanced usage. - - -### Global Methods -The following methods are used to modify all sounds globally, and are called from the `Howler` object. -#### mute(muted) -Mute or unmute all sounds. -* **muted**: `Boolean` True to mute and false to unmute. - -#### volume([volume]) -Get/set the global volume for all sounds, relative to their own volume. -* **volume**: `Number` `optional` Volume from `0.0` to `1.0`. - -#### stop() -Stop all sounds and reset their seek position to the beginning. - -#### codecs(ext) -Check supported audio codecs. Returns `true` if the codec is supported in the current browser. -* **ext**: `String` File extension. One of: "mp3", "mpeg", "opus", "ogg", "oga", "wav", "aac", "caf", "m4a", "m4b", "mp4", "weba", "webm", "dolby", "flac". - -#### unload() -Unload and destroy all currently loaded Howl objects. This will immediately stop all sounds and remove them from cache. - - -## Plugin: Spatial - -### Options -#### orientation `Array` `[1, 0, 0]` -Sets the direction the audio source is pointing in the 3D cartesian coordinate space. Depending on how directional the sound is, based on the `cone` attributes, a sound pointing away from the listener can be quiet or silent. -#### stereo `Number` `null` -Sets the stereo panning value of the audio source for this sound or group. This makes it easy to setup left/right panning with a value of `-1.0` being far left and a value of `1.0` being far right. -#### pos `Array` `null` -Sets the 3D spatial position of the audio source for this sound or group relative to the global listener. -#### pannerAttr `Object` -Sets the panner node's attributes for a sound or group of sounds. See the `pannerAttr` method for all available options. -#### onstereo `Function` -Fires when the current sound has the stereo panning changed. The first parameter is the ID of the sound. -#### onpos `Function` -Fires when the current sound has the listener position changed. The first parameter is the ID of the sound. -#### onorientation `Function` -Fires when the current sound has the direction of the listener changed. The first parameter is the ID of the sound. - - -### Methods -#### stereo(pan, [id]) -Get/set the stereo panning of the audio source for this sound or all in the group. -* **pan**: `Number` A value of `-1.0` is all the way left and `1.0` is all the way right. -* **id**: `Number` `optional` The sound ID. If none is passed, all in group will be updated. - -#### pos(x, y, z, [id]) -Get/set the 3D spatial position of the audio source for this sound or group relative to the global listener. -* **x**: `Number` The x-position of the audio source. -* **y**: `Number` The y-position of the audio source. -* **z**: `Number` The z-position of the audio source. -* **id**: `Number` `optional` The sound ID. If none is passed, all in group will be updated. - -#### orientation(x, y, z, [id]) -Get/set the direction the audio source is pointing in the 3D cartesian coordinate space. Depending on how directional the sound is, based on the `cone` attributes, a sound pointing away from the listener can be quiet or silent. -* **x**: `Number` The x-orientation of the source. -* **y**: `Number` The y-orientation of the source. -* **z**: `Number` The z-orientation of the source. -* **id**: `Number` `optional` The sound ID. If none is passed, all in group will be updated. - -#### pannerAttr(o, [id]) -Get/set the panner node's attributes for a sound or group of sounds. -* **o**: `Object` All values to update. - * **coneInnerAngle** `360` A parameter for directional audio sources, this is an angle, in degrees, inside of which there will be no volume reduction. - * **coneOuterAngle** `360` A parameter for directional audio sources, this is an angle, in degrees, outside of which the volume will be reduced to a constant value of `coneOuterGain`. - * **coneOuterGain** `0` A parameter for directional audio sources, this is the gain outside of the `coneOuterAngle`. It is a linear value in the range `[0, 1]`. - * **distanceModel** `inverse` Determines algorithm used to reduce volume as audio moves away from listener. Can be `linear`, `inverse` or `exponential`. You can find the implementations of each in the [spec](https://webaudio.github.io/web-audio-api/#idl-def-DistanceModelType). - * **maxDistance** `10000` The maximum distance between source and listener, after which the volume will not be reduced any further. - * **refDistance** `1` A reference distance for reducing volume as source moves further from the listener. This is simply a variable of the distance model and has a different effect depending on which model is used and the scale of your coordinates. Generally, volume will be equal to 1 at this distance. - * **rolloffFactor** `1` How quickly the volume reduces as source moves from listener. This is simply a variable of the distance model and can be in the range of `[0, 1]` with `linear` and `[0, ∞]` with `inverse` and `exponential`. - * **panningModel** `HRTF` Determines which spatialization algorithm is used to position audio. Can be `HRTF` or `equalpower`. -* **id**: `Number` `optional` The sound ID. If none is passed, all in group will be updated. - - -### Global Methods -#### stereo(pan) -Helper method to update the stereo panning position of all current `Howls`. Future `Howls` will not use this value unless explicitly set. -* **pan**: `Number` A value of -1.0 is all the way left and 1.0 is all the way right. - -#### pos(x, y, z) -Get/set the position of the listener in 3D cartesian space. Sounds using 3D position will be relative to the listener's position. -* **x**: `Number` The x-position of the listener. -* **y**: `Number` The y-position of the listener. -* **z**: `Number` The z-position of the listener. - -#### orientation(x, y, z, xUp, yUp, zUp) -Get/set the direction the listener is pointing in the 3D cartesian space. A front and up vector must be provided. The front is the direction the face of the listener is pointing, and up is the direction the top of the listener is pointing. Thus, these values are expected to be at right angles from each other. -* **x**: `Number` The x-orientation of listener. -* **y**: `Number` The y-orientation of listener. -* **z**: `Number` The z-orientation of listener. -* **xUp**: `Number` The x-orientation of the top of the listener. -* **yUp**: `Number` The y-orientation of the top of the listener. -* **zUp**: `Number` The z-orientation of the top of the listener. - - -### Group Playback -Each `new Howl()` instance is also a group. You can play multiple sound instances from the `Howl` and control them individually or as a group (note: each `Howl` can only contain a single audio file). For example, the following plays two sounds from a sprite, changes their volume together and then pauses both of them at the same time. - -```javascript -var sound = new Howl({ - src: ['sound.webm', 'sound.mp3'], - sprite: { - track01: [0, 20000], - track02: [21000, 41000] - } -}); - -// Play each of the track.s -sound.play('track01'); -sound.play('track02'); - -// Change the volume of both tracks. -sound.volume(0.5); - -// After a second, pause both sounds in the group. -setTimeout(function() { - sound.pause(); -}, 1000); -``` - - -### Mobile/Chrome Playback -By default, audio on mobile browsers and Chrome/Safari is locked until a sound is played within a user interaction, and then it plays normally the rest of the page session ([Apple documentation](https://developer.apple.com/library/safari/documentation/audiovideo/conceptual/using_html5_audio_video/PlayingandSynthesizingSounds/PlayingandSynthesizingSounds.html)). The default behavior of howler.js is to attempt to silently unlock audio playback by playing an empty buffer on the first `touchend` event. This behavior can be disabled by calling: - -```javascript -Howler.autoUnlock = false; -``` - -If you try to play audio automatically on page load, you can listen to a `playerror` event and then wait for the `unlock` event to try and play the audio again: - -```javascript -var sound = new Howl({ - src: ['sound.webm', 'sound.mp3'], - onplayerror: function() { - sound.once('unlock', function() { - sound.play(); - }); - } -}); - -sound.play(); -``` - - -### Dolby Audio Playback -Full support for playback of the Dolby Audio format (currently support in Edge and Safari) is included. However, you must specify that the file you are loading is `dolby` since it is in a `mp4` container. - -```javascript -var dolbySound = new Howl({ - src: ['sound.mp4', 'sound.webm', 'sound.mp3'], - format: ['dolby', 'webm', 'mp3'] -}); -``` - -### Facebook Instant Games -Howler.js provides audio support for the new [Facebook Instant Games](https://developers.facebook.com/docs/games/instant-games/engine-recommendations) platform. If you encounter any issues while developing for Instant Games, open an issue with the tag `[IG]`. - -### Format Recommendations -Howler.js supports a wide array of audio codecs that have varying browser support ("mp3", "opus", "ogg", "wav", "aac", "m4a", "m4b", "mp4", "webm", ...), but if you want full browser coverage you still need to use at least two of them. If your goal is to have the best balance of small filesize and high quality, based on extensive production testing, your best bet is to default to `webm` and fallback to `mp3`. `webm` has nearly full browser coverage with a great combination of compression and quality. You'll need the `mp3` fallback for Internet Explorer. - -It is important to remember that howler.js selects the first compatible sound from your array of sources. So if you want `webm` to be used before `mp3`, you need to put the sources in that order. - -If you want your `webm` files to be seekable in Firefox, be sure to encode them with the cues element. One way to do this is by using the `dash` flag in [ffmpeg](https://www.ffmpeg.org/): - -``` -ffmpeg -i sound1.wav -dash 1 sound1.webm -``` - -### Sponsors -Support the ongoing development of howler.js and get your logo on our README with a link to your site [[become a sponsor](https://github.com/sponsors/goldfire)]. You can also become a backer at a lower tier and get your name in the [BACKERS](https://github.com/goldfire/howler.js/blob/master/BACKERS.md) list. All support is greatly appreciated! - -[![GoldFire Studios](https://s3.amazonaws.com/howler.js/sponsors/goldfire_studios.png "GoldFire Studios")](https://goldfirestudios.com) - -### License - -Copyright (c) 2013-2021 [James Simpson](https://twitter.com/GoldFireStudios) and [GoldFire Studios, Inc.](http://goldfirestudios.com) - -Released under the [MIT License](https://github.com/goldfire/howler.js/blob/master/LICENSE.md). diff --git a/public/scripts/howler/dist/howler.core.min.js b/public/scripts/howler/dist/howler.core.min.js deleted file mode 100644 index 3901ac4..0000000 --- a/public/scripts/howler/dist/howler.core.min.js +++ /dev/null @@ -1,2 +0,0 @@ -/*! howler.js v2.2.4 | (c) 2013-2020, James Simpson of GoldFire Studios | MIT License | howlerjs.com */ -!function(){"use strict";var e=function(){this.init()};e.prototype={init:function(){var e=this||n;return e._counter=1e3,e._html5AudioPool=[],e.html5PoolSize=10,e._codecs={},e._howls=[],e._muted=!1,e._volume=1,e._canPlayEvent="canplaythrough",e._navigator="undefined"!=typeof window&&window.navigator?window.navigator:null,e.masterGain=null,e.noAudio=!1,e.usingWebAudio=!0,e.autoSuspend=!0,e.ctx=null,e.autoUnlock=!0,e._setup(),e},volume:function(e){var o=this||n;if(e=parseFloat(e),o.ctx||_(),void 0!==e&&e>=0&&e<=1){if(o._volume=e,o._muted)return o;o.usingWebAudio&&o.masterGain.gain.setValueAtTime(e,n.ctx.currentTime);for(var t=0;t=0;o--)e._howls[o].unload();return e.usingWebAudio&&e.ctx&&void 0!==e.ctx.close&&(e.ctx.close(),e.ctx=null,_()),e},codecs:function(e){return(this||n)._codecs[e.replace(/^x-/,"")]},_setup:function(){var e=this||n;if(e.state=e.ctx?e.ctx.state||"suspended":"suspended",e._autoSuspend(),!e.usingWebAudio)if("undefined"!=typeof Audio)try{var o=new Audio;void 0===o.oncanplaythrough&&(e._canPlayEvent="canplay")}catch(n){e.noAudio=!0}else e.noAudio=!0;try{var o=new Audio;o.muted&&(e.noAudio=!0)}catch(e){}return e.noAudio||e._setupCodecs(),e},_setupCodecs:function(){var e=this||n,o=null;try{o="undefined"!=typeof Audio?new Audio:null}catch(n){return e}if(!o||"function"!=typeof o.canPlayType)return e;var t=o.canPlayType("audio/mpeg;").replace(/^no$/,""),r=e._navigator?e._navigator.userAgent:"",a=r.match(/OPR\/(\d+)/g),u=a&&parseInt(a[0].split("/")[1],10)<33,d=-1!==r.indexOf("Safari")&&-1===r.indexOf("Chrome"),i=r.match(/Version\/(.*?) /),_=d&&i&&parseInt(i[1],10)<15;return e._codecs={mp3:!(u||!t&&!o.canPlayType("audio/mp3;").replace(/^no$/,"")),mpeg:!!t,opus:!!o.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/,""),ogg:!!o.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/,""),oga:!!o.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/,""),wav:!!(o.canPlayType('audio/wav; codecs="1"')||o.canPlayType("audio/wav")).replace(/^no$/,""),aac:!!o.canPlayType("audio/aac;").replace(/^no$/,""),caf:!!o.canPlayType("audio/x-caf;").replace(/^no$/,""),m4a:!!(o.canPlayType("audio/x-m4a;")||o.canPlayType("audio/m4a;")||o.canPlayType("audio/aac;")).replace(/^no$/,""),m4b:!!(o.canPlayType("audio/x-m4b;")||o.canPlayType("audio/m4b;")||o.canPlayType("audio/aac;")).replace(/^no$/,""),mp4:!!(o.canPlayType("audio/x-mp4;")||o.canPlayType("audio/mp4;")||o.canPlayType("audio/aac;")).replace(/^no$/,""),weba:!(_||!o.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/,"")),webm:!(_||!o.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/,"")),dolby:!!o.canPlayType('audio/mp4; codecs="ec-3"').replace(/^no$/,""),flac:!!(o.canPlayType("audio/x-flac;")||o.canPlayType("audio/flac;")).replace(/^no$/,"")},e},_unlockAudio:function(){var e=this||n;if(!e._audioUnlocked&&e.ctx){e._audioUnlocked=!1,e.autoUnlock=!1,e._mobileUnloaded||44100===e.ctx.sampleRate||(e._mobileUnloaded=!0,e.unload()),e._scratchBuffer=e.ctx.createBuffer(1,1,22050);var o=function(n){for(;e._html5AudioPool.length0?d._seek:t._sprite[e][0]/1e3),s=Math.max(0,(t._sprite[e][0]+t._sprite[e][1])/1e3-_),l=1e3*s/Math.abs(d._rate),c=t._sprite[e][0]/1e3,f=(t._sprite[e][0]+t._sprite[e][1])/1e3;d._sprite=e,d._ended=!1;var p=function(){d._paused=!1,d._seek=_,d._start=c,d._stop=f,d._loop=!(!d._loop&&!t._sprite[e][2])};if(_>=f)return void t._ended(d);var m=d._node;if(t._webAudio){var v=function(){t._playLock=!1,p(),t._refreshBuffer(d);var e=d._muted||t._muted?0:d._volume;m.gain.setValueAtTime(e,n.ctx.currentTime),d._playStart=n.ctx.currentTime,void 0===m.bufferSource.start?d._loop?m.bufferSource.noteGrainOn(0,_,86400):m.bufferSource.noteGrainOn(0,_,s):d._loop?m.bufferSource.start(0,_,86400):m.bufferSource.start(0,_,s),l!==1/0&&(t._endTimers[d._id]=setTimeout(t._ended.bind(t,d),l)),o||setTimeout(function(){t._emit("play",d._id),t._loadQueue()},0)};"running"===n.state&&"interrupted"!==n.ctx.state?v():(t._playLock=!0,t.once("resume",v),t._clearTimer(d._id))}else{var h=function(){m.currentTime=_,m.muted=d._muted||t._muted||n._muted||m.muted,m.volume=d._volume*n.volume(),m.playbackRate=d._rate;try{var r=m.play();if(r&&"undefined"!=typeof Promise&&(r instanceof Promise||"function"==typeof r.then)?(t._playLock=!0,p(),r.then(function(){t._playLock=!1,m._unlocked=!0,o?t._loadQueue():t._emit("play",d._id)}).catch(function(){t._playLock=!1,t._emit("playerror",d._id,"Playback was unable to start. This is most commonly an issue on mobile devices and Chrome where playback was not within a user interaction."),d._ended=!0,d._paused=!0})):o||(t._playLock=!1,p(),t._emit("play",d._id)),m.playbackRate=d._rate,m.paused)return void t._emit("playerror",d._id,"Playback was unable to start. This is most commonly an issue on mobile devices and Chrome where playback was not within a user interaction.");"__default"!==e||d._loop?t._endTimers[d._id]=setTimeout(t._ended.bind(t,d),l):(t._endTimers[d._id]=function(){t._ended(d),m.removeEventListener("ended",t._endTimers[d._id],!1)},m.addEventListener("ended",t._endTimers[d._id],!1))}catch(e){t._emit("playerror",d._id,e)}};"data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA"===m.src&&(m.src=t._src,m.load());var y=window&&window.ejecta||!m.readyState&&n._navigator.isCocoonJS;if(m.readyState>=3||y)h();else{t._playLock=!0,t._state="loading";var g=function(){t._state="loaded",h(),m.removeEventListener(n._canPlayEvent,g,!1)};m.addEventListener(n._canPlayEvent,g,!1),t._clearTimer(d._id)}}return d._id},pause:function(e){var n=this;if("loaded"!==n._state||n._playLock)return n._queue.push({event:"pause",action:function(){n.pause(e)}}),n;for(var o=n._getSoundIds(e),t=0;t=0?o=parseInt(r[0],10):e=parseFloat(r[0])}else r.length>=2&&(e=parseFloat(r[0]),o=parseInt(r[1],10));var a;if(!(void 0!==e&&e>=0&&e<=1))return a=o?t._soundById(o):t._sounds[0],a?a._volume:0;if("loaded"!==t._state||t._playLock)return t._queue.push({event:"volume",action:function(){t.volume.apply(t,r)}}),t;void 0===o&&(t._volume=e),o=t._getSoundIds(o);for(var u=0;u0?t/_:t),l=Date.now();e._fadeTo=o,e._interval=setInterval(function(){var r=(Date.now()-l)/t;l=Date.now(),d+=i*r,d=Math.round(100*d)/100,d=i<0?Math.max(o,d):Math.min(o,d),u._webAudio?e._volume=d:u.volume(d,e._id,!0),a&&(u._volume=d),(on&&d>=o)&&(clearInterval(e._interval),e._interval=null,e._fadeTo=null,u.volume(o,e._id),u._emit("fade",e._id))},s)},_stopFade:function(e){var o=this,t=o._soundById(e);return t&&t._interval&&(o._webAudio&&t._node.gain.cancelScheduledValues(n.ctx.currentTime),clearInterval(t._interval),t._interval=null,o.volume(t._fadeTo,e),t._fadeTo=null,o._emit("fade",e)),o},loop:function(){var e,n,o,t=this,r=arguments;if(0===r.length)return t._loop;if(1===r.length){if("boolean"!=typeof r[0])return!!(o=t._soundById(parseInt(r[0],10)))&&o._loop;e=r[0],t._loop=e}else 2===r.length&&(e=r[0],n=parseInt(r[1],10));for(var a=t._getSoundIds(n),u=0;u=0?o=parseInt(r[0],10):e=parseFloat(r[0])}else 2===r.length&&(e=parseFloat(r[0]),o=parseInt(r[1],10));var d;if("number"!=typeof e)return d=t._soundById(o),d?d._rate:t._rate;if("loaded"!==t._state||t._playLock)return t._queue.push({event:"rate",action:function(){t.rate.apply(t,r)}}),t;void 0===o&&(t._rate=e),o=t._getSoundIds(o);for(var i=0;i=0?o=parseInt(r[0],10):t._sounds.length&&(o=t._sounds[0]._id,e=parseFloat(r[0]))}else 2===r.length&&(e=parseFloat(r[0]),o=parseInt(r[1],10));if(void 0===o)return 0;if("number"==typeof 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n&&a.push(t?{id:o,fn:n,once:t}:{id:o,fn:n}),r},off:function(e,n,o){var t=this,r=t["_on"+e],a=0;if("number"==typeof n&&(o=n,n=null),n||o)for(a=0;a=0;a--)r[a].id&&r[a].id!==n&&"load"!==e||(setTimeout(function(e){e.call(this,n,o)}.bind(t,r[a].fn),0),r[a].once&&t.off(e,r[a].fn,r[a].id));return t._loadQueue(e),t},_loadQueue:function(e){var n=this;if(n._queue.length>0){var o=n._queue[0];o.event===e&&(n._queue.shift(),n._loadQueue()),e||o.action()}return n},_ended:function(e){var o=this,t=e._sprite;if(!o._webAudio&&e._node&&!e._node.paused&&!e._node.ended&&e._node.currentTime=0;t--){if(o<=n)return;e._sounds[t]._ended&&(e._webAudio&&e._sounds[t]._node&&e._sounds[t]._node.disconnect(0),e._sounds.splice(t,1),o--)}}},_getSoundIds:function(e){var n=this;if(void 0===e){for(var o=[],t=0;t=0;if(!e.bufferSource)return o;if(n._scratchBuffer&&e.bufferSource&&(e.bufferSource.onended=null,e.bufferSource.disconnect(0),t))try{e.bufferSource.buffer=n._scratchBuffer}catch(e){}return e.bufferSource=null,o},_clearSound:function(e){/MSIE |Trident\//.test(n._navigator&&n._navigator.userAgent)||(e.src="data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA")}};var t=function(e){this._parent=e,this.init()};t.prototype={init:function(){var e=this,o=e._parent;return e._muted=o._muted,e._loop=o._loop,e._volume=o._volume,e._rate=o._rate,e._seek=0,e._paused=!0,e._ended=!0,e._sprite="__default",e._id=++n._counter,o._sounds.push(e),e.create(),e},create:function(){var e=this,o=e._parent,t=n._muted||e._muted||e._parent._muted?0:e._volume;return o._webAudio?(e._node=void 0===n.ctx.createGain?n.ctx.createGainNode():n.ctx.createGain(),e._node.gain.setValueAtTime(t,n.ctx.currentTime),e._node.paused=!0,e._node.connect(n.masterGain)):n.noAudio||(e._node=n._obtainHtml5Audio(),e._errorFn=e._errorListener.bind(e),e._node.addEventListener("error",e._errorFn,!1),e._loadFn=e._loadListener.bind(e),e._node.addEventListener(n._canPlayEvent,e._loadFn,!1),e._endFn=e._endListener.bind(e),e._node.addEventListener("ended",e._endFn,!1),e._node.src=o._src,e._node.preload=!0===o._preload?"auto":o._preload,e._node.volume=t*n.volume(),e._node.load()),e},reset:function(){var e=this,o=e._parent;return e._muted=o._muted,e._loop=o._loop,e._volume=o._volume,e._rate=o._rate,e._seek=0,e._rateSeek=0,e._paused=!0,e._ended=!0,e._sprite="__default",e._id=++n._counter,e},_errorListener:function(){var e=this;e._parent._emit("loaderror",e._id,e._node.error?e._node.error.code:0),e._node.removeEventListener("error",e._errorFn,!1)},_loadListener:function(){var e=this,o=e._parent;o._duration=Math.ceil(10*e._node.duration)/10,0===Object.keys(o._sprite).length&&(o._sprite={__default:[0,1e3*o._duration]}),"loaded"!==o._state&&(o._state="loaded",o._emit("load"),o._loadQueue()),e._node.removeEventListener(n._canPlayEvent,e._loadFn,!1)},_endListener:function(){var e=this,n=e._parent;n._duration===1/0&&(n._duration=Math.ceil(10*e._node.duration)/10,n._sprite.__default[1]===1/0&&(n._sprite.__default[1]=1e3*n._duration),n._ended(e)),e._node.removeEventListener("ended",e._endFn,!1)}};var r={},a=function(e){var n=e._src;if(r[n])return e._duration=r[n].duration,void i(e);if(/^data:[^;]+;base64,/.test(n)){for(var o=atob(n.split(",")[1]),t=new Uint8Array(o.length),a=0;a0?(r[o._src]=e,i(o,e)):t()};"undefined"!=typeof Promise&&1===n.ctx.decodeAudioData.length?n.ctx.decodeAudioData(e).then(a).catch(t):n.ctx.decodeAudioData(e,a,t)},i=function(e,n){n&&!e._duration&&(e._duration=n.duration),0===Object.keys(e._sprite).length&&(e._sprite={__default:[0,1e3*e._duration]}),"loaded"!==e._state&&(e._state="loaded",e._emit("load"),e._loadQueue())},_=function(){if(n.usingWebAudio){try{"undefined"!=typeof AudioContext?n.ctx=new AudioContext:"undefined"!=typeof webkitAudioContext?n.ctx=new webkitAudioContext:n.usingWebAudio=!1}catch(e){n.usingWebAudio=!1}n.ctx||(n.usingWebAudio=!1);var e=/iP(hone|od|ad)/.test(n._navigator&&n._navigator.platform),o=n._navigator&&n._navigator.appVersion.match(/OS (\d+)_(\d+)_?(\d+)?/),t=o?parseInt(o[1],10):null;if(e&&t&&t<9){var r=/safari/.test(n._navigator&&n._navigator.userAgent.toLowerCase());n._navigator&&!r&&(n.usingWebAudio=!1)}n.usingWebAudio&&(n.masterGain=void 0===n.ctx.createGain?n.ctx.createGainNode():n.ctx.createGain(),n.masterGain.gain.setValueAtTime(n._muted?0:n._volume,n.ctx.currentTime),n.masterGain.connect(n.ctx.destination)),n._setup()}};"function"==typeof define&&define.amd&&define([],function(){return{Howler:n,Howl:o}}),"undefined"!=typeof exports&&(exports.Howler=n,exports.Howl=o),"undefined"!=typeof global?(global.HowlerGlobal=e,global.Howler=n,global.Howl=o,global.Sound=t):"undefined"!=typeof window&&(window.HowlerGlobal=e,window.Howler=n,window.Howl=o,window.Sound=t)}(); \ No newline at end of file diff --git a/public/scripts/howler/dist/howler.js b/public/scripts/howler/dist/howler.js deleted file mode 100644 index bb5a463..0000000 --- a/public/scripts/howler/dist/howler.js +++ /dev/null @@ -1,3248 +0,0 @@ -/*! - * howler.js v2.2.4 - * howlerjs.com - * - * (c) 2013-2020, James Simpson of GoldFire Studios - * goldfirestudios.com - * - * MIT License - */ - -(function() { - - 'use strict'; - - /** Global Methods **/ - /***************************************************************************/ - - /** - * Create the global controller. All contained methods and properties apply - * to all sounds that are currently playing or will be in the future. - */ - var HowlerGlobal = function() { - this.init(); - }; - HowlerGlobal.prototype = { - /** - * Initialize the global Howler object. - * @return {Howler} - */ - init: function() { - var self = this || Howler; - - // Create a global ID counter. - self._counter = 1000; - - // Pool of unlocked HTML5 Audio objects. - self._html5AudioPool = []; - self.html5PoolSize = 10; - - // Internal properties. - self._codecs = {}; - self._howls = []; - self._muted = false; - self._volume = 1; - self._canPlayEvent = 'canplaythrough'; - self._navigator = (typeof window !== 'undefined' && window.navigator) ? window.navigator : null; - - // Public properties. - self.masterGain = null; - self.noAudio = false; - self.usingWebAudio = true; - self.autoSuspend = true; - self.ctx = null; - - // Set to false to disable the auto audio unlocker. - self.autoUnlock = true; - - // Setup the various state values for global tracking. - self._setup(); - - return self; - }, - - /** - * Get/set the global volume for all sounds. - * @param {Float} vol Volume from 0.0 to 1.0. - * @return {Howler/Float} Returns self or current volume. - */ - volume: function(vol) { - var self = this || Howler; - vol = parseFloat(vol); - - // If we don't have an AudioContext created yet, run the setup. - if (!self.ctx) { - setupAudioContext(); - } - - if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) { - self._volume = vol; - - // Don't update any of the nodes if we are muted. - if (self._muted) { - return self; - } - - // When using Web Audio, we just need to adjust the master gain. - if (self.usingWebAudio) { - self.masterGain.gain.setValueAtTime(vol, Howler.ctx.currentTime); - } - - // Loop through and change volume for all HTML5 audio nodes. - for (var i=0; i=0; i--) { - self._howls[i].unload(); - } - - // Create a new AudioContext to make sure it is fully reset. - if (self.usingWebAudio && self.ctx && typeof self.ctx.close !== 'undefined') { - self.ctx.close(); - self.ctx = null; - setupAudioContext(); - } - - return self; - }, - - /** - * Check for codec support of specific extension. - * @param {String} ext Audio file extention. - * @return {Boolean} - */ - codecs: function(ext) { - return (this || Howler)._codecs[ext.replace(/^x-/, '')]; - }, - - /** - * Setup various state values for global tracking. - * @return {Howler} - */ - _setup: function() { - var self = this || Howler; - - // Keeps track of the suspend/resume state of the AudioContext. - self.state = self.ctx ? self.ctx.state || 'suspended' : 'suspended'; - - // Automatically begin the 30-second suspend process - self._autoSuspend(); - - // Check if audio is available. - if (!self.usingWebAudio) { - // No audio is available on this system if noAudio is set to true. - if (typeof Audio !== 'undefined') { - try { - var test = new Audio(); - - // Check if the canplaythrough event is available. - if (typeof test.oncanplaythrough === 'undefined') { - self._canPlayEvent = 'canplay'; - } - } catch(e) { - self.noAudio = true; - } - } else { - self.noAudio = true; - } - } - - // Test to make sure audio isn't disabled in Internet Explorer. - try { - var test = new Audio(); - if (test.muted) { - self.noAudio = true; - } - } catch (e) {} - - // Check for supported codecs. - if (!self.noAudio) { - self._setupCodecs(); - } - - return self; - }, - - /** - * Check for browser support for various codecs and cache the results. - * @return {Howler} - */ - _setupCodecs: function() { - var self = this || Howler; - var audioTest = null; - - // Must wrap in a try/catch because IE11 in server mode throws an error. - try { - audioTest = (typeof Audio !== 'undefined') ? new Audio() : null; - } catch (err) { - return self; - } - - if (!audioTest || typeof audioTest.canPlayType !== 'function') { - return self; - } - - var mpegTest = audioTest.canPlayType('audio/mpeg;').replace(/^no$/, ''); - - // Opera version <33 has mixed MP3 support, so we need to check for and block it. - var ua = self._navigator ? self._navigator.userAgent : ''; - var checkOpera = ua.match(/OPR\/(\d+)/g); - var isOldOpera = (checkOpera && parseInt(checkOpera[0].split('/')[1], 10) < 33); - var checkSafari = ua.indexOf('Safari') !== -1 && ua.indexOf('Chrome') === -1; - var safariVersion = ua.match(/Version\/(.*?) /); - var isOldSafari = (checkSafari && safariVersion && parseInt(safariVersion[1], 10) < 15); - - self._codecs = { - mp3: !!(!isOldOpera && (mpegTest || audioTest.canPlayType('audio/mp3;').replace(/^no$/, ''))), - mpeg: !!mpegTest, - opus: !!audioTest.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, ''), - ogg: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''), - oga: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''), - wav: !!(audioTest.canPlayType('audio/wav; codecs="1"') || audioTest.canPlayType('audio/wav')).replace(/^no$/, ''), - aac: !!audioTest.canPlayType('audio/aac;').replace(/^no$/, ''), - caf: !!audioTest.canPlayType('audio/x-caf;').replace(/^no$/, ''), - m4a: !!(audioTest.canPlayType('audio/x-m4a;') || audioTest.canPlayType('audio/m4a;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''), - m4b: !!(audioTest.canPlayType('audio/x-m4b;') || audioTest.canPlayType('audio/m4b;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''), - mp4: !!(audioTest.canPlayType('audio/x-mp4;') || audioTest.canPlayType('audio/mp4;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''), - weba: !!(!isOldSafari && audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, '')), - webm: !!(!isOldSafari && audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, '')), - dolby: !!audioTest.canPlayType('audio/mp4; codecs="ec-3"').replace(/^no$/, ''), - flac: !!(audioTest.canPlayType('audio/x-flac;') || audioTest.canPlayType('audio/flac;')).replace(/^no$/, '') - }; - - return self; - }, - - /** - * Some browsers/devices will only allow audio to be played after a user interaction. - * Attempt to automatically unlock audio on the first user interaction. - * Concept from: http://paulbakaus.com/tutorials/html5/web-audio-on-ios/ - * @return {Howler} - */ - _unlockAudio: function() { - var self = this || Howler; - - // Only run this if Web Audio is supported and it hasn't already been unlocked. - if (self._audioUnlocked || !self.ctx) { - return; - } - - self._audioUnlocked = false; - self.autoUnlock = false; - - // Some mobile devices/platforms have distortion issues when opening/closing tabs and/or web views. - // Bugs in the browser (especially Mobile Safari) can cause the sampleRate to change from 44100 to 48000. - // By calling Howler.unload(), we create a new AudioContext with the correct sampleRate. - if (!self._mobileUnloaded && self.ctx.sampleRate !== 44100) { - self._mobileUnloaded = true; - self.unload(); - } - - // Scratch buffer for enabling iOS to dispose of web audio buffers correctly, as per: - // http://stackoverflow.com/questions/24119684 - self._scratchBuffer = self.ctx.createBuffer(1, 1, 22050); - - // Call this method on touch start to create and play a buffer, - // then check if the audio actually played to determine if - // audio has now been unlocked on iOS, Android, etc. - var unlock = function(e) { - // Create a pool of unlocked HTML5 Audio objects that can - // be used for playing sounds without user interaction. HTML5 - // Audio objects must be individually unlocked, as opposed - // to the WebAudio API which only needs a single activation. - // This must occur before WebAudio setup or the source.onended - // event will not fire. - while (self._html5AudioPool.length < self.html5PoolSize) { - try { - var audioNode = new Audio(); - - // Mark this Audio object as unlocked to ensure it can get returned - // to the unlocked pool when released. - audioNode._unlocked = true; - - // Add the audio node to the pool. - self._releaseHtml5Audio(audioNode); - } catch (e) { - self.noAudio = true; - break; - } - } - - // Loop through any assigned audio nodes and unlock them. - for (var i=0; i= 55. - if (typeof self.ctx.resume === 'function') { - self.ctx.resume(); - } - - // Setup a timeout to check that we are unlocked on the next event loop. - source.onended = function() { - source.disconnect(0); - - // Update the unlocked state and prevent this check from happening again. - self._audioUnlocked = true; - - // Remove the touch start listener. - document.removeEventListener('touchstart', unlock, true); - document.removeEventListener('touchend', unlock, true); - document.removeEventListener('click', unlock, true); - document.removeEventListener('keydown', unlock, true); - - // Let all sounds know that audio has been unlocked. - for (var i=0; i 0 ? sound._seek : self._sprite[sprite][0] / 1000); - var duration = Math.max(0, ((self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000) - seek); - var timeout = (duration * 1000) / Math.abs(sound._rate); - var start = self._sprite[sprite][0] / 1000; - var stop = (self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000; - sound._sprite = sprite; - - // Mark the sound as ended instantly so that this async playback - // doesn't get grabbed by another call to play while this one waits to start. - sound._ended = false; - - // Update the parameters of the sound. - var setParams = function() { - sound._paused = false; - sound._seek = seek; - sound._start = start; - sound._stop = stop; - sound._loop = !!(sound._loop || self._sprite[sprite][2]); - }; - - // End the sound instantly if seek is at the end. - if (seek >= stop) { - self._ended(sound); - return; - } - - // Begin the actual playback. - var node = sound._node; - if (self._webAudio) { - // Fire this when the sound is ready to play to begin Web Audio playback. - var playWebAudio = function() { - self._playLock = false; - setParams(); - self._refreshBuffer(sound); - - // Setup the playback params. - var vol = (sound._muted || self._muted) ? 0 : sound._volume; - node.gain.setValueAtTime(vol, Howler.ctx.currentTime); - sound._playStart = Howler.ctx.currentTime; - - // Play the sound using the supported method. - if (typeof node.bufferSource.start === 'undefined') { - sound._loop ? node.bufferSource.noteGrainOn(0, seek, 86400) : node.bufferSource.noteGrainOn(0, seek, duration); - } else { - sound._loop ? node.bufferSource.start(0, seek, 86400) : node.bufferSource.start(0, seek, duration); - } - - // Start a new timer if none is present. - if (timeout !== Infinity) { - self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); - } - - if (!internal) { - setTimeout(function() { - self._emit('play', sound._id); - self._loadQueue(); - }, 0); - } - }; - - if (Howler.state === 'running' && Howler.ctx.state !== 'interrupted') { - playWebAudio(); - } else { - self._playLock = true; - - // Wait for the audio context to resume before playing. - self.once('resume', playWebAudio); - - // Cancel the end timer. - self._clearTimer(sound._id); - } - } else { - // Fire this when the sound is ready to play to begin HTML5 Audio playback. - var playHtml5 = function() { - node.currentTime = seek; - node.muted = sound._muted || self._muted || Howler._muted || node.muted; - node.volume = sound._volume * Howler.volume(); - node.playbackRate = sound._rate; - - // Some browsers will throw an error if this is called without user interaction. - try { - var play = node.play(); - - // Support older browsers that don't support promises, and thus don't have this issue. - if (play && typeof Promise !== 'undefined' && (play instanceof Promise || typeof play.then === 'function')) { - // Implements a lock to prevent DOMException: The play() request was interrupted by a call to pause(). - self._playLock = true; - - // Set param values immediately. - setParams(); - - // Releases the lock and executes queued actions. - play - .then(function() { - self._playLock = false; - node._unlocked = true; - if (!internal) { - self._emit('play', sound._id); - } else { - self._loadQueue(); - } - }) - .catch(function() { - self._playLock = false; - self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' + - 'on mobile devices and Chrome where playback was not within a user interaction.'); - - // Reset the ended and paused values. - sound._ended = true; - sound._paused = true; - }); - } else if (!internal) { - self._playLock = false; - setParams(); - self._emit('play', sound._id); - } - - // Setting rate before playing won't work in IE, so we set it again here. - node.playbackRate = sound._rate; - - // If the node is still paused, then we can assume there was a playback issue. - if (node.paused) { - self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' + - 'on mobile devices and Chrome where playback was not within a user interaction.'); - return; - } - - // Setup the end timer on sprites or listen for the ended event. - if (sprite !== '__default' || sound._loop) { - self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); - } else { - self._endTimers[sound._id] = function() { - // Fire ended on this audio node. - self._ended(sound); - - // Clear this listener. - node.removeEventListener('ended', self._endTimers[sound._id], false); - }; - node.addEventListener('ended', self._endTimers[sound._id], false); - } - } catch (err) { - self._emit('playerror', sound._id, err); - } - }; - - // If this is streaming audio, make sure the src is set and load again. - if (node.src === 'data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA') { - node.src = self._src; - node.load(); - } - - // Play immediately if ready, or wait for the 'canplaythrough'e vent. - var loadedNoReadyState = (window && window.ejecta) || (!node.readyState && Howler._navigator.isCocoonJS); - if (node.readyState >= 3 || loadedNoReadyState) { - playHtml5(); - } else { - self._playLock = true; - self._state = 'loading'; - - var listener = function() { - self._state = 'loaded'; - - // Begin playback. - playHtml5(); - - // Clear this listener. - node.removeEventListener(Howler._canPlayEvent, listener, false); - }; - node.addEventListener(Howler._canPlayEvent, listener, false); - - // Cancel the end timer. - self._clearTimer(sound._id); - } - } - - return sound._id; - }, - - /** - * Pause playback and save current position. - * @param {Number} id The sound ID (empty to pause all in group). - * @return {Howl} - */ - pause: function(id) { - var self = this; - - // If the sound hasn't loaded or a play() promise is pending, add it to the load queue to pause when capable. - if (self._state !== 'loaded' || self._playLock) { - self._queue.push({ - event: 'pause', - action: function() { - self.pause(id); - } - }); - - return self; - } - - // If no id is passed, get all ID's to be paused. - var ids = self._getSoundIds(id); - - for (var i=0; i Returns the group's volume value. - * volume(id) -> Returns the sound id's current volume. - * volume(vol) -> Sets the volume of all sounds in this Howl group. - * volume(vol, id) -> Sets the volume of passed sound id. - * @return {Howl/Number} Returns self or current volume. - */ - volume: function() { - var self = this; - var args = arguments; - var vol, id; - - // Determine the values based on arguments. - if (args.length === 0) { - // Return the value of the groups' volume. - return self._volume; - } else if (args.length === 1 || args.length === 2 && typeof args[1] === 'undefined') { - // First check if this is an ID, and if not, assume it is a new volume. - var ids = self._getSoundIds(); - var index = ids.indexOf(args[0]); - if (index >= 0) { - id = parseInt(args[0], 10); - } else { - vol = parseFloat(args[0]); - } - } else if (args.length >= 2) { - vol = parseFloat(args[0]); - id = parseInt(args[1], 10); - } - - // Update the volume or return the current volume. - var sound; - if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) { - // If the sound hasn't loaded, add it to the load queue to change volume when capable. - if (self._state !== 'loaded'|| self._playLock) { - self._queue.push({ - event: 'volume', - action: function() { - self.volume.apply(self, args); - } - }); - - return self; - } - - // Set the group volume. - if (typeof id === 'undefined') { - self._volume = vol; - } - - // Update one or all volumes. - id = self._getSoundIds(id); - for (var i=0; i 0) ? len / steps : len); - var lastTick = Date.now(); - - // Store the value being faded to. - sound._fadeTo = to; - - // Update the volume value on each interval tick. - sound._interval = setInterval(function() { - // Update the volume based on the time since the last tick. - var tick = (Date.now() - lastTick) / len; - lastTick = Date.now(); - vol += diff * tick; - - // Round to within 2 decimal points. - vol = Math.round(vol * 100) / 100; - - // Make sure the volume is in the right bounds. - if (diff < 0) { - vol = Math.max(to, vol); - } else { - vol = Math.min(to, vol); - } - - // Change the volume. - if (self._webAudio) { - sound._volume = vol; - } else { - self.volume(vol, sound._id, true); - } - - // Set the group's volume. - if (isGroup) { - self._volume = vol; - } - - // When the fade is complete, stop it and fire event. - if ((to < from && vol <= to) || (to > from && vol >= to)) { - clearInterval(sound._interval); - sound._interval = null; - sound._fadeTo = null; - self.volume(to, sound._id); - self._emit('fade', sound._id); - } - }, stepLen); - }, - - /** - * Internal method that stops the currently playing fade when - * a new fade starts, volume is changed or the sound is stopped. - * @param {Number} id The sound id. - * @return {Howl} - */ - _stopFade: function(id) { - var self = this; - var sound = self._soundById(id); - - if (sound && sound._interval) { - if (self._webAudio) { - sound._node.gain.cancelScheduledValues(Howler.ctx.currentTime); - } - - clearInterval(sound._interval); - sound._interval = null; - self.volume(sound._fadeTo, id); - sound._fadeTo = null; - self._emit('fade', id); - } - - return self; - }, - - /** - * Get/set the loop parameter on a sound. This method can optionally take 0, 1 or 2 arguments. - * loop() -> Returns the group's loop value. - * loop(id) -> Returns the sound id's loop value. - * loop(loop) -> Sets the loop value for all sounds in this Howl group. - * loop(loop, id) -> Sets the loop value of passed sound id. - * @return {Howl/Boolean} Returns self or current loop value. - */ - loop: function() { - var self = this; - var args = arguments; - var loop, id, sound; - - // Determine the values for loop and id. - if (args.length === 0) { - // Return the grou's loop value. - return self._loop; - } else if (args.length === 1) { - if (typeof args[0] === 'boolean') { - loop = args[0]; - self._loop = loop; - } else { - // Return this sound's loop value. - sound = self._soundById(parseInt(args[0], 10)); - return sound ? sound._loop : false; - } - } else if (args.length === 2) { - loop = args[0]; - id = parseInt(args[1], 10); - } - - // If no id is passed, get all ID's to be looped. - var ids = self._getSoundIds(id); - for (var i=0; i Returns the first sound node's current playback rate. - * rate(id) -> Returns the sound id's current playback rate. - * rate(rate) -> Sets the playback rate of all sounds in this Howl group. - * rate(rate, id) -> Sets the playback rate of passed sound id. - * @return {Howl/Number} Returns self or the current playback rate. - */ - rate: function() { - var self = this; - var args = arguments; - var rate, id; - - // Determine the values based on arguments. - if (args.length === 0) { - // We will simply return the current rate of the first node. - id = self._sounds[0]._id; - } else if (args.length === 1) { - // First check if this is an ID, and if not, assume it is a new rate value. - var ids = self._getSoundIds(); - var index = ids.indexOf(args[0]); - if (index >= 0) { - id = parseInt(args[0], 10); - } else { - rate = parseFloat(args[0]); - } - } else if (args.length === 2) { - rate = parseFloat(args[0]); - id = parseInt(args[1], 10); - } - - // Update the playback rate or return the current value. - var sound; - if (typeof rate === 'number') { - // If the sound hasn't loaded, add it to the load queue to change playback rate when capable. - if (self._state !== 'loaded' || self._playLock) { - self._queue.push({ - event: 'rate', - action: function() { - self.rate.apply(self, args); - } - }); - - return self; - } - - // Set the group rate. - if (typeof id === 'undefined') { - self._rate = rate; - } - - // Update one or all volumes. - id = self._getSoundIds(id); - for (var i=0; i Returns the first sound node's current seek position. - * seek(id) -> Returns the sound id's current seek position. - * seek(seek) -> Sets the seek position of the first sound node. - * seek(seek, id) -> Sets the seek position of passed sound id. - * @return {Howl/Number} Returns self or the current seek position. - */ - seek: function() { - var self = this; - var args = arguments; - var seek, id; - - // Determine the values based on arguments. - if (args.length === 0) { - // We will simply return the current position of the first node. - if (self._sounds.length) { - id = self._sounds[0]._id; - } - } else if (args.length === 1) { - // First check if this is an ID, and if not, assume it is a new seek position. - var ids = self._getSoundIds(); - var index = ids.indexOf(args[0]); - if (index >= 0) { - id = parseInt(args[0], 10); - } else if (self._sounds.length) { - id = self._sounds[0]._id; - seek = parseFloat(args[0]); - } - } else if (args.length === 2) { - seek = parseFloat(args[0]); - id = parseInt(args[1], 10); - } - - // If there is no ID, bail out. - if (typeof id === 'undefined') { - return 0; - } - - // If the sound hasn't loaded, add it to the load queue to seek when capable. - if (typeof seek === 'number' && (self._state !== 'loaded' || self._playLock)) { - self._queue.push({ - event: 'seek', - action: function() { - self.seek.apply(self, args); - } - }); - - return self; - } - - // Get the sound. - var sound = self._soundById(id); - - if (sound) { - if (typeof seek === 'number' && seek >= 0) { - // Pause the sound and update position for restarting playback. - var playing = self.playing(id); - if (playing) { - self.pause(id, true); - } - - // Move the position of the track and cancel timer. - sound._seek = seek; - sound._ended = false; - self._clearTimer(id); - - // Update the seek position for HTML5 Audio. - if (!self._webAudio && sound._node && !isNaN(sound._node.duration)) { - sound._node.currentTime = seek; - } - - // Seek and emit when ready. - var seekAndEmit = function() { - // Restart the playback if the sound was playing. - if (playing) { - self.play(id, true); - } - - self._emit('seek', id); - }; - - // Wait for the play lock to be unset before emitting (HTML5 Audio). - if (playing && !self._webAudio) { - var emitSeek = function() { - if (!self._playLock) { - seekAndEmit(); - } else { - setTimeout(emitSeek, 0); - } - }; - setTimeout(emitSeek, 0); - } else { - seekAndEmit(); - } - } else { - if (self._webAudio) { - var realTime = self.playing(id) ? Howler.ctx.currentTime - sound._playStart : 0; - var rateSeek = sound._rateSeek ? sound._rateSeek - sound._seek : 0; - return sound._seek + (rateSeek + realTime * Math.abs(sound._rate)); - } else { - return sound._node.currentTime; - } - } - } - - return self; - }, - - /** - * Check if a specific sound is currently playing or not (if id is provided), or check if at least one of the sounds in the group is playing or not. - * @param {Number} id The sound id to check. If none is passed, the whole sound group is checked. - * @return {Boolean} True if playing and false if not. - */ - playing: function(id) { - var self = this; - - // Check the passed sound ID (if any). - if (typeof id === 'number') { - var sound = self._soundById(id); - return sound ? !sound._paused : false; - } - - // Otherwise, loop through all sounds and check if any are playing. - for (var i=0; i= 0) { - Howler._howls.splice(index, 1); - } - - // Delete this sound from the cache (if no other Howl is using it). - var remCache = true; - for (i=0; i= 0) { - remCache = false; - break; - } - } - - if (cache && remCache) { - delete cache[self._src]; - } - - // Clear global errors. - Howler.noAudio = false; - - // Clear out `self`. - self._state = 'unloaded'; - self._sounds = []; - self = null; - - return null; - }, - - /** - * Listen to a custom event. - * @param {String} event Event name. - * @param {Function} fn Listener to call. - * @param {Number} id (optional) Only listen to events for this sound. - * @param {Number} once (INTERNAL) Marks event to fire only once. - * @return {Howl} - */ - on: function(event, fn, id, once) { - var self = this; - var events = self['_on' + event]; - - if (typeof fn === 'function') { - events.push(once ? {id: id, fn: fn, once: once} : {id: id, fn: fn}); - } - - return self; - }, - - /** - * Remove a custom event. Call without parameters to remove all events. - * @param {String} event Event name. - * @param {Function} fn Listener to remove. Leave empty to remove all. - * @param {Number} id (optional) Only remove events for this sound. - * @return {Howl} - */ - off: function(event, fn, id) { - var self = this; - var events = self['_on' + event]; - var i = 0; - - // Allow passing just an event and ID. - if (typeof fn === 'number') { - id = fn; - fn = null; - } - - if (fn || id) { - // Loop through event store and remove the passed function. - for (i=0; i=0; i--) { - // Only fire the listener if the correct ID is used. - if (!events[i].id || events[i].id === id || event === 'load') { - setTimeout(function(fn) { - fn.call(this, id, msg); - }.bind(self, events[i].fn), 0); - - // If this event was setup with `once`, remove it. - if (events[i].once) { - self.off(event, events[i].fn, events[i].id); - } - } - } - - // Pass the event type into load queue so that it can continue stepping. - self._loadQueue(event); - - return self; - }, - - /** - * Queue of actions initiated before the sound has loaded. - * These will be called in sequence, with the next only firing - * after the previous has finished executing (even if async like play). - * @return {Howl} - */ - _loadQueue: function(event) { - var self = this; - - if (self._queue.length > 0) { - var task = self._queue[0]; - - // Remove this task if a matching event was passed. - if (task.event === event) { - self._queue.shift(); - self._loadQueue(); - } - - // Run the task if no event type is passed. - if (!event) { - task.action(); - } - } - - return self; - }, - - /** - * Fired when playback ends at the end of the duration. - * @param {Sound} sound The sound object to work with. - * @return {Howl} - */ - _ended: function(sound) { - var self = this; - var sprite = sound._sprite; - - // If we are using IE and there was network latency we may be clipping - // audio before it completes playing. Lets check the node to make sure it - // believes it has completed, before ending the playback. - if (!self._webAudio && sound._node && !sound._node.paused && !sound._node.ended && sound._node.currentTime < sound._stop) { - setTimeout(self._ended.bind(self, sound), 100); - return self; - } - - // Should this sound loop? - var loop = !!(sound._loop || self._sprite[sprite][2]); - - // Fire the ended event. - self._emit('end', sound._id); - - // Restart the playback for HTML5 Audio loop. - if (!self._webAudio && loop) { - self.stop(sound._id, true).play(sound._id); - } - - // Restart this timer if on a Web Audio loop. - if (self._webAudio && loop) { - self._emit('play', sound._id); - sound._seek = sound._start || 0; - sound._rateSeek = 0; - sound._playStart = Howler.ctx.currentTime; - - var timeout = ((sound._stop - sound._start) * 1000) / Math.abs(sound._rate); - self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); - } - - // Mark the node as paused. - if (self._webAudio && !loop) { - sound._paused = true; - sound._ended = true; - sound._seek = sound._start || 0; - sound._rateSeek = 0; - self._clearTimer(sound._id); - - // Clean up the buffer source. - self._cleanBuffer(sound._node); - - // Attempt to auto-suspend AudioContext if no sounds are still playing. - Howler._autoSuspend(); - } - - // When using a sprite, end the track. - if (!self._webAudio && !loop) { - self.stop(sound._id, true); - } - - return self; - }, - - /** - * Clear the end timer for a sound playback. - * @param {Number} id The sound ID. - * @return {Howl} - */ - _clearTimer: function(id) { - var self = this; - - if (self._endTimers[id]) { - // Clear the timeout or remove the ended listener. - if (typeof self._endTimers[id] !== 'function') { - clearTimeout(self._endTimers[id]); - } else { - var sound = self._soundById(id); - if (sound && sound._node) { - sound._node.removeEventListener('ended', self._endTimers[id], false); - } - } - - delete self._endTimers[id]; - } - - return self; - }, - - /** - * Return the sound identified by this ID, or return null. - * @param {Number} id Sound ID - * @return {Object} Sound object or null. - */ - _soundById: function(id) { - var self = this; - - // Loop through all sounds and find the one with this ID. - for (var i=0; i=0; i--) { - if (cnt <= limit) { - return; - } - - if (self._sounds[i]._ended) { - // Disconnect the audio source when using Web Audio. - if (self._webAudio && self._sounds[i]._node) { - self._sounds[i]._node.disconnect(0); - } - - // Remove sounds until we have the pool size. - self._sounds.splice(i, 1); - cnt--; - } - } - }, - - /** - * Get all ID's from the sounds pool. - * @param {Number} id Only return one ID if one is passed. - * @return {Array} Array of IDs. - */ - _getSoundIds: function(id) { - var self = this; - - if (typeof id === 'undefined') { - var ids = []; - for (var i=0; i= 0; - - if (!node.bufferSource) { - return self; - } - - if (Howler._scratchBuffer && node.bufferSource) { - node.bufferSource.onended = null; - node.bufferSource.disconnect(0); - if (isIOS) { - try { node.bufferSource.buffer = Howler._scratchBuffer; } catch(e) {} - } - } - node.bufferSource = null; - - return self; - }, - - /** - * Set the source to a 0-second silence to stop any downloading (except in IE). - * @param {Object} node Audio node to clear. - */ - _clearSound: function(node) { - var checkIE = /MSIE |Trident\//.test(Howler._navigator && Howler._navigator.userAgent); - if (!checkIE) { - node.src = 'data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA'; - } - } - }; - - /** Single Sound Methods **/ - /***************************************************************************/ - - /** - * Setup the sound object, which each node attached to a Howl group is contained in. - * @param {Object} howl The Howl parent group. - */ - var Sound = function(howl) { - this._parent = howl; - this.init(); - }; - Sound.prototype = { - /** - * Initialize a new Sound object. - * @return {Sound} - */ - init: function() { - var self = this; - var parent = self._parent; - - // Setup the default parameters. - self._muted = parent._muted; - self._loop = parent._loop; - self._volume = parent._volume; - self._rate = parent._rate; - self._seek = 0; - self._paused = true; - self._ended = true; - self._sprite = '__default'; - - // Generate a unique ID for this sound. - self._id = ++Howler._counter; - - // Add itself to the parent's pool. - parent._sounds.push(self); - - // Create the new node. - self.create(); - - return self; - }, - - /** - * Create and setup a new sound object, whether HTML5 Audio or Web Audio. - * @return {Sound} - */ - create: function() { - var self = this; - var parent = self._parent; - var volume = (Howler._muted || self._muted || self._parent._muted) ? 0 : self._volume; - - if (parent._webAudio) { - // Create the gain node for controlling volume (the source will connect to this). - self._node = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain(); - self._node.gain.setValueAtTime(volume, Howler.ctx.currentTime); - self._node.paused = true; - self._node.connect(Howler.masterGain); - } else if (!Howler.noAudio) { - // Get an unlocked Audio object from the pool. - self._node = Howler._obtainHtml5Audio(); - - // Listen for errors (http://dev.w3.org/html5/spec-author-view/spec.html#mediaerror). - self._errorFn = self._errorListener.bind(self); - self._node.addEventListener('error', self._errorFn, false); - - // Listen for 'canplaythrough' event to let us know the sound is ready. - self._loadFn = self._loadListener.bind(self); - self._node.addEventListener(Howler._canPlayEvent, self._loadFn, false); - - // Listen for the 'ended' event on the sound to account for edge-case where - // a finite sound has a duration of Infinity. - self._endFn = self._endListener.bind(self); - self._node.addEventListener('ended', self._endFn, false); - - // Setup the new audio node. - self._node.src = parent._src; - self._node.preload = parent._preload === true ? 'auto' : parent._preload; - self._node.volume = volume * Howler.volume(); - - // Begin loading the source. - self._node.load(); - } - - return self; - }, - - /** - * Reset the parameters of this sound to the original state (for recycle). - * @return {Sound} - */ - reset: function() { - var self = this; - var parent = self._parent; - - // Reset all of the parameters of this sound. - self._muted = parent._muted; - self._loop = parent._loop; - self._volume = parent._volume; - self._rate = parent._rate; - self._seek = 0; - self._rateSeek = 0; - self._paused = true; - self._ended = true; - self._sprite = '__default'; - - // Generate a new ID so that it isn't confused with the previous sound. - self._id = ++Howler._counter; - - return self; - }, - - /** - * HTML5 Audio error listener callback. - */ - _errorListener: function() { - var self = this; - - // Fire an error event and pass back the code. - self._parent._emit('loaderror', self._id, self._node.error ? self._node.error.code : 0); - - // Clear the event listener. - self._node.removeEventListener('error', self._errorFn, false); - }, - - /** - * HTML5 Audio canplaythrough listener callback. - */ - _loadListener: function() { - var self = this; - var parent = self._parent; - - // Round up the duration to account for the lower precision in HTML5 Audio. - parent._duration = Math.ceil(self._node.duration * 10) / 10; - - // Setup a sprite if none is defined. - if (Object.keys(parent._sprite).length === 0) { - parent._sprite = {__default: [0, parent._duration * 1000]}; - } - - if (parent._state !== 'loaded') { - parent._state = 'loaded'; - parent._emit('load'); - parent._loadQueue(); - } - - // Clear the event listener. - self._node.removeEventListener(Howler._canPlayEvent, self._loadFn, false); - }, - - /** - * HTML5 Audio ended listener callback. - */ - _endListener: function() { - var self = this; - var parent = self._parent; - - // Only handle the `ended`` event if the duration is Infinity. - if (parent._duration === Infinity) { - // Update the parent duration to match the real audio duration. - // Round up the duration to account for the lower precision in HTML5 Audio. - parent._duration = Math.ceil(self._node.duration * 10) / 10; - - // Update the sprite that corresponds to the real duration. - if (parent._sprite.__default[1] === Infinity) { - parent._sprite.__default[1] = parent._duration * 1000; - } - - // Run the regular ended method. - parent._ended(self); - } - - // Clear the event listener since the duration is now correct. - self._node.removeEventListener('ended', self._endFn, false); - } - }; - - /** Helper Methods **/ - /***************************************************************************/ - - var cache = {}; - - /** - * Buffer a sound from URL, Data URI or cache and decode to audio source (Web Audio API). - * @param {Howl} self - */ - var loadBuffer = function(self) { - var url = self._src; - - // Check if the buffer has already been cached and use it instead. - if (cache[url]) { - // Set the duration from the cache. - self._duration = cache[url].duration; - - // Load the sound into this Howl. - loadSound(self); - - return; - } - - if (/^data:[^;]+;base64,/.test(url)) { - // Decode the base64 data URI without XHR, since some browsers don't support it. - var data = atob(url.split(',')[1]); - var dataView = new Uint8Array(data.length); - for (var i=0; i 0) { - cache[self._src] = buffer; - loadSound(self, buffer); - } else { - error(); - } - }; - - // Decode the buffer into an audio source. - if (typeof Promise !== 'undefined' && Howler.ctx.decodeAudioData.length === 1) { - Howler.ctx.decodeAudioData(arraybuffer).then(success).catch(error); - } else { - Howler.ctx.decodeAudioData(arraybuffer, success, error); - } - } - - /** - * Sound is now loaded, so finish setting everything up and fire the loaded event. - * @param {Howl} self - * @param {Object} buffer The decoded buffer sound source. - */ - var loadSound = function(self, buffer) { - // Set the duration. - if (buffer && !self._duration) { - self._duration = buffer.duration; - } - - // Setup a sprite if none is defined. - if (Object.keys(self._sprite).length === 0) { - self._sprite = {__default: [0, self._duration * 1000]}; - } - - // Fire the loaded event. - if (self._state !== 'loaded') { - self._state = 'loaded'; - self._emit('load'); - self._loadQueue(); - } - }; - - /** - * Setup the audio context when available, or switch to HTML5 Audio mode. - */ - var setupAudioContext = function() { - // If we have already detected that Web Audio isn't supported, don't run this step again. - if (!Howler.usingWebAudio) { - return; - } - - // Check if we are using Web Audio and setup the AudioContext if we are. - try { - if (typeof AudioContext !== 'undefined') { - Howler.ctx = new AudioContext(); - } else if (typeof webkitAudioContext !== 'undefined') { - Howler.ctx = new webkitAudioContext(); - } else { - Howler.usingWebAudio = false; - } - } catch(e) { - Howler.usingWebAudio = false; - } - - // If the audio context creation still failed, set using web audio to false. - if (!Howler.ctx) { - Howler.usingWebAudio = false; - } - - // Check if a webview is being used on iOS8 or earlier (rather than the browser). - // If it is, disable Web Audio as it causes crashing. - var iOS = (/iP(hone|od|ad)/.test(Howler._navigator && Howler._navigator.platform)); - var appVersion = Howler._navigator && Howler._navigator.appVersion.match(/OS (\d+)_(\d+)_?(\d+)?/); - var version = appVersion ? parseInt(appVersion[1], 10) : null; - if (iOS && version && version < 9) { - var safari = /safari/.test(Howler._navigator && Howler._navigator.userAgent.toLowerCase()); - if (Howler._navigator && !safari) { - Howler.usingWebAudio = false; - } - } - - // Create and expose the master GainNode when using Web Audio (useful for plugins or advanced usage). - if (Howler.usingWebAudio) { - Howler.masterGain = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain(); - Howler.masterGain.gain.setValueAtTime(Howler._muted ? 0 : Howler._volume, Howler.ctx.currentTime); - Howler.masterGain.connect(Howler.ctx.destination); - } - - // Re-run the setup on Howler. - Howler._setup(); - }; - - // Add support for AMD (Asynchronous Module Definition) libraries such as require.js. - if (typeof define === 'function' && define.amd) { - define([], function() { - return { - Howler: Howler, - Howl: Howl - }; - }); - } - - // Add support for CommonJS libraries such as browserify. - if (typeof exports !== 'undefined') { - exports.Howler = Howler; - exports.Howl = Howl; - } - - // Add to global in Node.js (for testing, etc). - if (typeof global !== 'undefined') { - global.HowlerGlobal = HowlerGlobal; - global.Howler = Howler; - global.Howl = Howl; - global.Sound = Sound; - } else if (typeof window !== 'undefined') { // Define globally in case AMD is not available or unused. - window.HowlerGlobal = HowlerGlobal; - window.Howler = Howler; - window.Howl = Howl; - window.Sound = Sound; - } -})(); - - -/*! - * Spatial Plugin - Adds support for stereo and 3D audio where Web Audio is supported. - * - * howler.js v2.2.4 - * howlerjs.com - * - * (c) 2013-2020, James Simpson of GoldFire Studios - * goldfirestudios.com - * - * MIT License - */ - -(function() { - - 'use strict'; - - // Setup default properties. - HowlerGlobal.prototype._pos = [0, 0, 0]; - HowlerGlobal.prototype._orientation = [0, 0, -1, 0, 1, 0]; - - /** Global Methods **/ - /***************************************************************************/ - - /** - * Helper method to update the stereo panning position of all current Howls. - * Future Howls will not use this value unless explicitly set. - * @param {Number} pan A value of -1.0 is all the way left and 1.0 is all the way right. - * @return {Howler/Number} Self or current stereo panning value. - */ - HowlerGlobal.prototype.stereo = function(pan) { - var self = this; - - // Stop right here if not using Web Audio. - if (!self.ctx || !self.ctx.listener) { - return self; - } - - // Loop through all Howls and update their stereo panning. - for (var i=self._howls.length-1; i>=0; i--) { - self._howls[i].stereo(pan); - } - - return self; - }; - - /** - * Get/set the position of the listener in 3D cartesian space. Sounds using - * 3D position will be relative to the listener's position. - * @param {Number} x The x-position of the listener. - * @param {Number} y The y-position of the listener. - * @param {Number} z The z-position of the listener. - * @return {Howler/Array} Self or current listener position. - */ - HowlerGlobal.prototype.pos = function(x, y, z) { - var self = this; - - // Stop right here if not using Web Audio. - if (!self.ctx || !self.ctx.listener) { - return self; - } - - // Set the defaults for optional 'y' & 'z'. - y = (typeof y !== 'number') ? self._pos[1] : y; - z = (typeof z !== 'number') ? self._pos[2] : z; - - if (typeof x === 'number') { - self._pos = [x, y, z]; - - if (typeof self.ctx.listener.positionX !== 'undefined') { - self.ctx.listener.positionX.setTargetAtTime(self._pos[0], Howler.ctx.currentTime, 0.1); - self.ctx.listener.positionY.setTargetAtTime(self._pos[1], Howler.ctx.currentTime, 0.1); - self.ctx.listener.positionZ.setTargetAtTime(self._pos[2], Howler.ctx.currentTime, 0.1); - } else { - self.ctx.listener.setPosition(self._pos[0], self._pos[1], self._pos[2]); - } - } else { - return self._pos; - } - - return self; - }; - - /** - * Get/set the direction the listener is pointing in the 3D cartesian space. - * A front and up vector must be provided. The front is the direction the - * face of the listener is pointing, and up is the direction the top of the - * listener is pointing. Thus, these values are expected to be at right angles - * from each other. - * @param {Number} x The x-orientation of the listener. - * @param {Number} y The y-orientation of the listener. - * @param {Number} z The z-orientation of the listener. - * @param {Number} xUp The x-orientation of the top of the listener. - * @param {Number} yUp The y-orientation of the top of the listener. - * @param {Number} zUp The z-orientation of the top of the listener. - * @return {Howler/Array} Returns self or the current orientation vectors. - */ - HowlerGlobal.prototype.orientation = function(x, y, z, xUp, yUp, zUp) { - var self = this; - - // Stop right here if not using Web Audio. - if (!self.ctx || !self.ctx.listener) { - return self; - } - - // Set the defaults for optional 'y' & 'z'. - var or = self._orientation; - y = (typeof y !== 'number') ? or[1] : y; - z = (typeof z !== 'number') ? or[2] : z; - xUp = (typeof xUp !== 'number') ? or[3] : xUp; - yUp = (typeof yUp !== 'number') ? or[4] : yUp; - zUp = (typeof zUp !== 'number') ? or[5] : zUp; - - if (typeof x === 'number') { - self._orientation = [x, y, z, xUp, yUp, zUp]; - - if (typeof self.ctx.listener.forwardX !== 'undefined') { - self.ctx.listener.forwardX.setTargetAtTime(x, Howler.ctx.currentTime, 0.1); - self.ctx.listener.forwardY.setTargetAtTime(y, Howler.ctx.currentTime, 0.1); - self.ctx.listener.forwardZ.setTargetAtTime(z, Howler.ctx.currentTime, 0.1); - self.ctx.listener.upX.setTargetAtTime(xUp, Howler.ctx.currentTime, 0.1); - self.ctx.listener.upY.setTargetAtTime(yUp, Howler.ctx.currentTime, 0.1); - self.ctx.listener.upZ.setTargetAtTime(zUp, Howler.ctx.currentTime, 0.1); - } else { - self.ctx.listener.setOrientation(x, y, z, xUp, yUp, zUp); - } - } else { - return or; - } - - return self; - }; - - /** Group Methods **/ - /***************************************************************************/ - - /** - * Add new properties to the core init. - * @param {Function} _super Core init method. - * @return {Howl} - */ - Howl.prototype.init = (function(_super) { - return function(o) { - var self = this; - - // Setup user-defined default properties. - self._orientation = o.orientation || [1, 0, 0]; - self._stereo = o.stereo || null; - self._pos = o.pos || null; - self._pannerAttr = { - coneInnerAngle: typeof o.coneInnerAngle !== 'undefined' ? o.coneInnerAngle : 360, - coneOuterAngle: typeof o.coneOuterAngle !== 'undefined' ? o.coneOuterAngle : 360, - coneOuterGain: typeof o.coneOuterGain !== 'undefined' ? o.coneOuterGain : 0, - distanceModel: typeof o.distanceModel !== 'undefined' ? o.distanceModel : 'inverse', - maxDistance: typeof o.maxDistance !== 'undefined' ? o.maxDistance : 10000, - panningModel: typeof o.panningModel !== 'undefined' ? o.panningModel : 'HRTF', - refDistance: typeof o.refDistance !== 'undefined' ? o.refDistance : 1, - rolloffFactor: typeof o.rolloffFactor !== 'undefined' ? o.rolloffFactor : 1 - }; - - // Setup event listeners. - self._onstereo = o.onstereo ? [{fn: o.onstereo}] : []; - self._onpos = o.onpos ? [{fn: o.onpos}] : []; - self._onorientation = o.onorientation ? [{fn: o.onorientation}] : []; - - // Complete initilization with howler.js core's init function. - return _super.call(this, o); - }; - })(Howl.prototype.init); - - /** - * Get/set the stereo panning of the audio source for this sound or all in the group. - * @param {Number} pan A value of -1.0 is all the way left and 1.0 is all the way right. - * @param {Number} id (optional) The sound ID. If none is passed, all in group will be updated. - * @return {Howl/Number} Returns self or the current stereo panning value. - */ - Howl.prototype.stereo = function(pan, id) { - var self = this; - - // Stop right here if not using Web Audio. - if (!self._webAudio) { - return self; - } - - // If the sound hasn't loaded, add it to the load queue to change stereo pan when capable. - if (self._state !== 'loaded') { - self._queue.push({ - event: 'stereo', - action: function() { - self.stereo(pan, id); - } - }); - - return self; - } - - // Check for PannerStereoNode support and fallback to PannerNode if it doesn't exist. - var pannerType = (typeof Howler.ctx.createStereoPanner === 'undefined') ? 'spatial' : 'stereo'; - - // Setup the group's stereo panning if no ID is passed. - if (typeof id === 'undefined') { - // Return the group's stereo panning if no parameters are passed. - if (typeof pan === 'number') { - self._stereo = pan; - self._pos = [pan, 0, 0]; - } else { - return self._stereo; - } - } - - // Change the streo panning of one or all sounds in group. - var ids = self._getSoundIds(id); - for (var i=0; i Returns the group's values. - * pannerAttr(id) -> Returns the sound id's values. - * pannerAttr(o) -> Set's the values of all sounds in this Howl group. - * pannerAttr(o, id) -> Set's the values of passed sound id. - * - * Attributes: - * coneInnerAngle - (360 by default) A parameter for directional audio sources, this is an angle, in degrees, - * inside of which there will be no volume reduction. - * coneOuterAngle - (360 by default) A parameter for directional audio sources, this is an angle, in degrees, - * outside of which the volume will be reduced to a constant value of `coneOuterGain`. - * coneOuterGain - (0 by default) A parameter for directional audio sources, this is the gain outside of the - * `coneOuterAngle`. It is a linear value in the range `[0, 1]`. - * distanceModel - ('inverse' by default) Determines algorithm used to reduce volume as audio moves away from - * listener. Can be `linear`, `inverse` or `exponential. - * maxDistance - (10000 by default) The maximum distance between source and listener, after which the volume - * will not be reduced any further. - * refDistance - (1 by default) A reference distance for reducing volume as source moves further from the listener. - * This is simply a variable of the distance model and has a different effect depending on which model - * is used and the scale of your coordinates. Generally, volume will be equal to 1 at this distance. - * rolloffFactor - (1 by default) How quickly the volume reduces as source moves from listener. This is simply a - * variable of the distance model and can be in the range of `[0, 1]` with `linear` and `[0, ∞]` - * with `inverse` and `exponential`. - * panningModel - ('HRTF' by default) Determines which spatialization algorithm is used to position audio. - * Can be `HRTF` or `equalpower`. - * - * @return {Howl/Object} Returns self or current panner attributes. - */ - Howl.prototype.pannerAttr = function() { - var self = this; - var args = arguments; - var o, id, sound; - - // Stop right here if not using Web Audio. - if (!self._webAudio) { - return self; - } - - // Determine the values based on arguments. - if (args.length === 0) { - // Return the group's panner attribute values. - return self._pannerAttr; - } else if (args.length === 1) { - if (typeof args[0] === 'object') { - o = args[0]; - - // Set the grou's panner attribute values. - if (typeof id === 'undefined') { - if (!o.pannerAttr) { - o.pannerAttr = { - coneInnerAngle: o.coneInnerAngle, - coneOuterAngle: o.coneOuterAngle, - coneOuterGain: o.coneOuterGain, - distanceModel: o.distanceModel, - maxDistance: o.maxDistance, - refDistance: o.refDistance, - rolloffFactor: o.rolloffFactor, - panningModel: o.panningModel - }; - } - - self._pannerAttr = { - coneInnerAngle: typeof o.pannerAttr.coneInnerAngle !== 'undefined' ? o.pannerAttr.coneInnerAngle : self._coneInnerAngle, - coneOuterAngle: typeof o.pannerAttr.coneOuterAngle !== 'undefined' ? o.pannerAttr.coneOuterAngle : self._coneOuterAngle, - coneOuterGain: typeof o.pannerAttr.coneOuterGain !== 'undefined' ? o.pannerAttr.coneOuterGain : self._coneOuterGain, - distanceModel: typeof o.pannerAttr.distanceModel !== 'undefined' ? o.pannerAttr.distanceModel : self._distanceModel, - maxDistance: typeof o.pannerAttr.maxDistance !== 'undefined' ? o.pannerAttr.maxDistance : self._maxDistance, - refDistance: typeof o.pannerAttr.refDistance !== 'undefined' ? o.pannerAttr.refDistance : self._refDistance, - rolloffFactor: typeof o.pannerAttr.rolloffFactor !== 'undefined' ? o.pannerAttr.rolloffFactor : self._rolloffFactor, - panningModel: typeof o.pannerAttr.panningModel !== 'undefined' ? o.pannerAttr.panningModel : self._panningModel - }; - } - } else { - // Return this sound's panner attribute values. - sound = self._soundById(parseInt(args[0], 10)); - return sound ? sound._pannerAttr : self._pannerAttr; - } - } else if (args.length === 2) { - o = args[0]; - id = parseInt(args[1], 10); - } - - // Update the values of the specified sounds. - var ids = self._getSoundIds(id); - for (var i=0; i=0&&e<=1){if(o._volume=e,o._muted)return o;o.usingWebAudio&&o.masterGain.gain.setValueAtTime(e,n.ctx.currentTime);for(var t=0;t=0;o--)e._howls[o].unload();return e.usingWebAudio&&e.ctx&&void 0!==e.ctx.close&&(e.ctx.close(),e.ctx=null,_()),e},codecs:function(e){return(this||n)._codecs[e.replace(/^x-/,"")]},_setup:function(){var e=this||n;if(e.state=e.ctx?e.ctx.state||"suspended":"suspended",e._autoSuspend(),!e.usingWebAudio)if("undefined"!=typeof Audio)try{var o=new Audio;void 0===o.oncanplaythrough&&(e._canPlayEvent="canplay")}catch(n){e.noAudio=!0}else e.noAudio=!0;try{var o=new Audio;o.muted&&(e.noAudio=!0)}catch(e){}return e.noAudio||e._setupCodecs(),e},_setupCodecs:function(){var e=this||n,o=null;try{o="undefined"!=typeof Audio?new Audio:null}catch(n){return e}if(!o||"function"!=typeof o.canPlayType)return e;var t=o.canPlayType("audio/mpeg;").replace(/^no$/,""),r=e._navigator?e._navigator.userAgent:"",a=r.match(/OPR\/(\d+)/g),u=a&&parseInt(a[0].split("/")[1],10)<33,d=-1!==r.indexOf("Safari")&&-1===r.indexOf("Chrome"),i=r.match(/Version\/(.*?) /),_=d&&i&&parseInt(i[1],10)<15;return e._codecs={mp3:!(u||!t&&!o.canPlayType("audio/mp3;").replace(/^no$/,"")),mpeg:!!t,opus:!!o.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/,""),ogg:!!o.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/,""),oga:!!o.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/,""),wav:!!(o.canPlayType('audio/wav; codecs="1"')||o.canPlayType("audio/wav")).replace(/^no$/,""),aac:!!o.canPlayType("audio/aac;").replace(/^no$/,""),caf:!!o.canPlayType("audio/x-caf;").replace(/^no$/,""),m4a:!!(o.canPlayType("audio/x-m4a;")||o.canPlayType("audio/m4a;")||o.canPlayType("audio/aac;")).replace(/^no$/,""),m4b:!!(o.canPlayType("audio/x-m4b;")||o.canPlayType("audio/m4b;")||o.canPlayType("audio/aac;")).replace(/^no$/,""),mp4:!!(o.canPlayType("audio/x-mp4;")||o.canPlayType("audio/mp4;")||o.canPlayType("audio/aac;")).replace(/^no$/,""),weba:!(_||!o.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/,"")),webm:!(_||!o.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/,"")),dolby:!!o.canPlayType('audio/mp4; codecs="ec-3"').replace(/^no$/,""),flac:!!(o.canPlayType("audio/x-flac;")||o.canPlayType("audio/flac;")).replace(/^no$/,"")},e},_unlockAudio:function(){var e=this||n;if(!e._audioUnlocked&&e.ctx){e._audioUnlocked=!1,e.autoUnlock=!1,e._mobileUnloaded||44100===e.ctx.sampleRate||(e._mobileUnloaded=!0,e.unload()),e._scratchBuffer=e.ctx.createBuffer(1,1,22050);var o=function(n){for(;e._html5AudioPool.length0?d._seek:t._sprite[e][0]/1e3),s=Math.max(0,(t._sprite[e][0]+t._sprite[e][1])/1e3-_),l=1e3*s/Math.abs(d._rate),c=t._sprite[e][0]/1e3,f=(t._sprite[e][0]+t._sprite[e][1])/1e3;d._sprite=e,d._ended=!1;var p=function(){d._paused=!1,d._seek=_,d._start=c,d._stop=f,d._loop=!(!d._loop&&!t._sprite[e][2])};if(_>=f)return void t._ended(d);var m=d._node;if(t._webAudio){var v=function(){t._playLock=!1,p(),t._refreshBuffer(d);var e=d._muted||t._muted?0:d._volume;m.gain.setValueAtTime(e,n.ctx.currentTime),d._playStart=n.ctx.currentTime,void 0===m.bufferSource.start?d._loop?m.bufferSource.noteGrainOn(0,_,86400):m.bufferSource.noteGrainOn(0,_,s):d._loop?m.bufferSource.start(0,_,86400):m.bufferSource.start(0,_,s),l!==1/0&&(t._endTimers[d._id]=setTimeout(t._ended.bind(t,d),l)),o||setTimeout(function(){t._emit("play",d._id),t._loadQueue()},0)};"running"===n.state&&"interrupted"!==n.ctx.state?v():(t._playLock=!0,t.once("resume",v),t._clearTimer(d._id))}else{var h=function(){m.currentTime=_,m.muted=d._muted||t._muted||n._muted||m.muted,m.volume=d._volume*n.volume(),m.playbackRate=d._rate;try{var r=m.play();if(r&&"undefined"!=typeof Promise&&(r instanceof Promise||"function"==typeof r.then)?(t._playLock=!0,p(),r.then(function(){t._playLock=!1,m._unlocked=!0,o?t._loadQueue():t._emit("play",d._id)}).catch(function(){t._playLock=!1,t._emit("playerror",d._id,"Playback was unable to start. This is most commonly an issue on mobile devices and Chrome where playback was not within a user interaction."),d._ended=!0,d._paused=!0})):o||(t._playLock=!1,p(),t._emit("play",d._id)),m.playbackRate=d._rate,m.paused)return void t._emit("playerror",d._id,"Playback was unable to start. This is most commonly an issue on mobile devices and Chrome where playback was not within a user interaction.");"__default"!==e||d._loop?t._endTimers[d._id]=setTimeout(t._ended.bind(t,d),l):(t._endTimers[d._id]=function(){t._ended(d),m.removeEventListener("ended",t._endTimers[d._id],!1)},m.addEventListener("ended",t._endTimers[d._id],!1))}catch(e){t._emit("playerror",d._id,e)}};"data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA"===m.src&&(m.src=t._src,m.load());var y=window&&window.ejecta||!m.readyState&&n._navigator.isCocoonJS;if(m.readyState>=3||y)h();else{t._playLock=!0,t._state="loading";var g=function(){t._state="loaded",h(),m.removeEventListener(n._canPlayEvent,g,!1)};m.addEventListener(n._canPlayEvent,g,!1),t._clearTimer(d._id)}}return d._id},pause:function(e){var n=this;if("loaded"!==n._state||n._playLock)return n._queue.push({event:"pause",action:function(){n.pause(e)}}),n;for(var o=n._getSoundIds(e),t=0;t=0?o=parseInt(r[0],10):e=parseFloat(r[0])}else r.length>=2&&(e=parseFloat(r[0]),o=parseInt(r[1],10));var a;if(!(void 0!==e&&e>=0&&e<=1))return a=o?t._soundById(o):t._sounds[0],a?a._volume:0;if("loaded"!==t._state||t._playLock)return t._queue.push({event:"volume",action:function(){t.volume.apply(t,r)}}),t;void 0===o&&(t._volume=e),o=t._getSoundIds(o);for(var u=0;u0?t/_:t),l=Date.now();e._fadeTo=o,e._interval=setInterval(function(){var r=(Date.now()-l)/t;l=Date.now(),d+=i*r,d=Math.round(100*d)/100,d=i<0?Math.max(o,d):Math.min(o,d),u._webAudio?e._volume=d:u.volume(d,e._id,!0),a&&(u._volume=d),(on&&d>=o)&&(clearInterval(e._interval),e._interval=null,e._fadeTo=null,u.volume(o,e._id),u._emit("fade",e._id))},s)},_stopFade:function(e){var o=this,t=o._soundById(e);return t&&t._interval&&(o._webAudio&&t._node.gain.cancelScheduledValues(n.ctx.currentTime),clearInterval(t._interval),t._interval=null,o.volume(t._fadeTo,e),t._fadeTo=null,o._emit("fade",e)),o},loop:function(){var e,n,o,t=this,r=arguments;if(0===r.length)return t._loop;if(1===r.length){if("boolean"!=typeof r[0])return!!(o=t._soundById(parseInt(r[0],10)))&&o._loop;e=r[0],t._loop=e}else 2===r.length&&(e=r[0],n=parseInt(r[1],10));for(var a=t._getSoundIds(n),u=0;u=0?o=parseInt(r[0],10):e=parseFloat(r[0])}else 2===r.length&&(e=parseFloat(r[0]),o=parseInt(r[1],10));var d;if("number"!=typeof e)return d=t._soundById(o),d?d._rate:t._rate;if("loaded"!==t._state||t._playLock)return t._queue.push({event:"rate",action:function(){t.rate.apply(t,r)}}),t;void 0===o&&(t._rate=e),o=t._getSoundIds(o);for(var i=0;i=0?o=parseInt(r[0],10):t._sounds.length&&(o=t._sounds[0]._id,e=parseFloat(r[0]))}else 2===r.length&&(e=parseFloat(r[0]),o=parseInt(r[1],10));if(void 0===o)return 0;if("number"==typeof e&&("loaded"!==t._state||t._playLock))return t._queue.push({event:"seek",action:function(){t.seek.apply(t,r)}}),t;var d=t._soundById(o);if(d){if(!("number"==typeof e&&e>=0)){if(t._webAudio){var i=t.playing(o)?n.ctx.currentTime-d._playStart:0,_=d._rateSeek?d._rateSeek-d._seek:0;return d._seek+(_+i*Math.abs(d._rate))}return d._node.currentTime}var s=t.playing(o);s&&t.pause(o,!0),d._seek=e,d._ended=!1,t._clearTimer(o),t._webAudio||!d._node||isNaN(d._node.duration)||(d._node.currentTime=e);var l=function(){s&&t.play(o,!0),t._emit("seek",o)};if(s&&!t._webAudio){var c=function(){t._playLock?setTimeout(c,0):l()};setTimeout(c,0)}else l()}return t},playing:function(e){var n=this;if("number"==typeof e){var o=n._soundById(e);return!!o&&!o._paused}for(var t=0;t=0&&n._howls.splice(a,1);var u=!0;for(t=0;t=0){u=!1;break}return r&&u&&delete r[e._src],n.noAudio=!1,e._state="unloaded",e._sounds=[],e=null,null},on:function(e,n,o,t){var r=this,a=r["_on"+e];return"function"==typeof n&&a.push(t?{id:o,fn:n,once:t}:{id:o,fn:n}),r},off:function(e,n,o){var t=this,r=t["_on"+e],a=0;if("number"==typeof n&&(o=n,n=null),n||o)for(a=0;a=0;a--)r[a].id&&r[a].id!==n&&"load"!==e||(setTimeout(function(e){e.call(this,n,o)}.bind(t,r[a].fn),0),r[a].once&&t.off(e,r[a].fn,r[a].id));return t._loadQueue(e),t},_loadQueue:function(e){var n=this;if(n._queue.length>0){var o=n._queue[0];o.event===e&&(n._queue.shift(),n._loadQueue()),e||o.action()}return n},_ended:function(e){var o=this,t=e._sprite;if(!o._webAudio&&e._node&&!e._node.paused&&!e._node.ended&&e._node.currentTime=0;t--){if(o<=n)return;e._sounds[t]._ended&&(e._webAudio&&e._sounds[t]._node&&e._sounds[t]._node.disconnect(0),e._sounds.splice(t,1),o--)}}},_getSoundIds:function(e){var n=this;if(void 0===e){for(var o=[],t=0;t=0;if(!e.bufferSource)return o;if(n._scratchBuffer&&e.bufferSource&&(e.bufferSource.onended=null,e.bufferSource.disconnect(0),t))try{e.bufferSource.buffer=n._scratchBuffer}catch(e){}return e.bufferSource=null,o},_clearSound:function(e){/MSIE |Trident\//.test(n._navigator&&n._navigator.userAgent)||(e.src="data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA")}};var t=function(e){this._parent=e,this.init()};t.prototype={init:function(){var e=this,o=e._parent;return e._muted=o._muted,e._loop=o._loop,e._volume=o._volume,e._rate=o._rate,e._seek=0,e._paused=!0,e._ended=!0,e._sprite="__default",e._id=++n._counter,o._sounds.push(e),e.create(),e},create:function(){var e=this,o=e._parent,t=n._muted||e._muted||e._parent._muted?0:e._volume;return o._webAudio?(e._node=void 0===n.ctx.createGain?n.ctx.createGainNode():n.ctx.createGain(),e._node.gain.setValueAtTime(t,n.ctx.currentTime),e._node.paused=!0,e._node.connect(n.masterGain)):n.noAudio||(e._node=n._obtainHtml5Audio(),e._errorFn=e._errorListener.bind(e),e._node.addEventListener("error",e._errorFn,!1),e._loadFn=e._loadListener.bind(e),e._node.addEventListener(n._canPlayEvent,e._loadFn,!1),e._endFn=e._endListener.bind(e),e._node.addEventListener("ended",e._endFn,!1),e._node.src=o._src,e._node.preload=!0===o._preload?"auto":o._preload,e._node.volume=t*n.volume(),e._node.load()),e},reset:function(){var e=this,o=e._parent;return e._muted=o._muted,e._loop=o._loop,e._volume=o._volume,e._rate=o._rate,e._seek=0,e._rateSeek=0,e._paused=!0,e._ended=!0,e._sprite="__default",e._id=++n._counter,e},_errorListener:function(){var e=this;e._parent._emit("loaderror",e._id,e._node.error?e._node.error.code:0),e._node.removeEventListener("error",e._errorFn,!1)},_loadListener:function(){var e=this,o=e._parent;o._duration=Math.ceil(10*e._node.duration)/10,0===Object.keys(o._sprite).length&&(o._sprite={__default:[0,1e3*o._duration]}),"loaded"!==o._state&&(o._state="loaded",o._emit("load"),o._loadQueue()),e._node.removeEventListener(n._canPlayEvent,e._loadFn,!1)},_endListener:function(){var e=this,n=e._parent;n._duration===1/0&&(n._duration=Math.ceil(10*e._node.duration)/10,n._sprite.__default[1]===1/0&&(n._sprite.__default[1]=1e3*n._duration),n._ended(e)),e._node.removeEventListener("ended",e._endFn,!1)}};var r={},a=function(e){var n=e._src;if(r[n])return e._duration=r[n].duration,void i(e);if(/^data:[^;]+;base64,/.test(n)){for(var o=atob(n.split(",")[1]),t=new Uint8Array(o.length),a=0;a0?(r[o._src]=e,i(o,e)):t()};"undefined"!=typeof Promise&&1===n.ctx.decodeAudioData.length?n.ctx.decodeAudioData(e).then(a).catch(t):n.ctx.decodeAudioData(e,a,t)},i=function(e,n){n&&!e._duration&&(e._duration=n.duration),0===Object.keys(e._sprite).length&&(e._sprite={__default:[0,1e3*e._duration]}),"loaded"!==e._state&&(e._state="loaded",e._emit("load"),e._loadQueue())},_=function(){if(n.usingWebAudio){try{"undefined"!=typeof AudioContext?n.ctx=new AudioContext:"undefined"!=typeof webkitAudioContext?n.ctx=new webkitAudioContext:n.usingWebAudio=!1}catch(e){n.usingWebAudio=!1}n.ctx||(n.usingWebAudio=!1);var e=/iP(hone|od|ad)/.test(n._navigator&&n._navigator.platform),o=n._navigator&&n._navigator.appVersion.match(/OS (\d+)_(\d+)_?(\d+)?/),t=o?parseInt(o[1],10):null;if(e&&t&&t<9){var r=/safari/.test(n._navigator&&n._navigator.userAgent.toLowerCase());n._navigator&&!r&&(n.usingWebAudio=!1)}n.usingWebAudio&&(n.masterGain=void 0===n.ctx.createGain?n.ctx.createGainNode():n.ctx.createGain(),n.masterGain.gain.setValueAtTime(n._muted?0:n._volume,n.ctx.currentTime),n.masterGain.connect(n.ctx.destination)),n._setup()}};"function"==typeof define&&define.amd&&define([],function(){return{Howler:n,Howl:o}}),"undefined"!=typeof exports&&(exports.Howler=n,exports.Howl=o),"undefined"!=typeof global?(global.HowlerGlobal=e,global.Howler=n,global.Howl=o,global.Sound=t):"undefined"!=typeof window&&(window.HowlerGlobal=e,window.Howler=n,window.Howl=o,window.Sound=t)}(); -/*! Spatial Plugin */ -!function(){"use strict";HowlerGlobal.prototype._pos=[0,0,0],HowlerGlobal.prototype._orientation=[0,0,-1,0,1,0],HowlerGlobal.prototype.stereo=function(e){var n=this;if(!n.ctx||!n.ctx.listener)return n;for(var t=n._howls.length-1;t>=0;t--)n._howls[t].stereo(e);return n},HowlerGlobal.prototype.pos=function(e,n,t){var r=this;return r.ctx&&r.ctx.listener?(n="number"!=typeof n?r._pos[1]:n,t="number"!=typeof t?r._pos[2]:t,"number"!=typeof e?r._pos:(r._pos=[e,n,t],void 0!==r.ctx.listener.positionX?(r.ctx.listener.positionX.setTargetAtTime(r._pos[0],Howler.ctx.currentTime,.1),r.ctx.listener.positionY.setTargetAtTime(r._pos[1],Howler.ctx.currentTime,.1),r.ctx.listener.positionZ.setTargetAtTime(r._pos[2],Howler.ctx.currentTime,.1)):r.ctx.listener.setPosition(r._pos[0],r._pos[1],r._pos[2]),r)):r},HowlerGlobal.prototype.orientation=function(e,n,t,r,o,i){var a=this;if(!a.ctx||!a.ctx.listener)return a;var p=a._orientation;return n="number"!=typeof n?p[1]:n,t="number"!=typeof t?p[2]:t,r="number"!=typeof r?p[3]:r,o="number"!=typeof o?p[4]:o,i="number"!=typeof i?p[5]:i,"number"!=typeof e?p:(a._orientation=[e,n,t,r,o,i],void 0!==a.ctx.listener.forwardX?(a.ctx.listener.forwardX.setTargetAtTime(e,Howler.ctx.currentTime,.1),a.ctx.listener.forwardY.setTargetAtTime(n,Howler.ctx.currentTime,.1),a.ctx.listener.forwardZ.setTargetAtTime(t,Howler.ctx.currentTime,.1),a.ctx.listener.upX.setTargetAtTime(r,Howler.ctx.currentTime,.1),a.ctx.listener.upY.setTargetAtTime(o,Howler.ctx.currentTime,.1),a.ctx.listener.upZ.setTargetAtTime(i,Howler.ctx.currentTime,.1)):a.ctx.listener.setOrientation(e,n,t,r,o,i),a)},Howl.prototype.init=function(e){return function(n){var t=this;return t._orientation=n.orientation||[1,0,0],t._stereo=n.stereo||null,t._pos=n.pos||null,t._pannerAttr={coneInnerAngle:void 0!==n.coneInnerAngle?n.coneInnerAngle:360,coneOuterAngle:void 0!==n.coneOuterAngle?n.coneOuterAngle:360,coneOuterGain:void 0!==n.coneOuterGain?n.coneOuterGain:0,distanceModel:void 0!==n.distanceModel?n.distanceModel:"inverse",maxDistance:void 0!==n.maxDistance?n.maxDistance:1e4,panningModel:void 0!==n.panningModel?n.panningModel:"HRTF",refDistance:void 0!==n.refDistance?n.refDistance:1,rolloffFactor:void 0!==n.rolloffFactor?n.rolloffFactor:1},t._onstereo=n.onstereo?[{fn:n.onstereo}]:[],t._onpos=n.onpos?[{fn:n.onpos}]:[],t._onorientation=n.onorientation?[{fn:n.onorientation}]:[],e.call(this,n)}}(Howl.prototype.init),Howl.prototype.stereo=function(n,t){var r=this;if(!r._webAudio)return r;if("loaded"!==r._state)return r._queue.push({event:"stereo",action:function(){r.stereo(n,t)}}),r;var o=void 0===Howler.ctx.createStereoPanner?"spatial":"stereo";if(void 0===t){if("number"!=typeof n)return r._stereo;r._stereo=n,r._pos=[n,0,0]}for(var i=r._getSoundIds(t),a=0;a=0;t--)n._howls[t].stereo(e);return n},HowlerGlobal.prototype.pos=function(e,n,t){var r=this;return r.ctx&&r.ctx.listener?(n="number"!=typeof n?r._pos[1]:n,t="number"!=typeof t?r._pos[2]:t,"number"!=typeof e?r._pos:(r._pos=[e,n,t],void 0!==r.ctx.listener.positionX?(r.ctx.listener.positionX.setTargetAtTime(r._pos[0],Howler.ctx.currentTime,.1),r.ctx.listener.positionY.setTargetAtTime(r._pos[1],Howler.ctx.currentTime,.1),r.ctx.listener.positionZ.setTargetAtTime(r._pos[2],Howler.ctx.currentTime,.1)):r.ctx.listener.setPosition(r._pos[0],r._pos[1],r._pos[2]),r)):r},HowlerGlobal.prototype.orientation=function(e,n,t,r,o,i){var a=this;if(!a.ctx||!a.ctx.listener)return a;var p=a._orientation;return n="number"!=typeof n?p[1]:n,t="number"!=typeof t?p[2]:t,r="number"!=typeof r?p[3]:r,o="number"!=typeof o?p[4]:o,i="number"!=typeof i?p[5]:i,"number"!=typeof e?p:(a._orientation=[e,n,t,r,o,i],void 0!==a.ctx.listener.forwardX?(a.ctx.listener.forwardX.setTargetAtTime(e,Howler.ctx.currentTime,.1),a.ctx.listener.forwardY.setTargetAtTime(n,Howler.ctx.currentTime,.1),a.ctx.listener.forwardZ.setTargetAtTime(t,Howler.ctx.currentTime,.1),a.ctx.listener.upX.setTargetAtTime(r,Howler.ctx.currentTime,.1),a.ctx.listener.upY.setTargetAtTime(o,Howler.ctx.currentTime,.1),a.ctx.listener.upZ.setTargetAtTime(i,Howler.ctx.currentTime,.1)):a.ctx.listener.setOrientation(e,n,t,r,o,i),a)},Howl.prototype.init=function(e){return function(n){var t=this;return t._orientation=n.orientation||[1,0,0],t._stereo=n.stereo||null,t._pos=n.pos||null,t._pannerAttr={coneInnerAngle:void 0!==n.coneInnerAngle?n.coneInnerAngle:360,coneOuterAngle:void 0!==n.coneOuterAngle?n.coneOuterAngle:360,coneOuterGain:void 0!==n.coneOuterGain?n.coneOuterGain:0,distanceModel:void 0!==n.distanceModel?n.distanceModel:"inverse",maxDistance:void 0!==n.maxDistance?n.maxDistance:1e4,panningModel:void 0!==n.panningModel?n.panningModel:"HRTF",refDistance:void 0!==n.refDistance?n.refDistance:1,rolloffFactor:void 0!==n.rolloffFactor?n.rolloffFactor:1},t._onstereo=n.onstereo?[{fn:n.onstereo}]:[],t._onpos=n.onpos?[{fn:n.onpos}]:[],t._onorientation=n.onorientation?[{fn:n.onorientation}]:[],e.call(this,n)}}(Howl.prototype.init),Howl.prototype.stereo=function(n,t){var r=this;if(!r._webAudio)return r;if("loaded"!==r._state)return r._queue.push({event:"stereo",action:function(){r.stereo(n,t)}}),r;var o=void 0===Howler.ctx.createStereoPanner?"spatial":"stereo";if(void 0===t){if("number"!=typeof n)return r._stereo;r._stereo=n,r._pos=[n,0,0]}for(var i=r._getSoundIds(t),a=0;a (http://goldfirestudios.com)", - "repository": { - "type": "git", - "url": "git://github.com/goldfire/howler.js.git" - }, - "scripts": { - "build": "VERSION=`printf 'v' && node -e 'console.log(require(\"./package.json\").version)'` && sed -i '' '2s/.*/ * howler.js '\"$VERSION\"'/' src/howler.core.js && sed -i '' '4s/.*/ * howler.js '\"$VERSION\"'/' src/plugins/howler.spatial.js && uglifyjs --preamble \"/*! howler.js $VERSION | (c) 2013-2020, James Simpson of GoldFire Studios | MIT License | howlerjs.com */\" src/howler.core.js -c -m --screw-ie8 -o dist/howler.core.min.js && uglifyjs --preamble \"/*! howler.js $VERSION | Spatial Plugin | (c) 2013-2020, James Simpson of GoldFire Studios | MIT License | howlerjs.com */\" src/plugins/howler.spatial.js -c -m --screw-ie8 -o dist/howler.spatial.min.js && awk 'FNR==1{echo \"\"}1' dist/howler.core.min.js dist/howler.spatial.min.js | sed '3s~.*~/*! Spatial Plugin */~' | perl -pe 'chomp if eof' > dist/howler.min.js && awk '(NR>1 && FNR==1){printf (\"\\n\\n\")};1' src/howler.core.js src/plugins/howler.spatial.js > dist/howler.js", - "release": "VERSION=`printf 'v' && node -e 'console.log(require(\"./package.json\").version)'` && git tag $VERSION && git push && git push origin $VERSION && npm publish" - }, - "devDependencies": { - "uglify-js": "2.x" - }, - "main": "dist/howler.js", - "license": "MIT", - "files": [ - "src", - "dist/howler.js", - "dist/howler.min.js", - "dist/howler.core.min.js", - "dist/howler.spatial.min.js", - "LICENSE.md" - ] -} diff --git a/public/scripts/howler/src/howler.core.js b/public/scripts/howler/src/howler.core.js deleted file mode 100644 index 5198bdf..0000000 --- a/public/scripts/howler/src/howler.core.js +++ /dev/null @@ -1,2587 +0,0 @@ -/*! - * howler.js v2.2.4 - * howlerjs.com - * - * (c) 2013-2020, James Simpson of GoldFire Studios - * goldfirestudios.com - * - * MIT License - */ - -(function() { - - 'use strict'; - - /** Global Methods **/ - /***************************************************************************/ - - /** - * Create the global controller. All contained methods and properties apply - * to all sounds that are currently playing or will be in the future. - */ - var HowlerGlobal = function() { - this.init(); - }; - HowlerGlobal.prototype = { - /** - * Initialize the global Howler object. - * @return {Howler} - */ - init: function() { - var self = this || Howler; - - // Create a global ID counter. - self._counter = 1000; - - // Pool of unlocked HTML5 Audio objects. - self._html5AudioPool = []; - self.html5PoolSize = 10; - - // Internal properties. - self._codecs = {}; - self._howls = []; - self._muted = false; - self._volume = 1; - self._canPlayEvent = 'canplaythrough'; - self._navigator = (typeof window !== 'undefined' && window.navigator) ? window.navigator : null; - - // Public properties. - self.masterGain = null; - self.noAudio = false; - self.usingWebAudio = true; - self.autoSuspend = true; - self.ctx = null; - - // Set to false to disable the auto audio unlocker. - self.autoUnlock = true; - - // Setup the various state values for global tracking. - self._setup(); - - return self; - }, - - /** - * Get/set the global volume for all sounds. - * @param {Float} vol Volume from 0.0 to 1.0. - * @return {Howler/Float} Returns self or current volume. - */ - volume: function(vol) { - var self = this || Howler; - vol = parseFloat(vol); - - // If we don't have an AudioContext created yet, run the setup. - if (!self.ctx) { - setupAudioContext(); - } - - if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) { - self._volume = vol; - - // Don't update any of the nodes if we are muted. - if (self._muted) { - return self; - } - - // When using Web Audio, we just need to adjust the master gain. - if (self.usingWebAudio) { - self.masterGain.gain.setValueAtTime(vol, Howler.ctx.currentTime); - } - - // Loop through and change volume for all HTML5 audio nodes. - for (var i=0; i=0; i--) { - self._howls[i].unload(); - } - - // Create a new AudioContext to make sure it is fully reset. - if (self.usingWebAudio && self.ctx && typeof self.ctx.close !== 'undefined') { - self.ctx.close(); - self.ctx = null; - setupAudioContext(); - } - - return self; - }, - - /** - * Check for codec support of specific extension. - * @param {String} ext Audio file extention. - * @return {Boolean} - */ - codecs: function(ext) { - return (this || Howler)._codecs[ext.replace(/^x-/, '')]; - }, - - /** - * Setup various state values for global tracking. - * @return {Howler} - */ - _setup: function() { - var self = this || Howler; - - // Keeps track of the suspend/resume state of the AudioContext. - self.state = self.ctx ? self.ctx.state || 'suspended' : 'suspended'; - - // Automatically begin the 30-second suspend process - self._autoSuspend(); - - // Check if audio is available. - if (!self.usingWebAudio) { - // No audio is available on this system if noAudio is set to true. - if (typeof Audio !== 'undefined') { - try { - var test = new Audio(); - - // Check if the canplaythrough event is available. - if (typeof test.oncanplaythrough === 'undefined') { - self._canPlayEvent = 'canplay'; - } - } catch(e) { - self.noAudio = true; - } - } else { - self.noAudio = true; - } - } - - // Test to make sure audio isn't disabled in Internet Explorer. - try { - var test = new Audio(); - if (test.muted) { - self.noAudio = true; - } - } catch (e) {} - - // Check for supported codecs. - if (!self.noAudio) { - self._setupCodecs(); - } - - return self; - }, - - /** - * Check for browser support for various codecs and cache the results. - * @return {Howler} - */ - _setupCodecs: function() { - var self = this || Howler; - var audioTest = null; - - // Must wrap in a try/catch because IE11 in server mode throws an error. - try { - audioTest = (typeof Audio !== 'undefined') ? new Audio() : null; - } catch (err) { - return self; - } - - if (!audioTest || typeof audioTest.canPlayType !== 'function') { - return self; - } - - var mpegTest = audioTest.canPlayType('audio/mpeg;').replace(/^no$/, ''); - - // Opera version <33 has mixed MP3 support, so we need to check for and block it. - var ua = self._navigator ? self._navigator.userAgent : ''; - var checkOpera = ua.match(/OPR\/(\d+)/g); - var isOldOpera = (checkOpera && parseInt(checkOpera[0].split('/')[1], 10) < 33); - var checkSafari = ua.indexOf('Safari') !== -1 && ua.indexOf('Chrome') === -1; - var safariVersion = ua.match(/Version\/(.*?) /); - var isOldSafari = (checkSafari && safariVersion && parseInt(safariVersion[1], 10) < 15); - - self._codecs = { - mp3: !!(!isOldOpera && (mpegTest || audioTest.canPlayType('audio/mp3;').replace(/^no$/, ''))), - mpeg: !!mpegTest, - opus: !!audioTest.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, ''), - ogg: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''), - oga: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''), - wav: !!(audioTest.canPlayType('audio/wav; codecs="1"') || audioTest.canPlayType('audio/wav')).replace(/^no$/, ''), - aac: !!audioTest.canPlayType('audio/aac;').replace(/^no$/, ''), - caf: !!audioTest.canPlayType('audio/x-caf;').replace(/^no$/, ''), - m4a: !!(audioTest.canPlayType('audio/x-m4a;') || audioTest.canPlayType('audio/m4a;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''), - m4b: !!(audioTest.canPlayType('audio/x-m4b;') || audioTest.canPlayType('audio/m4b;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''), - mp4: !!(audioTest.canPlayType('audio/x-mp4;') || audioTest.canPlayType('audio/mp4;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''), - weba: !!(!isOldSafari && audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, '')), - webm: !!(!isOldSafari && audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, '')), - dolby: !!audioTest.canPlayType('audio/mp4; codecs="ec-3"').replace(/^no$/, ''), - flac: !!(audioTest.canPlayType('audio/x-flac;') || audioTest.canPlayType('audio/flac;')).replace(/^no$/, '') - }; - - return self; - }, - - /** - * Some browsers/devices will only allow audio to be played after a user interaction. - * Attempt to automatically unlock audio on the first user interaction. - * Concept from: http://paulbakaus.com/tutorials/html5/web-audio-on-ios/ - * @return {Howler} - */ - _unlockAudio: function() { - var self = this || Howler; - - // Only run this if Web Audio is supported and it hasn't already been unlocked. - if (self._audioUnlocked || !self.ctx) { - return; - } - - self._audioUnlocked = false; - self.autoUnlock = false; - - // Some mobile devices/platforms have distortion issues when opening/closing tabs and/or web views. - // Bugs in the browser (especially Mobile Safari) can cause the sampleRate to change from 44100 to 48000. - // By calling Howler.unload(), we create a new AudioContext with the correct sampleRate. - if (!self._mobileUnloaded && self.ctx.sampleRate !== 44100) { - self._mobileUnloaded = true; - self.unload(); - } - - // Scratch buffer for enabling iOS to dispose of web audio buffers correctly, as per: - // http://stackoverflow.com/questions/24119684 - self._scratchBuffer = self.ctx.createBuffer(1, 1, 22050); - - // Call this method on touch start to create and play a buffer, - // then check if the audio actually played to determine if - // audio has now been unlocked on iOS, Android, etc. - var unlock = function(e) { - // Create a pool of unlocked HTML5 Audio objects that can - // be used for playing sounds without user interaction. HTML5 - // Audio objects must be individually unlocked, as opposed - // to the WebAudio API which only needs a single activation. - // This must occur before WebAudio setup or the source.onended - // event will not fire. - while (self._html5AudioPool.length < self.html5PoolSize) { - try { - var audioNode = new Audio(); - - // Mark this Audio object as unlocked to ensure it can get returned - // to the unlocked pool when released. - audioNode._unlocked = true; - - // Add the audio node to the pool. - self._releaseHtml5Audio(audioNode); - } catch (e) { - self.noAudio = true; - break; - } - } - - // Loop through any assigned audio nodes and unlock them. - for (var i=0; i= 55. - if (typeof self.ctx.resume === 'function') { - self.ctx.resume(); - } - - // Setup a timeout to check that we are unlocked on the next event loop. - source.onended = function() { - source.disconnect(0); - - // Update the unlocked state and prevent this check from happening again. - self._audioUnlocked = true; - - // Remove the touch start listener. - document.removeEventListener('touchstart', unlock, true); - document.removeEventListener('touchend', unlock, true); - document.removeEventListener('click', unlock, true); - document.removeEventListener('keydown', unlock, true); - - // Let all sounds know that audio has been unlocked. - for (var i=0; i 0 ? sound._seek : self._sprite[sprite][0] / 1000); - var duration = Math.max(0, ((self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000) - seek); - var timeout = (duration * 1000) / Math.abs(sound._rate); - var start = self._sprite[sprite][0] / 1000; - var stop = (self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000; - sound._sprite = sprite; - - // Mark the sound as ended instantly so that this async playback - // doesn't get grabbed by another call to play while this one waits to start. - sound._ended = false; - - // Update the parameters of the sound. - var setParams = function() { - sound._paused = false; - sound._seek = seek; - sound._start = start; - sound._stop = stop; - sound._loop = !!(sound._loop || self._sprite[sprite][2]); - }; - - // End the sound instantly if seek is at the end. - if (seek >= stop) { - self._ended(sound); - return; - } - - // Begin the actual playback. - var node = sound._node; - if (self._webAudio) { - // Fire this when the sound is ready to play to begin Web Audio playback. - var playWebAudio = function() { - self._playLock = false; - setParams(); - self._refreshBuffer(sound); - - // Setup the playback params. - var vol = (sound._muted || self._muted) ? 0 : sound._volume; - node.gain.setValueAtTime(vol, Howler.ctx.currentTime); - sound._playStart = Howler.ctx.currentTime; - - // Play the sound using the supported method. - if (typeof node.bufferSource.start === 'undefined') { - sound._loop ? node.bufferSource.noteGrainOn(0, seek, 86400) : node.bufferSource.noteGrainOn(0, seek, duration); - } else { - sound._loop ? node.bufferSource.start(0, seek, 86400) : node.bufferSource.start(0, seek, duration); - } - - // Start a new timer if none is present. - if (timeout !== Infinity) { - self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); - } - - if (!internal) { - setTimeout(function() { - self._emit('play', sound._id); - self._loadQueue(); - }, 0); - } - }; - - if (Howler.state === 'running' && Howler.ctx.state !== 'interrupted') { - playWebAudio(); - } else { - self._playLock = true; - - // Wait for the audio context to resume before playing. - self.once('resume', playWebAudio); - - // Cancel the end timer. - self._clearTimer(sound._id); - } - } else { - // Fire this when the sound is ready to play to begin HTML5 Audio playback. - var playHtml5 = function() { - node.currentTime = seek; - node.muted = sound._muted || self._muted || Howler._muted || node.muted; - node.volume = sound._volume * Howler.volume(); - node.playbackRate = sound._rate; - - // Some browsers will throw an error if this is called without user interaction. - try { - var play = node.play(); - - // Support older browsers that don't support promises, and thus don't have this issue. - if (play && typeof Promise !== 'undefined' && (play instanceof Promise || typeof play.then === 'function')) { - // Implements a lock to prevent DOMException: The play() request was interrupted by a call to pause(). - self._playLock = true; - - // Set param values immediately. - setParams(); - - // Releases the lock and executes queued actions. - play - .then(function() { - self._playLock = false; - node._unlocked = true; - if (!internal) { - self._emit('play', sound._id); - } else { - self._loadQueue(); - } - }) - .catch(function() { - self._playLock = false; - self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' + - 'on mobile devices and Chrome where playback was not within a user interaction.'); - - // Reset the ended and paused values. - sound._ended = true; - sound._paused = true; - }); - } else if (!internal) { - self._playLock = false; - setParams(); - self._emit('play', sound._id); - } - - // Setting rate before playing won't work in IE, so we set it again here. - node.playbackRate = sound._rate; - - // If the node is still paused, then we can assume there was a playback issue. - if (node.paused) { - self._emit('playerror', sound._id, 'Playback was unable to start. This is most commonly an issue ' + - 'on mobile devices and Chrome where playback was not within a user interaction.'); - return; - } - - // Setup the end timer on sprites or listen for the ended event. - if (sprite !== '__default' || sound._loop) { - self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); - } else { - self._endTimers[sound._id] = function() { - // Fire ended on this audio node. - self._ended(sound); - - // Clear this listener. - node.removeEventListener('ended', self._endTimers[sound._id], false); - }; - node.addEventListener('ended', self._endTimers[sound._id], false); - } - } catch (err) { - self._emit('playerror', sound._id, err); - } - }; - - // If this is streaming audio, make sure the src is set and load again. - if (node.src === 'data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA') { - node.src = self._src; - node.load(); - } - - // Play immediately if ready, or wait for the 'canplaythrough'e vent. - var loadedNoReadyState = (window && window.ejecta) || (!node.readyState && Howler._navigator.isCocoonJS); - if (node.readyState >= 3 || loadedNoReadyState) { - playHtml5(); - } else { - self._playLock = true; - self._state = 'loading'; - - var listener = function() { - self._state = 'loaded'; - - // Begin playback. - playHtml5(); - - // Clear this listener. - node.removeEventListener(Howler._canPlayEvent, listener, false); - }; - node.addEventListener(Howler._canPlayEvent, listener, false); - - // Cancel the end timer. - self._clearTimer(sound._id); - } - } - - return sound._id; - }, - - /** - * Pause playback and save current position. - * @param {Number} id The sound ID (empty to pause all in group). - * @return {Howl} - */ - pause: function(id) { - var self = this; - - // If the sound hasn't loaded or a play() promise is pending, add it to the load queue to pause when capable. - if (self._state !== 'loaded' || self._playLock) { - self._queue.push({ - event: 'pause', - action: function() { - self.pause(id); - } - }); - - return self; - } - - // If no id is passed, get all ID's to be paused. - var ids = self._getSoundIds(id); - - for (var i=0; i Returns the group's volume value. - * volume(id) -> Returns the sound id's current volume. - * volume(vol) -> Sets the volume of all sounds in this Howl group. - * volume(vol, id) -> Sets the volume of passed sound id. - * @return {Howl/Number} Returns self or current volume. - */ - volume: function() { - var self = this; - var args = arguments; - var vol, id; - - // Determine the values based on arguments. - if (args.length === 0) { - // Return the value of the groups' volume. - return self._volume; - } else if (args.length === 1 || args.length === 2 && typeof args[1] === 'undefined') { - // First check if this is an ID, and if not, assume it is a new volume. - var ids = self._getSoundIds(); - var index = ids.indexOf(args[0]); - if (index >= 0) { - id = parseInt(args[0], 10); - } else { - vol = parseFloat(args[0]); - } - } else if (args.length >= 2) { - vol = parseFloat(args[0]); - id = parseInt(args[1], 10); - } - - // Update the volume or return the current volume. - var sound; - if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) { - // If the sound hasn't loaded, add it to the load queue to change volume when capable. - if (self._state !== 'loaded'|| self._playLock) { - self._queue.push({ - event: 'volume', - action: function() { - self.volume.apply(self, args); - } - }); - - return self; - } - - // Set the group volume. - if (typeof id === 'undefined') { - self._volume = vol; - } - - // Update one or all volumes. - id = self._getSoundIds(id); - for (var i=0; i 0) ? len / steps : len); - var lastTick = Date.now(); - - // Store the value being faded to. - sound._fadeTo = to; - - // Update the volume value on each interval tick. - sound._interval = setInterval(function() { - // Update the volume based on the time since the last tick. - var tick = (Date.now() - lastTick) / len; - lastTick = Date.now(); - vol += diff * tick; - - // Round to within 2 decimal points. - vol = Math.round(vol * 100) / 100; - - // Make sure the volume is in the right bounds. - if (diff < 0) { - vol = Math.max(to, vol); - } else { - vol = Math.min(to, vol); - } - - // Change the volume. - if (self._webAudio) { - sound._volume = vol; - } else { - self.volume(vol, sound._id, true); - } - - // Set the group's volume. - if (isGroup) { - self._volume = vol; - } - - // When the fade is complete, stop it and fire event. - if ((to < from && vol <= to) || (to > from && vol >= to)) { - clearInterval(sound._interval); - sound._interval = null; - sound._fadeTo = null; - self.volume(to, sound._id); - self._emit('fade', sound._id); - } - }, stepLen); - }, - - /** - * Internal method that stops the currently playing fade when - * a new fade starts, volume is changed or the sound is stopped. - * @param {Number} id The sound id. - * @return {Howl} - */ - _stopFade: function(id) { - var self = this; - var sound = self._soundById(id); - - if (sound && sound._interval) { - if (self._webAudio) { - sound._node.gain.cancelScheduledValues(Howler.ctx.currentTime); - } - - clearInterval(sound._interval); - sound._interval = null; - self.volume(sound._fadeTo, id); - sound._fadeTo = null; - self._emit('fade', id); - } - - return self; - }, - - /** - * Get/set the loop parameter on a sound. This method can optionally take 0, 1 or 2 arguments. - * loop() -> Returns the group's loop value. - * loop(id) -> Returns the sound id's loop value. - * loop(loop) -> Sets the loop value for all sounds in this Howl group. - * loop(loop, id) -> Sets the loop value of passed sound id. - * @return {Howl/Boolean} Returns self or current loop value. - */ - loop: function() { - var self = this; - var args = arguments; - var loop, id, sound; - - // Determine the values for loop and id. - if (args.length === 0) { - // Return the grou's loop value. - return self._loop; - } else if (args.length === 1) { - if (typeof args[0] === 'boolean') { - loop = args[0]; - self._loop = loop; - } else { - // Return this sound's loop value. - sound = self._soundById(parseInt(args[0], 10)); - return sound ? sound._loop : false; - } - } else if (args.length === 2) { - loop = args[0]; - id = parseInt(args[1], 10); - } - - // If no id is passed, get all ID's to be looped. - var ids = self._getSoundIds(id); - for (var i=0; i Returns the first sound node's current playback rate. - * rate(id) -> Returns the sound id's current playback rate. - * rate(rate) -> Sets the playback rate of all sounds in this Howl group. - * rate(rate, id) -> Sets the playback rate of passed sound id. - * @return {Howl/Number} Returns self or the current playback rate. - */ - rate: function() { - var self = this; - var args = arguments; - var rate, id; - - // Determine the values based on arguments. - if (args.length === 0) { - // We will simply return the current rate of the first node. - id = self._sounds[0]._id; - } else if (args.length === 1) { - // First check if this is an ID, and if not, assume it is a new rate value. - var ids = self._getSoundIds(); - var index = ids.indexOf(args[0]); - if (index >= 0) { - id = parseInt(args[0], 10); - } else { - rate = parseFloat(args[0]); - } - } else if (args.length === 2) { - rate = parseFloat(args[0]); - id = parseInt(args[1], 10); - } - - // Update the playback rate or return the current value. - var sound; - if (typeof rate === 'number') { - // If the sound hasn't loaded, add it to the load queue to change playback rate when capable. - if (self._state !== 'loaded' || self._playLock) { - self._queue.push({ - event: 'rate', - action: function() { - self.rate.apply(self, args); - } - }); - - return self; - } - - // Set the group rate. - if (typeof id === 'undefined') { - self._rate = rate; - } - - // Update one or all volumes. - id = self._getSoundIds(id); - for (var i=0; i Returns the first sound node's current seek position. - * seek(id) -> Returns the sound id's current seek position. - * seek(seek) -> Sets the seek position of the first sound node. - * seek(seek, id) -> Sets the seek position of passed sound id. - * @return {Howl/Number} Returns self or the current seek position. - */ - seek: function() { - var self = this; - var args = arguments; - var seek, id; - - // Determine the values based on arguments. - if (args.length === 0) { - // We will simply return the current position of the first node. - if (self._sounds.length) { - id = self._sounds[0]._id; - } - } else if (args.length === 1) { - // First check if this is an ID, and if not, assume it is a new seek position. - var ids = self._getSoundIds(); - var index = ids.indexOf(args[0]); - if (index >= 0) { - id = parseInt(args[0], 10); - } else if (self._sounds.length) { - id = self._sounds[0]._id; - seek = parseFloat(args[0]); - } - } else if (args.length === 2) { - seek = parseFloat(args[0]); - id = parseInt(args[1], 10); - } - - // If there is no ID, bail out. - if (typeof id === 'undefined') { - return 0; - } - - // If the sound hasn't loaded, add it to the load queue to seek when capable. - if (typeof seek === 'number' && (self._state !== 'loaded' || self._playLock)) { - self._queue.push({ - event: 'seek', - action: function() { - self.seek.apply(self, args); - } - }); - - return self; - } - - // Get the sound. - var sound = self._soundById(id); - - if (sound) { - if (typeof seek === 'number' && seek >= 0) { - // Pause the sound and update position for restarting playback. - var playing = self.playing(id); - if (playing) { - self.pause(id, true); - } - - // Move the position of the track and cancel timer. - sound._seek = seek; - sound._ended = false; - self._clearTimer(id); - - // Update the seek position for HTML5 Audio. - if (!self._webAudio && sound._node && !isNaN(sound._node.duration)) { - sound._node.currentTime = seek; - } - - // Seek and emit when ready. - var seekAndEmit = function() { - // Restart the playback if the sound was playing. - if (playing) { - self.play(id, true); - } - - self._emit('seek', id); - }; - - // Wait for the play lock to be unset before emitting (HTML5 Audio). - if (playing && !self._webAudio) { - var emitSeek = function() { - if (!self._playLock) { - seekAndEmit(); - } else { - setTimeout(emitSeek, 0); - } - }; - setTimeout(emitSeek, 0); - } else { - seekAndEmit(); - } - } else { - if (self._webAudio) { - var realTime = self.playing(id) ? Howler.ctx.currentTime - sound._playStart : 0; - var rateSeek = sound._rateSeek ? sound._rateSeek - sound._seek : 0; - return sound._seek + (rateSeek + realTime * Math.abs(sound._rate)); - } else { - return sound._node.currentTime; - } - } - } - - return self; - }, - - /** - * Check if a specific sound is currently playing or not (if id is provided), or check if at least one of the sounds in the group is playing or not. - * @param {Number} id The sound id to check. If none is passed, the whole sound group is checked. - * @return {Boolean} True if playing and false if not. - */ - playing: function(id) { - var self = this; - - // Check the passed sound ID (if any). - if (typeof id === 'number') { - var sound = self._soundById(id); - return sound ? !sound._paused : false; - } - - // Otherwise, loop through all sounds and check if any are playing. - for (var i=0; i= 0) { - Howler._howls.splice(index, 1); - } - - // Delete this sound from the cache (if no other Howl is using it). - var remCache = true; - for (i=0; i= 0) { - remCache = false; - break; - } - } - - if (cache && remCache) { - delete cache[self._src]; - } - - // Clear global errors. - Howler.noAudio = false; - - // Clear out `self`. - self._state = 'unloaded'; - self._sounds = []; - self = null; - - return null; - }, - - /** - * Listen to a custom event. - * @param {String} event Event name. - * @param {Function} fn Listener to call. - * @param {Number} id (optional) Only listen to events for this sound. - * @param {Number} once (INTERNAL) Marks event to fire only once. - * @return {Howl} - */ - on: function(event, fn, id, once) { - var self = this; - var events = self['_on' + event]; - - if (typeof fn === 'function') { - events.push(once ? {id: id, fn: fn, once: once} : {id: id, fn: fn}); - } - - return self; - }, - - /** - * Remove a custom event. Call without parameters to remove all events. - * @param {String} event Event name. - * @param {Function} fn Listener to remove. Leave empty to remove all. - * @param {Number} id (optional) Only remove events for this sound. - * @return {Howl} - */ - off: function(event, fn, id) { - var self = this; - var events = self['_on' + event]; - var i = 0; - - // Allow passing just an event and ID. - if (typeof fn === 'number') { - id = fn; - fn = null; - } - - if (fn || id) { - // Loop through event store and remove the passed function. - for (i=0; i=0; i--) { - // Only fire the listener if the correct ID is used. - if (!events[i].id || events[i].id === id || event === 'load') { - setTimeout(function(fn) { - fn.call(this, id, msg); - }.bind(self, events[i].fn), 0); - - // If this event was setup with `once`, remove it. - if (events[i].once) { - self.off(event, events[i].fn, events[i].id); - } - } - } - - // Pass the event type into load queue so that it can continue stepping. - self._loadQueue(event); - - return self; - }, - - /** - * Queue of actions initiated before the sound has loaded. - * These will be called in sequence, with the next only firing - * after the previous has finished executing (even if async like play). - * @return {Howl} - */ - _loadQueue: function(event) { - var self = this; - - if (self._queue.length > 0) { - var task = self._queue[0]; - - // Remove this task if a matching event was passed. - if (task.event === event) { - self._queue.shift(); - self._loadQueue(); - } - - // Run the task if no event type is passed. - if (!event) { - task.action(); - } - } - - return self; - }, - - /** - * Fired when playback ends at the end of the duration. - * @param {Sound} sound The sound object to work with. - * @return {Howl} - */ - _ended: function(sound) { - var self = this; - var sprite = sound._sprite; - - // If we are using IE and there was network latency we may be clipping - // audio before it completes playing. Lets check the node to make sure it - // believes it has completed, before ending the playback. - if (!self._webAudio && sound._node && !sound._node.paused && !sound._node.ended && sound._node.currentTime < sound._stop) { - setTimeout(self._ended.bind(self, sound), 100); - return self; - } - - // Should this sound loop? - var loop = !!(sound._loop || self._sprite[sprite][2]); - - // Fire the ended event. - self._emit('end', sound._id); - - // Restart the playback for HTML5 Audio loop. - if (!self._webAudio && loop) { - self.stop(sound._id, true).play(sound._id); - } - - // Restart this timer if on a Web Audio loop. - if (self._webAudio && loop) { - self._emit('play', sound._id); - sound._seek = sound._start || 0; - sound._rateSeek = 0; - sound._playStart = Howler.ctx.currentTime; - - var timeout = ((sound._stop - sound._start) * 1000) / Math.abs(sound._rate); - self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); - } - - // Mark the node as paused. - if (self._webAudio && !loop) { - sound._paused = true; - sound._ended = true; - sound._seek = sound._start || 0; - sound._rateSeek = 0; - self._clearTimer(sound._id); - - // Clean up the buffer source. - self._cleanBuffer(sound._node); - - // Attempt to auto-suspend AudioContext if no sounds are still playing. - Howler._autoSuspend(); - } - - // When using a sprite, end the track. - if (!self._webAudio && !loop) { - self.stop(sound._id, true); - } - - return self; - }, - - /** - * Clear the end timer for a sound playback. - * @param {Number} id The sound ID. - * @return {Howl} - */ - _clearTimer: function(id) { - var self = this; - - if (self._endTimers[id]) { - // Clear the timeout or remove the ended listener. - if (typeof self._endTimers[id] !== 'function') { - clearTimeout(self._endTimers[id]); - } else { - var sound = self._soundById(id); - if (sound && sound._node) { - sound._node.removeEventListener('ended', self._endTimers[id], false); - } - } - - delete self._endTimers[id]; - } - - return self; - }, - - /** - * Return the sound identified by this ID, or return null. - * @param {Number} id Sound ID - * @return {Object} Sound object or null. - */ - _soundById: function(id) { - var self = this; - - // Loop through all sounds and find the one with this ID. - for (var i=0; i=0; i--) { - if (cnt <= limit) { - return; - } - - if (self._sounds[i]._ended) { - // Disconnect the audio source when using Web Audio. - if (self._webAudio && self._sounds[i]._node) { - self._sounds[i]._node.disconnect(0); - } - - // Remove sounds until we have the pool size. - self._sounds.splice(i, 1); - cnt--; - } - } - }, - - /** - * Get all ID's from the sounds pool. - * @param {Number} id Only return one ID if one is passed. - * @return {Array} Array of IDs. - */ - _getSoundIds: function(id) { - var self = this; - - if (typeof id === 'undefined') { - var ids = []; - for (var i=0; i= 0; - - if (!node.bufferSource) { - return self; - } - - if (Howler._scratchBuffer && node.bufferSource) { - node.bufferSource.onended = null; - node.bufferSource.disconnect(0); - if (isIOS) { - try { node.bufferSource.buffer = Howler._scratchBuffer; } catch(e) {} - } - } - node.bufferSource = null; - - return self; - }, - - /** - * Set the source to a 0-second silence to stop any downloading (except in IE). - * @param {Object} node Audio node to clear. - */ - _clearSound: function(node) { - var checkIE = /MSIE |Trident\//.test(Howler._navigator && Howler._navigator.userAgent); - if (!checkIE) { - node.src = 'data:audio/wav;base64,UklGRigAAABXQVZFZm10IBIAAAABAAEARKwAAIhYAQACABAAAABkYXRhAgAAAAEA'; - } - } - }; - - /** Single Sound Methods **/ - /***************************************************************************/ - - /** - * Setup the sound object, which each node attached to a Howl group is contained in. - * @param {Object} howl The Howl parent group. - */ - var Sound = function(howl) { - this._parent = howl; - this.init(); - }; - Sound.prototype = { - /** - * Initialize a new Sound object. - * @return {Sound} - */ - init: function() { - var self = this; - var parent = self._parent; - - // Setup the default parameters. - self._muted = parent._muted; - self._loop = parent._loop; - self._volume = parent._volume; - self._rate = parent._rate; - self._seek = 0; - self._paused = true; - self._ended = true; - self._sprite = '__default'; - - // Generate a unique ID for this sound. - self._id = ++Howler._counter; - - // Add itself to the parent's pool. - parent._sounds.push(self); - - // Create the new node. - self.create(); - - return self; - }, - - /** - * Create and setup a new sound object, whether HTML5 Audio or Web Audio. - * @return {Sound} - */ - create: function() { - var self = this; - var parent = self._parent; - var volume = (Howler._muted || self._muted || self._parent._muted) ? 0 : self._volume; - - if (parent._webAudio) { - // Create the gain node for controlling volume (the source will connect to this). - self._node = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain(); - self._node.gain.setValueAtTime(volume, Howler.ctx.currentTime); - self._node.paused = true; - self._node.connect(Howler.masterGain); - } else if (!Howler.noAudio) { - // Get an unlocked Audio object from the pool. - self._node = Howler._obtainHtml5Audio(); - - // Listen for errors (http://dev.w3.org/html5/spec-author-view/spec.html#mediaerror). - self._errorFn = self._errorListener.bind(self); - self._node.addEventListener('error', self._errorFn, false); - - // Listen for 'canplaythrough' event to let us know the sound is ready. - self._loadFn = self._loadListener.bind(self); - self._node.addEventListener(Howler._canPlayEvent, self._loadFn, false); - - // Listen for the 'ended' event on the sound to account for edge-case where - // a finite sound has a duration of Infinity. - self._endFn = self._endListener.bind(self); - self._node.addEventListener('ended', self._endFn, false); - - // Setup the new audio node. - self._node.src = parent._src; - self._node.preload = parent._preload === true ? 'auto' : parent._preload; - self._node.volume = volume * Howler.volume(); - - // Begin loading the source. - self._node.load(); - } - - return self; - }, - - /** - * Reset the parameters of this sound to the original state (for recycle). - * @return {Sound} - */ - reset: function() { - var self = this; - var parent = self._parent; - - // Reset all of the parameters of this sound. - self._muted = parent._muted; - self._loop = parent._loop; - self._volume = parent._volume; - self._rate = parent._rate; - self._seek = 0; - self._rateSeek = 0; - self._paused = true; - self._ended = true; - self._sprite = '__default'; - - // Generate a new ID so that it isn't confused with the previous sound. - self._id = ++Howler._counter; - - return self; - }, - - /** - * HTML5 Audio error listener callback. - */ - _errorListener: function() { - var self = this; - - // Fire an error event and pass back the code. - self._parent._emit('loaderror', self._id, self._node.error ? self._node.error.code : 0); - - // Clear the event listener. - self._node.removeEventListener('error', self._errorFn, false); - }, - - /** - * HTML5 Audio canplaythrough listener callback. - */ - _loadListener: function() { - var self = this; - var parent = self._parent; - - // Round up the duration to account for the lower precision in HTML5 Audio. - parent._duration = Math.ceil(self._node.duration * 10) / 10; - - // Setup a sprite if none is defined. - if (Object.keys(parent._sprite).length === 0) { - parent._sprite = {__default: [0, parent._duration * 1000]}; - } - - if (parent._state !== 'loaded') { - parent._state = 'loaded'; - parent._emit('load'); - parent._loadQueue(); - } - - // Clear the event listener. - self._node.removeEventListener(Howler._canPlayEvent, self._loadFn, false); - }, - - /** - * HTML5 Audio ended listener callback. - */ - _endListener: function() { - var self = this; - var parent = self._parent; - - // Only handle the `ended`` event if the duration is Infinity. - if (parent._duration === Infinity) { - // Update the parent duration to match the real audio duration. - // Round up the duration to account for the lower precision in HTML5 Audio. - parent._duration = Math.ceil(self._node.duration * 10) / 10; - - // Update the sprite that corresponds to the real duration. - if (parent._sprite.__default[1] === Infinity) { - parent._sprite.__default[1] = parent._duration * 1000; - } - - // Run the regular ended method. - parent._ended(self); - } - - // Clear the event listener since the duration is now correct. - self._node.removeEventListener('ended', self._endFn, false); - } - }; - - /** Helper Methods **/ - /***************************************************************************/ - - var cache = {}; - - /** - * Buffer a sound from URL, Data URI or cache and decode to audio source (Web Audio API). - * @param {Howl} self - */ - var loadBuffer = function(self) { - var url = self._src; - - // Check if the buffer has already been cached and use it instead. - if (cache[url]) { - // Set the duration from the cache. - self._duration = cache[url].duration; - - // Load the sound into this Howl. - loadSound(self); - - return; - } - - if (/^data:[^;]+;base64,/.test(url)) { - // Decode the base64 data URI without XHR, since some browsers don't support it. - var data = atob(url.split(',')[1]); - var dataView = new Uint8Array(data.length); - for (var i=0; i 0) { - cache[self._src] = buffer; - loadSound(self, buffer); - } else { - error(); - } - }; - - // Decode the buffer into an audio source. - if (typeof Promise !== 'undefined' && Howler.ctx.decodeAudioData.length === 1) { - Howler.ctx.decodeAudioData(arraybuffer).then(success).catch(error); - } else { - Howler.ctx.decodeAudioData(arraybuffer, success, error); - } - } - - /** - * Sound is now loaded, so finish setting everything up and fire the loaded event. - * @param {Howl} self - * @param {Object} buffer The decoded buffer sound source. - */ - var loadSound = function(self, buffer) { - // Set the duration. - if (buffer && !self._duration) { - self._duration = buffer.duration; - } - - // Setup a sprite if none is defined. - if (Object.keys(self._sprite).length === 0) { - self._sprite = {__default: [0, self._duration * 1000]}; - } - - // Fire the loaded event. - if (self._state !== 'loaded') { - self._state = 'loaded'; - self._emit('load'); - self._loadQueue(); - } - }; - - /** - * Setup the audio context when available, or switch to HTML5 Audio mode. - */ - var setupAudioContext = function() { - // If we have already detected that Web Audio isn't supported, don't run this step again. - if (!Howler.usingWebAudio) { - return; - } - - // Check if we are using Web Audio and setup the AudioContext if we are. - try { - if (typeof AudioContext !== 'undefined') { - Howler.ctx = new AudioContext(); - } else if (typeof webkitAudioContext !== 'undefined') { - Howler.ctx = new webkitAudioContext(); - } else { - Howler.usingWebAudio = false; - } - } catch(e) { - Howler.usingWebAudio = false; - } - - // If the audio context creation still failed, set using web audio to false. - if (!Howler.ctx) { - Howler.usingWebAudio = false; - } - - // Check if a webview is being used on iOS8 or earlier (rather than the browser). - // If it is, disable Web Audio as it causes crashing. - var iOS = (/iP(hone|od|ad)/.test(Howler._navigator && Howler._navigator.platform)); - var appVersion = Howler._navigator && Howler._navigator.appVersion.match(/OS (\d+)_(\d+)_?(\d+)?/); - var version = appVersion ? parseInt(appVersion[1], 10) : null; - if (iOS && version && version < 9) { - var safari = /safari/.test(Howler._navigator && Howler._navigator.userAgent.toLowerCase()); - if (Howler._navigator && !safari) { - Howler.usingWebAudio = false; - } - } - - // Create and expose the master GainNode when using Web Audio (useful for plugins or advanced usage). - if (Howler.usingWebAudio) { - Howler.masterGain = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain(); - Howler.masterGain.gain.setValueAtTime(Howler._muted ? 0 : Howler._volume, Howler.ctx.currentTime); - Howler.masterGain.connect(Howler.ctx.destination); - } - - // Re-run the setup on Howler. - Howler._setup(); - }; - - // Add support for AMD (Asynchronous Module Definition) libraries such as require.js. - if (typeof define === 'function' && define.amd) { - define([], function() { - return { - Howler: Howler, - Howl: Howl - }; - }); - } - - // Add support for CommonJS libraries such as browserify. - if (typeof exports !== 'undefined') { - exports.Howler = Howler; - exports.Howl = Howl; - } - - // Add to global in Node.js (for testing, etc). - if (typeof global !== 'undefined') { - global.HowlerGlobal = HowlerGlobal; - global.Howler = Howler; - global.Howl = Howl; - global.Sound = Sound; - } else if (typeof window !== 'undefined') { // Define globally in case AMD is not available or unused. - window.HowlerGlobal = HowlerGlobal; - window.Howler = Howler; - window.Howl = Howl; - window.Sound = Sound; - } -})(); diff --git a/public/scripts/howler/src/plugins/howler.spatial.js b/public/scripts/howler/src/plugins/howler.spatial.js deleted file mode 100644 index 6ae0fdc..0000000 --- a/public/scripts/howler/src/plugins/howler.spatial.js +++ /dev/null @@ -1,659 +0,0 @@ -/*! - * Spatial Plugin - Adds support for stereo and 3D audio where Web Audio is supported. - * - * howler.js v2.2.4 - * howlerjs.com - * - * (c) 2013-2020, James Simpson of GoldFire Studios - * goldfirestudios.com - * - * MIT License - */ - -(function() { - - 'use strict'; - - // Setup default properties. - HowlerGlobal.prototype._pos = [0, 0, 0]; - HowlerGlobal.prototype._orientation = [0, 0, -1, 0, 1, 0]; - - /** Global Methods **/ - /***************************************************************************/ - - /** - * Helper method to update the stereo panning position of all current Howls. - * Future Howls will not use this value unless explicitly set. - * @param {Number} pan A value of -1.0 is all the way left and 1.0 is all the way right. - * @return {Howler/Number} Self or current stereo panning value. - */ - HowlerGlobal.prototype.stereo = function(pan) { - var self = this; - - // Stop right here if not using Web Audio. - if (!self.ctx || !self.ctx.listener) { - return self; - } - - // Loop through all Howls and update their stereo panning. - for (var i=self._howls.length-1; i>=0; i--) { - self._howls[i].stereo(pan); - } - - return self; - }; - - /** - * Get/set the position of the listener in 3D cartesian space. Sounds using - * 3D position will be relative to the listener's position. - * @param {Number} x The x-position of the listener. - * @param {Number} y The y-position of the listener. - * @param {Number} z The z-position of the listener. - * @return {Howler/Array} Self or current listener position. - */ - HowlerGlobal.prototype.pos = function(x, y, z) { - var self = this; - - // Stop right here if not using Web Audio. - if (!self.ctx || !self.ctx.listener) { - return self; - } - - // Set the defaults for optional 'y' & 'z'. - y = (typeof y !== 'number') ? self._pos[1] : y; - z = (typeof z !== 'number') ? self._pos[2] : z; - - if (typeof x === 'number') { - self._pos = [x, y, z]; - - if (typeof self.ctx.listener.positionX !== 'undefined') { - self.ctx.listener.positionX.setTargetAtTime(self._pos[0], Howler.ctx.currentTime, 0.1); - self.ctx.listener.positionY.setTargetAtTime(self._pos[1], Howler.ctx.currentTime, 0.1); - self.ctx.listener.positionZ.setTargetAtTime(self._pos[2], Howler.ctx.currentTime, 0.1); - } else { - self.ctx.listener.setPosition(self._pos[0], self._pos[1], self._pos[2]); - } - } else { - return self._pos; - } - - return self; - }; - - /** - * Get/set the direction the listener is pointing in the 3D cartesian space. - * A front and up vector must be provided. The front is the direction the - * face of the listener is pointing, and up is the direction the top of the - * listener is pointing. Thus, these values are expected to be at right angles - * from each other. - * @param {Number} x The x-orientation of the listener. - * @param {Number} y The y-orientation of the listener. - * @param {Number} z The z-orientation of the listener. - * @param {Number} xUp The x-orientation of the top of the listener. - * @param {Number} yUp The y-orientation of the top of the listener. - * @param {Number} zUp The z-orientation of the top of the listener. - * @return {Howler/Array} Returns self or the current orientation vectors. - */ - HowlerGlobal.prototype.orientation = function(x, y, z, xUp, yUp, zUp) { - var self = this; - - // Stop right here if not using Web Audio. - if (!self.ctx || !self.ctx.listener) { - return self; - } - - // Set the defaults for optional 'y' & 'z'. - var or = self._orientation; - y = (typeof y !== 'number') ? or[1] : y; - z = (typeof z !== 'number') ? or[2] : z; - xUp = (typeof xUp !== 'number') ? or[3] : xUp; - yUp = (typeof yUp !== 'number') ? or[4] : yUp; - zUp = (typeof zUp !== 'number') ? or[5] : zUp; - - if (typeof x === 'number') { - self._orientation = [x, y, z, xUp, yUp, zUp]; - - if (typeof self.ctx.listener.forwardX !== 'undefined') { - self.ctx.listener.forwardX.setTargetAtTime(x, Howler.ctx.currentTime, 0.1); - self.ctx.listener.forwardY.setTargetAtTime(y, Howler.ctx.currentTime, 0.1); - self.ctx.listener.forwardZ.setTargetAtTime(z, Howler.ctx.currentTime, 0.1); - self.ctx.listener.upX.setTargetAtTime(xUp, Howler.ctx.currentTime, 0.1); - self.ctx.listener.upY.setTargetAtTime(yUp, Howler.ctx.currentTime, 0.1); - self.ctx.listener.upZ.setTargetAtTime(zUp, Howler.ctx.currentTime, 0.1); - } else { - self.ctx.listener.setOrientation(x, y, z, xUp, yUp, zUp); - } - } else { - return or; - } - - return self; - }; - - /** Group Methods **/ - /***************************************************************************/ - - /** - * Add new properties to the core init. - * @param {Function} _super Core init method. - * @return {Howl} - */ - Howl.prototype.init = (function(_super) { - return function(o) { - var self = this; - - // Setup user-defined default properties. - self._orientation = o.orientation || [1, 0, 0]; - self._stereo = o.stereo || null; - self._pos = o.pos || null; - self._pannerAttr = { - coneInnerAngle: typeof o.coneInnerAngle !== 'undefined' ? o.coneInnerAngle : 360, - coneOuterAngle: typeof o.coneOuterAngle !== 'undefined' ? o.coneOuterAngle : 360, - coneOuterGain: typeof o.coneOuterGain !== 'undefined' ? o.coneOuterGain : 0, - distanceModel: typeof o.distanceModel !== 'undefined' ? o.distanceModel : 'inverse', - maxDistance: typeof o.maxDistance !== 'undefined' ? o.maxDistance : 10000, - panningModel: typeof o.panningModel !== 'undefined' ? o.panningModel : 'HRTF', - refDistance: typeof o.refDistance !== 'undefined' ? o.refDistance : 1, - rolloffFactor: typeof o.rolloffFactor !== 'undefined' ? o.rolloffFactor : 1 - }; - - // Setup event listeners. - self._onstereo = o.onstereo ? [{fn: o.onstereo}] : []; - self._onpos = o.onpos ? [{fn: o.onpos}] : []; - self._onorientation = o.onorientation ? [{fn: o.onorientation}] : []; - - // Complete initilization with howler.js core's init function. - return _super.call(this, o); - }; - })(Howl.prototype.init); - - /** - * Get/set the stereo panning of the audio source for this sound or all in the group. - * @param {Number} pan A value of -1.0 is all the way left and 1.0 is all the way right. - * @param {Number} id (optional) The sound ID. If none is passed, all in group will be updated. - * @return {Howl/Number} Returns self or the current stereo panning value. - */ - Howl.prototype.stereo = function(pan, id) { - var self = this; - - // Stop right here if not using Web Audio. - if (!self._webAudio) { - return self; - } - - // If the sound hasn't loaded, add it to the load queue to change stereo pan when capable. - if (self._state !== 'loaded') { - self._queue.push({ - event: 'stereo', - action: function() { - self.stereo(pan, id); - } - }); - - return self; - } - - // Check for PannerStereoNode support and fallback to PannerNode if it doesn't exist. - var pannerType = (typeof Howler.ctx.createStereoPanner === 'undefined') ? 'spatial' : 'stereo'; - - // Setup the group's stereo panning if no ID is passed. - if (typeof id === 'undefined') { - // Return the group's stereo panning if no parameters are passed. - if (typeof pan === 'number') { - self._stereo = pan; - self._pos = [pan, 0, 0]; - } else { - return self._stereo; - } - } - - // Change the streo panning of one or all sounds in group. - var ids = self._getSoundIds(id); - for (var i=0; i Returns the group's values. - * pannerAttr(id) -> Returns the sound id's values. - * pannerAttr(o) -> Set's the values of all sounds in this Howl group. - * pannerAttr(o, id) -> Set's the values of passed sound id. - * - * Attributes: - * coneInnerAngle - (360 by default) A parameter for directional audio sources, this is an angle, in degrees, - * inside of which there will be no volume reduction. - * coneOuterAngle - (360 by default) A parameter for directional audio sources, this is an angle, in degrees, - * outside of which the volume will be reduced to a constant value of `coneOuterGain`. - * coneOuterGain - (0 by default) A parameter for directional audio sources, this is the gain outside of the - * `coneOuterAngle`. It is a linear value in the range `[0, 1]`. - * distanceModel - ('inverse' by default) Determines algorithm used to reduce volume as audio moves away from - * listener. Can be `linear`, `inverse` or `exponential. - * maxDistance - (10000 by default) The maximum distance between source and listener, after which the volume - * will not be reduced any further. - * refDistance - (1 by default) A reference distance for reducing volume as source moves further from the listener. - * This is simply a variable of the distance model and has a different effect depending on which model - * is used and the scale of your coordinates. Generally, volume will be equal to 1 at this distance. - * rolloffFactor - (1 by default) How quickly the volume reduces as source moves from listener. This is simply a - * variable of the distance model and can be in the range of `[0, 1]` with `linear` and `[0, ∞]` - * with `inverse` and `exponential`. - * panningModel - ('HRTF' by default) Determines which spatialization algorithm is used to position audio. - * Can be `HRTF` or `equalpower`. - * - * @return {Howl/Object} Returns self or current panner attributes. - */ - Howl.prototype.pannerAttr = function() { - var self = this; - var args = arguments; - var o, id, sound; - - // Stop right here if not using Web Audio. - if (!self._webAudio) { - return self; - } - - // Determine the values based on arguments. - if (args.length === 0) { - // Return the group's panner attribute values. - return self._pannerAttr; - } else if (args.length === 1) { - if (typeof args[0] === 'object') { - o = args[0]; - - // Set the grou's panner attribute values. - if (typeof id === 'undefined') { - if (!o.pannerAttr) { - o.pannerAttr = { - coneInnerAngle: o.coneInnerAngle, - coneOuterAngle: o.coneOuterAngle, - coneOuterGain: o.coneOuterGain, - distanceModel: o.distanceModel, - maxDistance: o.maxDistance, - refDistance: o.refDistance, - rolloffFactor: o.rolloffFactor, - panningModel: o.panningModel - }; - } - - self._pannerAttr = { - coneInnerAngle: typeof o.pannerAttr.coneInnerAngle !== 'undefined' ? o.pannerAttr.coneInnerAngle : self._coneInnerAngle, - coneOuterAngle: typeof o.pannerAttr.coneOuterAngle !== 'undefined' ? o.pannerAttr.coneOuterAngle : self._coneOuterAngle, - coneOuterGain: typeof o.pannerAttr.coneOuterGain !== 'undefined' ? o.pannerAttr.coneOuterGain : self._coneOuterGain, - distanceModel: typeof o.pannerAttr.distanceModel !== 'undefined' ? o.pannerAttr.distanceModel : self._distanceModel, - maxDistance: typeof o.pannerAttr.maxDistance !== 'undefined' ? o.pannerAttr.maxDistance : self._maxDistance, - refDistance: typeof o.pannerAttr.refDistance !== 'undefined' ? o.pannerAttr.refDistance : self._refDistance, - rolloffFactor: typeof o.pannerAttr.rolloffFactor !== 'undefined' ? o.pannerAttr.rolloffFactor : self._rolloffFactor, - panningModel: typeof o.pannerAttr.panningModel !== 'undefined' ? o.pannerAttr.panningModel : self._panningModel - }; - } - } else { - // Return this sound's panner attribute values. - sound = self._soundById(parseInt(args[0], 10)); - return sound ? sound._pannerAttr : self._pannerAttr; - } - } else if (args.length === 2) { - o = args[0]; - id = parseInt(args[1], 10); - } - - // Update the values of the specified sounds. - var ids = self._getSoundIds(id); - for (var i=0; i { try { const res = await authFetch( - `https://api.codey.lol/trip/get_artists_by_name?artist=${encodeURIComponent( + `${API_URL}/trip/get_artists_by_name?artist=${encodeURIComponent( query )}`, ); @@ -103,7 +103,7 @@ export default function MediaRequestForm() { try { const res = await authFetch( - `https://api.codey.lol/trip/get_albums_by_artist_id/${selectedArtist.id}` + `${API_URL}/trip/get_albums_by_artist_id/${selectedArtist.id}` ); if (!res.ok) throw new Error("API error"); const data = await res.json(); @@ -154,7 +154,7 @@ export default function MediaRequestForm() { const handleTrackClick = async (trackId, artist, title) => { try { - const res = await authFetch(`https://api.codey.lol/trip/get_track_by_id/${trackId}`); + const res = await authFetch(`${API_URL}/trip/get_track_by_id/${trackId}`); if (!res.ok) throw new Error("Failed to fetch track URL"); const data = await res.json(); @@ -205,7 +205,7 @@ export default function MediaRequestForm() { try { const res = await authFetch( - `https://api.codey.lol/trip/get_tracks_by_album_id/${album.id}` + `${API_URL}/trip/get_tracks_by_album_id/${album.id}` ); if (!res.ok) throw new Error("API error"); const data = await res.json();