/*
* HTMLAudioSoundInstance
* Visit http://createjs.com/ for documentation, updates and examples.
*
*
* Copyright (c) 2012 gskinner.com, inc.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* @module SoundJS
*/
// namespace:
this.createjs = this.createjs || {};
(function () {
"use strict";
/**
* HTMLAudioSoundInstance extends the base api of {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} and is used by
* {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}.
*
* @param {String} src The path to and file name of the sound.
* @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds.
* @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds.
* @param {Object} playbackResource Any resource needed by plugin to support audio playback.
* @class HTMLAudioSoundInstance
* @extends AbstractSoundInstance
* @constructor
*/
function HTMLAudioSoundInstance(src, startTime, duration, playbackResource) {
this.AbstractSoundInstance_constructor(src, startTime, duration, playbackResource);
// Private Properties
this._audioSpriteStopTime = null;
this._delayTimeoutId = null;
// Proxies, make removing listeners easier.
this._endedHandler = createjs.proxy(this._handleSoundComplete, this);
this._readyHandler = createjs.proxy(this._handleTagReady, this);
this._stalledHandler = createjs.proxy(this._playFailed, this);
this._audioSpriteEndHandler = createjs.proxy(this._handleAudioSpriteLoop, this);
this._loopHandler = createjs.proxy(this._handleSoundComplete, this);
if (duration) {
this._audioSpriteStopTime = (startTime + duration) * 0.001;
} else {
this._duration = createjs.HTMLAudioTagPool.getDuration(this.src);
}
}
var p = createjs.extend(HTMLAudioSoundInstance, createjs.AbstractSoundInstance);
// TODO: deprecated
// p.initialize = function() {}; // searchable for devs wondering where it is. REMOVED. See docs for details.
// Public Methods
/**
* Called by {{#crossLink "Sound"}}{{/crossLink}} when plugin does not handle master volume.
* undoc'd because it is not meant to be used outside of Sound
* #method setMasterVolume
* @param value
*/
p.setMasterVolume = function (value) {
this._updateVolume();
};
/**
* Called by {{#crossLink "Sound"}}{{/crossLink}} when plugin does not handle master mute.
* undoc'd because it is not meant to be used outside of Sound
* #method setMasterMute
* @param value
*/
p.setMasterMute = function (isMuted) {
this._updateVolume();
};
p.toString = function () {
return "[HTMLAudioSoundInstance]";
};
//Private Methods
p._removeLooping = function() {
if(this._playbackResource == null) {return;}
this._playbackResource.loop = false;
this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false);
};
p._addLooping = function() {
if(this._playbackResource == null || this._audioSpriteStopTime) {return;}
this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false);
this._playbackResource.loop = true;
};
p._handleCleanUp = function () {
var tag = this._playbackResource;
if (tag != null) {
tag.pause();
tag.loop = false;
tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_ENDED, this._endedHandler, false);
tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_READY, this._readyHandler, false);
tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_STALLED, this._stalledHandler, false);
tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false);
tag.removeEventListener(createjs.HTMLAudioPlugin._TIME_UPDATE, this._audioSpriteEndHandler, false);
try {
tag.currentTime = this._startTime;
} catch (e) {
} // Reset Position
createjs.HTMLAudioTagPool.set(this.src, tag);
this._playbackResource = null;
}
};
p._beginPlaying = function (playProps) {
this._playbackResource = createjs.HTMLAudioTagPool.get(this.src);
return this.AbstractSoundInstance__beginPlaying(playProps);
};
p._handleSoundReady = function (event) {
if (this._playbackResource.readyState !== 4) {
var tag = this._playbackResource;
tag.addEventListener(createjs.HTMLAudioPlugin._AUDIO_READY, this._readyHandler, false);
tag.addEventListener(createjs.HTMLAudioPlugin._AUDIO_STALLED, this._stalledHandler, false);
tag.preload = "auto"; // This is necessary for Firefox, as it won't ever "load" until this is set.
tag.load();
return;
}
this._updateVolume();
this._playbackResource.currentTime = (this._startTime + this._position) * 0.001;
if (this._audioSpriteStopTime) {
this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._TIME_UPDATE, this._audioSpriteEndHandler, false);
} else {
this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_ENDED, this._endedHandler, false);
if(this._loop != 0) {
this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false);
this._playbackResource.loop = true;
}
}
this._playbackResource.play();
};
/**
* Used to handle when a tag is not ready for immediate playback when it is returned from the HTMLAudioTagPool.
* @method _handleTagReady
* @param event
* @protected
*/
p._handleTagReady = function (event) {
this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_READY, this._readyHandler, false);
this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_STALLED, this._stalledHandler, false);
this._handleSoundReady();
};
p._pause = function () {
this._playbackResource.pause();
};
p._resume = function () {
this._playbackResource.play();
};
p._updateVolume = function () {
if (this._playbackResource != null) {
var newVolume = (this._muted || createjs.Sound._masterMute) ? 0 : this._volume * createjs.Sound._masterVolume;
if (newVolume != this._playbackResource.volume) {this._playbackResource.volume = newVolume;}
}
};
p._calculateCurrentPosition = function() {
return (this._playbackResource.currentTime * 1000) - this._startTime;
};
p._updatePosition = function() {
this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false);
this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._handleSetPositionSeek, false);
try {
this._playbackResource.currentTime = (this._position + this._startTime) * 0.001;
} catch (error) { // Out of range
this._handleSetPositionSeek(null);
}
};
/**
* Used to enable setting position, as we need to wait for that seek to be done before we add back our loop handling seek listener
* @method _handleSetPositionSeek
* @param event
* @protected
*/
p._handleSetPositionSeek = function(event) {
if (this._playbackResource == null) { return; }
this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._handleSetPositionSeek, false);
this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false);
};
/**
* Timer used to loop audio sprites.
* NOTE because of the inaccuracies in the timeupdate event (15 - 250ms) and in setting the tag to the desired timed
* (up to 300ms), it is strongly recommended not to loop audio sprites with HTML Audio if smooth looping is desired
*
* @method _handleAudioSpriteLoop
* @param event
* @private
*/
p._handleAudioSpriteLoop = function (event) {
if(this._playbackResource.currentTime <= this._audioSpriteStopTime) {return;}
this._playbackResource.pause();
if(this._loop == 0) {
this._handleSoundComplete(null);
} else {
this._position = 0;
this._loop--;
this._playbackResource.currentTime = this._startTime * 0.001;
if(!this._paused) {this._playbackResource.play();}
this._sendEvent("loop");
}
};
// NOTE with this approach audio will loop as reliably as the browser allows
// but we could end up sending the loop event after next loop playback begins
p._handleLoop = function (event) {
if(this._loop == 0) {
this._playbackResource.loop = false;
this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false);
}
};
p._updateStartTime = function () {
this._audioSpriteStopTime = (this._startTime + this._duration) * 0.001;
if(this.playState == createjs.Sound.PLAY_SUCCEEDED) {
this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_ENDED, this._endedHandler, false);
this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._TIME_UPDATE, this._audioSpriteEndHandler, false);
}
};
p._updateDuration = function () {
this._audioSpriteStopTime = (this._startTime + this._duration) * 0.001;
if(this.playState == createjs.Sound.PLAY_SUCCEEDED) {
this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_ENDED, this._endedHandler, false);
this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._TIME_UPDATE, this._audioSpriteEndHandler, false);
}
};
/* This should never change
p._setDurationFromSource = function () {
this._duration = createjs.HTMLAudioTagPool.getDuration(this.src);
};
*/
createjs.HTMLAudioSoundInstance = createjs.promote(HTMLAudioSoundInstance, "AbstractSoundInstance");
}());