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- /*!
- * SoundJS
- * Visit http://createjs.com/ for documentation, updates and examples.
- *
- * Copyright (c) 2010 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.
- */
- // @ts-nocheck
- //##############################################################################
- // version.js
- //##############################################################################
- let createjs: any = window.createjs || {};
- (function () {
- /**
- * Static class holding library specific information such as the version and buildDate of the library.
- * The SoundJS class has been renamed {{#crossLink "Sound"}}{{/crossLink}}. Please see {{#crossLink "Sound"}}{{/crossLink}}
- * for information on using sound.
- * @class SoundJS
- **/
- var s = createjs.SoundJS = createjs.SoundJS || {};
- /**
- * The version string for this release.
- * @property version
- * @type String
- * @static
- **/
- s.version = /*=version*/"NEXT"; // injected by build process
- /**
- * The build date for this release in UTC format.
- * @property buildDate
- * @type String
- * @static
- **/
- s.buildDate = /*=date*/"Thu, 12 Oct 2017 16:33:45 GMT"; // injected by build process
- })();
- //##############################################################################
- // extend.js
- //##############################################################################
- /**
- * @class Utility Methods
- */
- /**
- * Sets up the prototype chain and constructor property for a new class.
- *
- * This should be called right after creating the class constructor.
- *
- * function MySubClass() {}
- * createjs.extend(MySubClass, MySuperClass);
- * MySubClass.prototype.doSomething = function() { }
- *
- * var foo = new MySubClass();
- * console.log(foo instanceof MySuperClass); // true
- * console.log(foo.prototype.constructor === MySubClass); // true
- *
- * @method extend
- * @param {Function} subclass The subclass.
- * @param {Function} superclass The superclass to extend.
- * @return {Function} Returns the subclass's new prototype.
- */
- createjs.extend = function(subclass, superclass) {
- "use strict";
- function o() { this.constructor = subclass; }
- o.prototype = superclass.prototype;
- return (subclass.prototype = new o());
- };
- //##############################################################################
- // promote.js
- //##############################################################################
- /**
- * @class Utility Methods
- */
- /**
- * Promotes any methods on the super class that were overridden, by creating an alias in the format `prefix_methodName`.
- * It is recommended to use the super class's name as the prefix.
- * An alias to the super class's constructor is always added in the format `prefix_constructor`.
- * This allows the subclass to call super class methods without using `function.call`, providing better performance.
- *
- * For example, if `MySubClass` extends `MySuperClass`, and both define a `draw` method, then calling `promote(MySubClass, "MySuperClass")`
- * would add a `MySuperClass_constructor` method to MySubClass and promote the `draw` method on `MySuperClass` to the
- * prototype of `MySubClass` as `MySuperClass_draw`.
- *
- * This should be called after the class's prototype is fully defined.
- *
- * function ClassA(name) {
- * this.name = name;
- * }
- * ClassA.prototype.greet = function() {
- * return "Hello "+this.name;
- * }
- *
- * function ClassB(name, punctuation) {
- * this.ClassA_constructor(name);
- * this.punctuation = punctuation;
- * }
- * createjs.extend(ClassB, ClassA);
- * ClassB.prototype.greet = function() {
- * return this.ClassA_greet()+this.punctuation;
- * }
- * createjs.promote(ClassB, "ClassA");
- *
- * var foo = new ClassB("World", "!?!");
- * console.log(foo.greet()); // Hello World!?!
- *
- * @method promote
- * @param {Function} subclass The class to promote super class methods on.
- * @param {String} prefix The prefix to add to the promoted method names. Usually the name of the superclass.
- * @return {Function} Returns the subclass.
- */
- createjs.promote = function(subclass, prefix) {
- "use strict";
- var subP = subclass.prototype, supP = (Object.getPrototypeOf&&Object.getPrototypeOf(subP))||subP.__proto__;
- if (supP) {
- subP[(prefix+="_") + "constructor"] = supP.constructor; // constructor is not always innumerable
- for (var n in supP) {
- if (subP.hasOwnProperty(n) && (typeof supP[n] == "function")) { subP[prefix + n] = supP[n]; }
- }
- }
- return subclass;
- };
- //##############################################################################
- // deprecate.js
- //##############################################################################
- /**
- * @class Utility Methods
- */
- /**
- * Wraps deprecated methods so they still be used, but throw warnings to developers.
- *
- * obj.deprecatedMethod = createjs.deprecate("Old Method Name", obj._fallbackMethod);
- *
- * The recommended approach for deprecated properties is:
- *
- * try {
- * Obj ect.defineProperties(object, {
- * readyOnlyProp: { get: createjs.deprecate("readOnlyProp", function() { return this.alternateProp; }) },
- * readWriteProp: {
- * get: createjs.deprecate("readOnlyProp", function() { return this.alternateProp; }),
- * set: createjs.deprecate("readOnlyProp", function(val) { this.alternateProp = val; })
- * });
- * } catch (e) {}
- *
- * @method deprecate
- * @param {Function} [fallbackMethod=null] A method to call when the deprecated method is used. See the example for how
- * @param {String} [name=null] The name of the method or property to display in the console warning.
- * to deprecate properties.
- * @return {Function} If a fallbackMethod is supplied, returns a closure that will call the fallback method after
- * logging the warning in the console.
- */
- createjs.deprecate = function(fallbackMethod, name) {
- "use strict";
- return function() {
- var msg = "Deprecated property or method '"+name+"'. See docs for info.";
- console && (console.warn ? console.warn(msg) : console.log(msg));
- return fallbackMethod && fallbackMethod.apply(this, arguments);
- }
- };
- //##############################################################################
- // indexOf.js
- //##############################################################################
- /**
- * @class Utility Methods
- */
- /**
- * Finds the first occurrence of a specified value searchElement in the passed in array, and returns the index of
- * that value. Returns -1 if value is not found.
- *
- * var i = createjs.indexOf(myArray, myElementToFind);
- *
- * @method indexOf
- * @param {Array} array Array to search for searchElement
- * @param searchElement Element to find in array.
- * @return {Number} The first index of searchElement in array.
- */
- createjs.indexOf = function (array, searchElement){
- "use strict";
- for (var i = 0,l=array.length; i < l; i++) {
- if (searchElement === array[i]) {
- return i;
- }
- }
- return -1;
- };
- //##############################################################################
- // proxy.js
- //##############################################################################
- /**
- * Various utilities that the CreateJS Suite uses. Utilities are created as separate files, and will be available on the
- * createjs namespace directly.
- *
- * <h4>Example</h4>
- *
- * myObject.addEventListener("change", createjs.proxy(myMethod, scope));
- *
- * @class Utility Methods
- * @main Utility Methods
- */
- (function() {
- "use strict";
- /**
- * A function proxy for methods. By default, JavaScript methods do not maintain scope, so passing a method as a
- * callback will result in the method getting called in the scope of the caller. Using a proxy ensures that the
- * method gets called in the correct scope.
- *
- * Additional arguments can be passed that will be applied to the function when it is called.
- *
- * <h4>Example</h4>
- *
- * myObject.addEventListener("event", createjs.proxy(myHandler, this, arg1, arg2));
- *
- * function myHandler(arg1, arg2) {
- * // This gets called when myObject.myCallback is executed.
- * }
- *
- * @method proxy
- * @param {Function} method The function to call
- * @param {Object} scope The scope to call the method name on
- * @param {mixed} [arg] * Arguments that are appended to the callback for additional params.
- * @public
- * @static
- */
- createjs.proxy = function (method, scope) {
- var aArgs = Array.prototype.slice.call(arguments, 2);
- return function () {
- return method.apply(scope, Array.prototype.slice.call(arguments, 0).concat(aArgs));
- };
- }
- }());
- //##############################################################################
- // BrowserDetect.js
- //##############################################################################
- /**
- * @class Utility Methods
- */
- (function() {
- "use strict";
- /**
- * An object that determines the current browser, version, operating system, and other environment
- * variables via user agent string.
- *
- * Used for audio because feature detection is unable to detect the many limitations of mobile devices.
- *
- * <h4>Example</h4>
- *
- * if (createjs.BrowserDetect.isIOS) { // do stuff }
- *
- * @property BrowserDetect
- * @type {Object}
- * @param {Boolean} isFirefox True if our browser is Firefox.
- * @param {Boolean} isOpera True if our browser is opera.
- * @param {Boolean} isChrome True if our browser is Chrome. Note that Chrome for Android returns true, but is a
- * completely different browser with different abilities.
- * @param {Boolean} isIOS True if our browser is safari for iOS devices (iPad, iPhone, and iPod).
- * @param {Boolean} isAndroid True if our browser is Android.
- * @param {Boolean} isBlackberry True if our browser is Blackberry.
- * @constructor
- * @static
- */
- function BrowserDetect() {
- throw "BrowserDetect cannot be instantiated";
- };
- var agent = BrowserDetect.agent = window.navigator.userAgent;
- BrowserDetect.isWindowPhone = (agent.indexOf("IEMobile") > -1) || (agent.indexOf("Windows Phone") > -1);
- BrowserDetect.isFirefox = (agent.indexOf("Firefox") > -1);
- BrowserDetect.isOpera = (window.opera != null);
- BrowserDetect.isChrome = (agent.indexOf("Chrome") > -1); // NOTE that Chrome on Android returns true but is a completely different browser with different abilities
- BrowserDetect.isIOS = (agent.indexOf("iPod") > -1 || agent.indexOf("iPhone") > -1 || agent.indexOf("iPad") > -1) && !BrowserDetect.isWindowPhone;
- BrowserDetect.isAndroid = (agent.indexOf("Android") > -1) && !BrowserDetect.isWindowPhone;
- BrowserDetect.isBlackberry = (agent.indexOf("Blackberry") > -1);
- createjs.BrowserDetect = BrowserDetect;
- }());
- //##############################################################################
- // EventDispatcher.js
- //##############################################################################
- (function() {
- "use strict";
- // constructor:
- /**
- * EventDispatcher provides methods for managing queues of event listeners and dispatching events.
- *
- * You can either extend EventDispatcher or mix its methods into an existing prototype or instance by using the
- * EventDispatcher {{#crossLink "EventDispatcher/initialize"}}{{/crossLink}} method.
- *
- * Together with the CreateJS Event class, EventDispatcher provides an extended event model that is based on the
- * DOM Level 2 event model, including addEventListener, removeEventListener, and dispatchEvent. It supports
- * bubbling / capture, preventDefault, stopPropagation, stopImmediatePropagation, and handleEvent.
- *
- * EventDispatcher also exposes a {{#crossLink "EventDispatcher/on"}}{{/crossLink}} method, which makes it easier
- * to create scoped listeners, listeners that only run once, and listeners with associated arbitrary data. The
- * {{#crossLink "EventDispatcher/off"}}{{/crossLink}} method is merely an alias to
- * {{#crossLink "EventDispatcher/removeEventListener"}}{{/crossLink}}.
- *
- * Another addition to the DOM Level 2 model is the {{#crossLink "EventDispatcher/removeAllEventListeners"}}{{/crossLink}}
- * method, which can be used to listeners for all events, or listeners for a specific event. The Event object also
- * includes a {{#crossLink "Event/remove"}}{{/crossLink}} method which removes the active listener.
- *
- * <h4>Example</h4>
- * Add EventDispatcher capabilities to the "MyClass" class.
- *
- * EventDispatcher.initialize(MyClass.prototype);
- *
- * Add an event (see {{#crossLink "EventDispatcher/addEventListener"}}{{/crossLink}}).
- *
- * instance.addEventListener("eventName", handlerMethod);
- * function handlerMethod(event) {
- * console.log(event.target + " Was Clicked");
- * }
- *
- * <b>Maintaining proper scope</b><br />
- * Scope (ie. "this") can be be a challenge with events. Using the {{#crossLink "EventDispatcher/on"}}{{/crossLink}}
- * method to subscribe to events simplifies this.
- *
- * instance.addEventListener("click", function(event) {
- * console.log(instance == this); // false, scope is ambiguous.
- * });
- *
- * instance.on("click", function(event) {
- * console.log(instance == this); // true, "on" uses dispatcher scope by default.
- * });
- *
- * If you want to use addEventListener instead, you may want to use function.bind() or a similar proxy to manage
- * scope.
- *
- * <b>Browser support</b>
- * The event model in CreateJS can be used separately from the suite in any project, however the inheritance model
- * requires modern browsers (IE9+).
- *
- *
- * @class EventDispatcher
- * @constructor
- **/
- function EventDispatcher() {
- // private properties:
- /**
- * @protected
- * @property _listeners
- * @type Object
- **/
- this._listeners = null;
- /**
- * @protected
- * @property _captureListeners
- * @type Object
- **/
- this._captureListeners = null;
- }
- var p = EventDispatcher.prototype;
- // static public methods:
- /**
- * Static initializer to mix EventDispatcher methods into a target object or prototype.
- *
- * EventDispatcher.initialize(MyClass.prototype); // add to the prototype of the class
- * EventDispatcher.initialize(myObject); // add to a specific instance
- *
- * @method initialize
- * @static
- * @param {Object} target The target object to inject EventDispatcher methods into. This can be an instance or a
- * prototype.
- **/
- EventDispatcher.initialize = function(target) {
- target.addEventListener = p.addEventListener;
- target.on = p.on;
- target.removeEventListener = target.off = p.removeEventListener;
- target.removeAllEventListeners = p.removeAllEventListeners;
- target.hasEventListener = p.hasEventListener;
- target.dispatchEvent = p.dispatchEvent;
- target._dispatchEvent = p._dispatchEvent;
- target.willTrigger = p.willTrigger;
- };
- // public methods:
- /**
- * Adds the specified event listener. Note that adding multiple listeners to the same function will result in
- * multiple callbacks getting fired.
- *
- * <h4>Example</h4>
- *
- * displayObject.addEventListener("click", handleClick);
- * function handleClick(event) {
- * // Click happened.
- * }
- *
- * @method addEventListener
- * @param {String} type The string type of the event.
- * @param {Function | Object} listener An object with a handleEvent method, or a function that will be called when
- * the event is dispatched.
- * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.
- * @return {Function | Object} Returns the listener for chaining or assignment.
- **/
- p.addEventListener = function(type, listener, useCapture) {
- var listeners;
- if (useCapture) {
- listeners = this._captureListeners = this._captureListeners||{};
- } else {
- listeners = this._listeners = this._listeners||{};
- }
- var arr = listeners[type];
- if (arr) { this.removeEventListener(type, listener, useCapture); }
- arr = listeners[type]; // remove may have deleted the array
- if (!arr) { listeners[type] = [listener]; }
- else { arr.push(listener); }
- return listener;
- };
- /**
- * A shortcut method for using addEventListener that makes it easier to specify an execution scope, have a listener
- * only run once, associate arbitrary data with the listener, and remove the listener.
- *
- * This method works by creating an anonymous wrapper function and subscribing it with addEventListener.
- * The wrapper function is returned for use with `removeEventListener` (or `off`).
- *
- * <b>IMPORTANT:</b> To remove a listener added with `on`, you must pass in the returned wrapper function as the listener, or use
- * {{#crossLink "Event/remove"}}{{/crossLink}}. Likewise, each time you call `on` a NEW wrapper function is subscribed, so multiple calls
- * to `on` with the same params will create multiple listeners.
- *
- * <h4>Example</h4>
- *
- * var listener = myBtn.on("click", handleClick, null, false, {count:3});
- * function handleClick(evt, data) {
- * data.count -= 1;
- * console.log(this == myBtn); // true - scope defaults to the dispatcher
- * if (data.count == 0) {
- * alert("clicked 3 times!");
- * myBtn.off("click", listener);
- * // alternately: evt.remove();
- * }
- * }
- *
- * @method on
- * @param {String} type The string type of the event.
- * @param {Function | Object} listener An object with a handleEvent method, or a function that will be called when
- * the event is dispatched.
- * @param {Object} [scope] The scope to execute the listener in. Defaults to the dispatcher/currentTarget for function listeners, and to the listener itself for object listeners (ie. using handleEvent).
- * @param {Boolean} [once=false] If true, the listener will remove itself after the first time it is triggered.
- * @param {*} [data] Arbitrary data that will be included as the second parameter when the listener is called.
- * @param {Boolean} [useCapture=false] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.
- * @return {Function} Returns the anonymous function that was created and assigned as the listener. This is needed to remove the listener later using .removeEventListener.
- **/
- p.on = function(type, listener, scope, once, data, useCapture) {
- if (listener.handleEvent) {
- scope = scope||listener;
- listener = listener.handleEvent;
- }
- scope = scope||this;
- return this.addEventListener(type, function(evt) {
- listener.call(scope, evt, data);
- once&&evt.remove();
- }, useCapture);
- };
- /**
- * Removes the specified event listener.
- *
- * <b>Important Note:</b> that you must pass the exact function reference used when the event was added. If a proxy
- * function, or function closure is used as the callback, the proxy/closure reference must be used - a new proxy or
- * closure will not work.
- *
- * <h4>Example</h4>
- *
- * displayObject.removeEventListener("click", handleClick);
- *
- * @method removeEventListener
- * @param {String} type The string type of the event.
- * @param {Function | Object} listener The listener function or object.
- * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.
- **/
- p.removeEventListener = function(type, listener, useCapture) {
- var listeners = useCapture ? this._captureListeners : this._listeners;
- if (!listeners) { return; }
- var arr = listeners[type];
- if (!arr) { return; }
- for (var i=0,l=arr.length; i<l; i++) {
- if (arr[i] == listener) {
- if (l==1) { delete(listeners[type]); } // allows for faster checks.
- else { arr.splice(i,1); }
- break;
- }
- }
- };
- /**
- * A shortcut to the removeEventListener method, with the same parameters and return value. This is a companion to the
- * .on method.
- *
- * <b>IMPORTANT:</b> To remove a listener added with `on`, you must pass in the returned wrapper function as the listener. See
- * {{#crossLink "EventDispatcher/on"}}{{/crossLink}} for an example.
- *
- * @method off
- * @param {String} type The string type of the event.
- * @param {Function | Object} listener The listener function or object.
- * @param {Boolean} [useCapture] For events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.
- **/
- p.off = p.removeEventListener;
- /**
- * Removes all listeners for the specified type, or all listeners of all types.
- *
- * <h4>Example</h4>
- *
- * // Remove all listeners
- * displayObject.removeAllEventListeners();
- *
- * // Remove all click listeners
- * displayObject.removeAllEventListeners("click");
- *
- * @method removeAllEventListeners
- * @param {String} [type] The string type of the event. If omitted, all listeners for all types will be removed.
- **/
- p.removeAllEventListeners = function(type) {
- if (!type) { this._listeners = this._captureListeners = null; }
- else {
- if (this._listeners) { delete(this._listeners[type]); }
- if (this._captureListeners) { delete(this._captureListeners[type]); }
- }
- };
- /**
- * Dispatches the specified event to all listeners.
- *
- * <h4>Example</h4>
- *
- * // Use a string event
- * this.dispatchEvent("complete");
- *
- * // Use an Event instance
- * var event = new createjs.Event("progress");
- * this.dispatchEvent(event);
- *
- * @method dispatchEvent
- * @param {Object | String | Event} eventObj An object with a "type" property, or a string type.
- * While a generic object will work, it is recommended to use a CreateJS Event instance. If a string is used,
- * dispatchEvent will construct an Event instance if necessary with the specified type. This latter approach can
- * be used to avoid event object instantiation for non-bubbling events that may not have any listeners.
- * @param {Boolean} [bubbles] Specifies the `bubbles` value when a string was passed to eventObj.
- * @param {Boolean} [cancelable] Specifies the `cancelable` value when a string was passed to eventObj.
- * @return {Boolean} Returns false if `preventDefault()` was called on a cancelable event, true otherwise.
- **/
- p.dispatchEvent = function(eventObj, bubbles, cancelable) {
- if (typeof eventObj == "string") {
- // skip everything if there's no listeners and it doesn't bubble:
- var listeners = this._listeners;
- if (!bubbles && (!listeners || !listeners[eventObj])) { return true; }
- eventObj = new createjs.Event(eventObj, bubbles, cancelable);
- } else if (eventObj.target && eventObj.clone) {
- // redispatching an active event object, so clone it:
- eventObj = eventObj.clone();
- }
- // TODO: it would be nice to eliminate this. Maybe in favour of evtObj instanceof Event? Or !!evtObj.createEvent
- try { eventObj.target = this; } catch (e) {} // try/catch allows redispatching of native events
- if (!eventObj.bubbles || !this.parent) {
- this._dispatchEvent(eventObj, 2);
- } else {
- var top=this, list=[top];
- while (top.parent) { list.push(top = top.parent); }
- var i, l=list.length;
- // capture & atTarget
- for (i=l-1; i>=0 && !eventObj.propagationStopped; i--) {
- list[i]._dispatchEvent(eventObj, 1+(i==0));
- }
- // bubbling
- for (i=1; i<l && !eventObj.propagationStopped; i++) {
- list[i]._dispatchEvent(eventObj, 3);
- }
- }
- return !eventObj.defaultPrevented;
- };
- /**
- * Indicates whether there is at least one listener for the specified event type.
- * @method hasEventListener
- * @param {String} type The string type of the event.
- * @return {Boolean} Returns true if there is at least one listener for the specified event.
- **/
- p.hasEventListener = function(type) {
- var listeners = this._listeners, captureListeners = this._captureListeners;
- return !!((listeners && listeners[type]) || (captureListeners && captureListeners[type]));
- };
- /**
- * Indicates whether there is at least one listener for the specified event type on this object or any of its
- * ancestors (parent, parent's parent, etc). A return value of true indicates that if a bubbling event of the
- * specified type is dispatched from this object, it will trigger at least one listener.
- *
- * This is similar to {{#crossLink "EventDispatcher/hasEventListener"}}{{/crossLink}}, but it searches the entire
- * event flow for a listener, not just this object.
- * @method willTrigger
- * @param {String} type The string type of the event.
- * @return {Boolean} Returns `true` if there is at least one listener for the specified event.
- **/
- p.willTrigger = function(type) {
- var o = this;
- while (o) {
- if (o.hasEventListener(type)) { return true; }
- o = o.parent;
- }
- return false;
- };
- /**
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[EventDispatcher]";
- };
- // private methods:
- /**
- * @method _dispatchEvent
- * @param {Object | Event} eventObj
- * @param {Object} eventPhase
- * @protected
- **/
- p._dispatchEvent = function(eventObj, eventPhase) {
- var l, arr, listeners = (eventPhase <= 2) ? this._captureListeners : this._listeners;
- if (eventObj && listeners && (arr = listeners[eventObj.type]) && (l=arr.length)) {
- try { eventObj.currentTarget = this; } catch (e) {}
- try { eventObj.eventPhase = eventPhase|0; } catch (e) {}
- eventObj.removed = false;
- arr = arr.slice(); // to avoid issues with items being removed or added during the dispatch
- for (var i=0; i<l && !eventObj.immediatePropagationStopped; i++) {
- var o = arr[i];
- if (o.handleEvent) { o.handleEvent(eventObj); }
- else { o(eventObj); }
- if (eventObj.removed) {
- this.off(eventObj.type, o, eventPhase==1);
- eventObj.removed = false;
- }
- }
- }
- if (eventPhase === 2) { this._dispatchEvent(eventObj, 2.1); }
- };
- createjs.EventDispatcher = EventDispatcher;
- }());
- //##############################################################################
- // Event.js
- //##############################################################################
- (function() {
- "use strict";
- // constructor:
- /**
- * Contains properties and methods shared by all events for use with
- * {{#crossLink "EventDispatcher"}}{{/crossLink}}.
- *
- * Note that Event objects are often reused, so you should never
- * rely on an event object's state outside of the call stack it was received in.
- * @class Event
- * @param {String} type The event type.
- * @param {Boolean} bubbles Indicates whether the event will bubble through the display list.
- * @param {Boolean} cancelable Indicates whether the default behaviour of this event can be cancelled.
- * @constructor
- **/
- function Event(type, bubbles, cancelable) {
- // public properties:
- /**
- * The type of event.
- * @property type
- * @type String
- **/
- this.type = type;
- /**
- * The object that generated an event.
- * @property target
- * @type Object
- * @default null
- * @readonly
- */
- this.target = null;
- /**
- * The current target that a bubbling event is being dispatched from. For non-bubbling events, this will
- * always be the same as target. For example, if childObj.parent = parentObj, and a bubbling event
- * is generated from childObj, then a listener on parentObj would receive the event with
- * target=childObj (the original target) and currentTarget=parentObj (where the listener was added).
- * @property currentTarget
- * @type Object
- * @default null
- * @readonly
- */
- this.currentTarget = null;
- /**
- * For bubbling events, this indicates the current event phase:<OL>
- * <LI> capture phase: starting from the top parent to the target</LI>
- * <LI> at target phase: currently being dispatched from the target</LI>
- * <LI> bubbling phase: from the target to the top parent</LI>
- * </OL>
- * @property eventPhase
- * @type Number
- * @default 0
- * @readonly
- */
- this.eventPhase = 0;
- /**
- * Indicates whether the event will bubble through the display list.
- * @property bubbles
- * @type Boolean
- * @default false
- * @readonly
- */
- this.bubbles = !!bubbles;
- /**
- * Indicates whether the default behaviour of this event can be cancelled via
- * {{#crossLink "Event/preventDefault"}}{{/crossLink}}. This is set via the Event constructor.
- * @property cancelable
- * @type Boolean
- * @default false
- * @readonly
- */
- this.cancelable = !!cancelable;
- /**
- * The epoch time at which this event was created.
- * @property timeStamp
- * @type Number
- * @default 0
- * @readonly
- */
- this.timeStamp = (new Date()).getTime();
- /**
- * Indicates if {{#crossLink "Event/preventDefault"}}{{/crossLink}} has been called
- * on this event.
- * @property defaultPrevented
- * @type Boolean
- * @default false
- * @readonly
- */
- this.defaultPrevented = false;
- /**
- * Indicates if {{#crossLink "Event/stopPropagation"}}{{/crossLink}} or
- * {{#crossLink "Event/stopImmediatePropagation"}}{{/crossLink}} has been called on this event.
- * @property propagationStopped
- * @type Boolean
- * @default false
- * @readonly
- */
- this.propagationStopped = false;
- /**
- * Indicates if {{#crossLink "Event/stopImmediatePropagation"}}{{/crossLink}} has been called
- * on this event.
- * @property immediatePropagationStopped
- * @type Boolean
- * @default false
- * @readonly
- */
- this.immediatePropagationStopped = false;
- /**
- * Indicates if {{#crossLink "Event/remove"}}{{/crossLink}} has been called on this event.
- * @property removed
- * @type Boolean
- * @default false
- * @readonly
- */
- this.removed = false;
- }
- var p = Event.prototype;
- // public methods:
- /**
- * Sets {{#crossLink "Event/defaultPrevented"}}{{/crossLink}} to true if the event is cancelable.
- * Mirrors the DOM level 2 event standard. In general, cancelable events that have `preventDefault()` called will
- * cancel the default behaviour associated with the event.
- * @method preventDefault
- **/
- p.preventDefault = function() {
- this.defaultPrevented = this.cancelable&&true;
- };
- /**
- * Sets {{#crossLink "Event/propagationStopped"}}{{/crossLink}} to true.
- * Mirrors the DOM event standard.
- * @method stopPropagation
- **/
- p.stopPropagation = function() {
- this.propagationStopped = true;
- };
- /**
- * Sets {{#crossLink "Event/propagationStopped"}}{{/crossLink}} and
- * {{#crossLink "Event/immediatePropagationStopped"}}{{/crossLink}} to true.
- * Mirrors the DOM event standard.
- * @method stopImmediatePropagation
- **/
- p.stopImmediatePropagation = function() {
- this.immediatePropagationStopped = this.propagationStopped = true;
- };
- /**
- * Causes the active listener to be removed via removeEventListener();
- *
- * myBtn.addEventListener("click", function(evt) {
- * // do stuff...
- * evt.remove(); // removes this listener.
- * });
- *
- * @method remove
- **/
- p.remove = function() {
- this.removed = true;
- };
- /**
- * Returns a clone of the Event instance.
- * @method clone
- * @return {Event} a clone of the Event instance.
- **/
- p.clone = function() {
- return new Event(this.type, this.bubbles, this.cancelable);
- };
- /**
- * Provides a chainable shortcut method for setting a number of properties on the instance.
- *
- * @method set
- * @param {Object} props A generic object containing properties to copy to the instance.
- * @return {Event} Returns the instance the method is called on (useful for chaining calls.)
- * @chainable
- */
- p.set = function(props) {
- for (var n in props) { this[n] = props[n]; }
- return this;
- };
- /**
- * Returns a string representation of this object.
- * @method toString
- * @return {String} a string representation of the instance.
- **/
- p.toString = function() {
- return "[Event (type="+this.type+")]";
- };
- createjs.Event = Event;
- }());
- //##############################################################################
- // ErrorEvent.js
- //##############################################################################
- (function() {
- "use strict";
- /**
- * A general error {{#crossLink "Event"}}{{/crossLink}}, that describes an error that occurred, as well as any details.
- * @class ErrorEvent
- * @param {String} [title] The error title
- * @param {String} [message] The error description
- * @param {Object} [data] Additional error data
- * @constructor
- */
- function ErrorEvent(title, message, data) {
- this.Event_constructor("error");
- /**
- * The short error title, which indicates the type of error that occurred.
- * @property title
- * @type String
- */
- this.title = title;
- /**
- * The verbose error message, containing details about the error.
- * @property message
- * @type String
- */
- this.message = message;
- /**
- * Additional data attached to an error.
- * @property data
- * @type {Object}
- */
- this.data = data;
- }
- var p = createjs.extend(ErrorEvent, createjs.Event);
- p.clone = function() {
- return new createjs.ErrorEvent(this.title, this.message, this.data);
- };
- createjs.ErrorEvent = createjs.promote(ErrorEvent, "Event");
- }());
- //##############################################################################
- // ProgressEvent.js
- //##############################################################################
- (function (scope) {
- "use strict";
- // constructor
- /**
- * A CreateJS {{#crossLink "Event"}}{{/crossLink}} that is dispatched when progress changes.
- * @class ProgressEvent
- * @param {Number} loaded The amount that has been loaded. This can be any number relative to the total.
- * @param {Number} [total=1] The total amount that will load. This will default to 1, so if the `loaded` value is
- * a percentage (between 0 and 1), it can be omitted.
- * @todo Consider having this event be a "fileprogress" event as well
- * @constructor
- */
- function ProgressEvent(loaded, total) {
- this.Event_constructor("progress");
- /**
- * The amount that has been loaded (out of a total amount)
- * @property loaded
- * @type {Number}
- */
- this.loaded = loaded;
- /**
- * The total "size" of the load.
- * @property total
- * @type {Number}
- * @default 1
- */
- this.total = (total == null) ? 1 : total;
- /**
- * The percentage (out of 1) that the load has been completed. This is calculated using `loaded/total`.
- * @property progress
- * @type {Number}
- * @default 0
- */
- this.progress = (total == 0) ? 0 : this.loaded / this.total;
- };
- var p = createjs.extend(ProgressEvent, createjs.Event);
- /**
- * Returns a clone of the ProgressEvent instance.
- * @method clone
- * @return {ProgressEvent} a clone of the Event instance.
- **/
- p.clone = function() {
- return new createjs.ProgressEvent(this.loaded, this.total);
- };
- createjs.ProgressEvent = createjs.promote(ProgressEvent, "Event");
- }(window));
- //##############################################################################
- // LoadItem.js
- //##############################################################################
- (function () {
- "use strict";
- /**
- * All loaders accept an item containing the properties defined in this class. If a raw object is passed instead,
- * it will not be affected, but it must contain at least a {{#crossLink "src:property"}}{{/crossLink}} property. A
- * string path or HTML tag is also acceptable, but it will be automatically converted to a LoadItem using the
- * {{#crossLink "create"}}{{/crossLink}} method by {{#crossLink "AbstractLoader"}}{{/crossLink}}
- * @class LoadItem
- * @constructor
- * @since 0.6.0
- */
- function LoadItem() {
- /**
- * The source of the file that is being loaded. This property is <b>required</b>. The source can either be a
- * string (recommended), or an HTML tag.
- * This can also be an object, but in that case it has to include a type and be handled by a plugin.
- * @property src
- * @type {String}
- * @default null
- */
- this.src = null;
- /**
- * The type file that is being loaded. The type of the file is usually inferred by the extension, but can also
- * be set manually. This is helpful in cases where a file does not have an extension.
- * @property type
- * @type {String}
- * @default null
- */
- this.type = null;
- /**
- * A string identifier which can be used to reference the loaded object. If none is provided, this will be
- * automatically set to the {{#crossLink "src:property"}}{{/crossLink}}.
- * @property id
- * @type {String}
- * @default null
- */
- this.id = null;
- /**
- * Determines if a manifest will maintain the order of this item, in relation to other items in the manifest
- * that have also set the `maintainOrder` property to `true`. This only applies when the max connections has
- * been set above 1 (using {{#crossLink "LoadQueue/setMaxConnections"}}{{/crossLink}}). Everything with this
- * property set to `false` will finish as it is loaded. Ordered items are combined with script tags loading in
- * order when {{#crossLink "LoadQueue/maintainScriptOrder:property"}}{{/crossLink}} is set to `true`.
- * @property maintainOrder
- * @type {Boolean}
- * @default false
- */
- this.maintainOrder = false;
- /**
- * A callback used by JSONP requests that defines what global method to call when the JSONP content is loaded.
- * @property callback
- * @type {String}
- * @default null
- */
- this.callback = null;
- /**
- * An arbitrary data object, which is included with the loaded object.
- * @property data
- * @type {Object}
- * @default null
- */
- this.data = null;
- /**
- * The request method used for HTTP calls. Both {{#crossLink "Methods/GET:property"}}{{/crossLink}} or
- * {{#crossLink "Methods/POST:property"}}{{/crossLink}} request types are supported, and are defined as
- * constants on {{#crossLink "AbstractLoader"}}{{/crossLink}}.
- * @property method
- * @type {String}
- * @default GET
- */
- this.method = createjs.Methods.GET;
- /**
- * An object hash of name/value pairs to send to the server.
- * @property values
- * @type {Object}
- * @default null
- */
- this.values = null;
- /**
- * An object hash of headers to attach to an XHR request. PreloadJS will automatically attach some default
- * headers when required, including "Origin", "Content-Type", and "X-Requested-With". You may override the
- * default headers by including them in your headers object.
- * @property headers
- * @type {Object}
- * @default null
- */
- this.headers = null;
- /**
- * Enable credentials for XHR requests.
- * @property withCredentials
- * @type {Boolean}
- * @default false
- */
- this.withCredentials = false;
- /**
- * Set the mime type of XHR-based requests. This is automatically set to "text/plain; charset=utf-8" for text
- * based files (json, xml, text, css, js).
- * @property mimeType
- * @type {String}
- * @default null
- */
- this.mimeType = null;
- /**
- * Sets the crossOrigin attribute for CORS-enabled images loading cross-domain.
- * @property crossOrigin
- * @type {boolean}
- * @default Anonymous
- */
- this.crossOrigin = null;
- /**
- * The duration in milliseconds to wait before a request times out. This only applies to tag-based and and XHR
- * (level one) loading, as XHR (level 2) provides its own timeout event.
- * @property loadTimeout
- * @type {Number}
- * @default 8000 (8 seconds)
- */
- this.loadTimeout = s.LOAD_TIMEOUT_DEFAULT;
- };
- var p = LoadItem.prototype = {};
- var s = LoadItem;
- /**
- * Default duration in milliseconds to wait before a request times out. This only applies to tag-based and and XHR
- * (level one) loading, as XHR (level 2) provides its own timeout event.
- * @property LOAD_TIMEOUT_DEFAULT
- * @type {number}
- * @static
- */
- s.LOAD_TIMEOUT_DEFAULT = 8000;
- /**
- * Create a LoadItem.
- * <ul>
- * <li>String-based items are converted to a LoadItem with a populated {{#crossLink "src:property"}}{{/crossLink}}.</li>
- * <li>LoadItem instances are returned as-is</li>
- * <li>Objects are returned with any needed properties added</li>
- * </ul>
- * @method create
- * @param {LoadItem|String|Object} value The load item value
- * @returns {LoadItem|Object}
- * @static
- */
- s.create = function (value) {
- if (typeof value == "string") {
- var item = new LoadItem();
- item.src = value;
- return item;
- } else if (value instanceof s) {
- return value;
- } else if (value instanceof Object && value.src) {
- if (value.loadTimeout == null) {
- value.loadTimeout = s.LOAD_TIMEOUT_DEFAULT;
- }
- return value;
- } else {
- throw new Error("Type not recognized.");
- }
- };
- /**
- * Provides a chainable shortcut method for setting a number of properties on the instance.
- *
- * <h4>Example</h4>
- *
- * var loadItem = new createjs.LoadItem().set({src:"image.png", maintainOrder:true});
- *
- * @method set
- * @param {Object} props A generic object containing properties to copy to the LoadItem instance.
- * @return {LoadItem} Returns the instance the method is called on (useful for chaining calls.)
- */
- p.set = function(props) {
- for (var n in props) { this[n] = props[n]; }
- return this;
- };
- createjs.LoadItem = s;
- }());
- //##############################################################################
- // Methods.js
- //##############################################################################
- (function() {
- var s = {};
- /**
- * Defines a POST request, use for a method value when loading data.
- * @property POST
- * @type {string}
- * @default post
- * @static
- */
- s.POST = "POST";
- /**
- * Defines a GET request, use for a method value when loading data.
- * @property GET
- * @type {string}
- * @default get
- * @static
- */
- s.GET = "GET";
- createjs.Methods = s;
- }());
- //##############################################################################
- // Types.js
- //##############################################################################
- (function() {
- var s = {};
- /**
- * The preload type for generic binary types. Note that images are loaded as binary files when using XHR.
- * @property BINARY
- * @type {String}
- * @default binary
- * @static
- * @since 0.6.0
- */
- s.BINARY = "binary";
- /**
- * The preload type for css files. CSS files are loaded using a <link> when loaded with XHR, or a
- * <style> tag when loaded with tags.
- * @property CSS
- * @type {String}
- * @default css
- * @static
- * @since 0.6.0
- */
- s.CSS = "css";
- /**
- * The preload type for font files.
- * @property FONT
- * @type {String}
- * @default font
- * @static
- * @since 0.9.0
- */
- s.FONT = "font";
- /**
- * The preload type for fonts specified with CSS (such as Google fonts)
- * @property FONTCSS
- * @type {String}
- * @default fontcss
- * @static
- * @since 0.9.0
- */
- s.FONTCSS = "fontcss";
- /**
- * The preload type for image files, usually png, gif, or jpg/jpeg. Images are loaded into an <image> tag.
- * @property IMAGE
- * @type {String}
- * @default image
- * @static
- * @since 0.6.0
- */
- s.IMAGE = "image";
- /**
- * The preload type for javascript files, usually with the "js" file extension. JavaScript files are loaded into a
- * <script> tag.
- *
- * Since version 0.4.1+, due to how tag-loaded scripts work, all JavaScript files are automatically injected into
- * the body of the document to maintain parity between XHR and tag-loaded scripts. In version 0.4.0 and earlier,
- * only tag-loaded scripts are injected.
- * @property JAVASCRIPT
- * @type {String}
- * @default javascript
- * @static
- * @since 0.6.0
- */
- s.JAVASCRIPT = "javascript";
- /**
- * The preload type for json files, usually with the "json" file extension. JSON data is loaded and parsed into a
- * JavaScript object. Note that if a `callback` is present on the load item, the file will be loaded with JSONP,
- * no matter what the {{#crossLink "LoadQueue/preferXHR:property"}}{{/crossLink}} property is set to, and the JSON
- * must contain a matching wrapper function.
- * @property JSON
- * @type {String}
- * @default json
- * @static
- * @since 0.6.0
- */
- s.JSON = "json";
- /**
- * The preload type for jsonp files, usually with the "json" file extension. JSON data is loaded and parsed into a
- * JavaScript object. You are required to pass a callback parameter that matches the function wrapper in the JSON.
- * Note that JSONP will always be used if there is a callback present, no matter what the {{#crossLink "LoadQueue/preferXHR:property"}}{{/crossLink}}
- * property is set to.
- * @property JSONP
- * @type {String}
- * @default jsonp
- * @static
- * @since 0.6.0
- */
- s.JSONP = "jsonp";
- /**
- * The preload type for json-based manifest files, usually with the "json" file extension. The JSON data is loaded
- * and parsed into a JavaScript object. PreloadJS will then look for a "manifest" property in the JSON, which is an
- * Array of files to load, following the same format as the {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}}
- * method. If a "callback" is specified on the manifest object, then it will be loaded using JSONP instead,
- * regardless of what the {{#crossLink "LoadQueue/preferXHR:property"}}{{/crossLink}} property is set to.
- * @property MANIFEST
- * @type {String}
- * @default manifest
- * @static
- * @since 0.6.0
- */
- s.MANIFEST = "manifest";
- /**
- * The preload type for sound files, usually mp3, ogg, or wav. When loading via tags, audio is loaded into an
- * <audio> tag.
- * @property SOUND
- * @type {String}
- * @default sound
- * @static
- * @since 0.6.0
- */
- s.SOUND = "sound";
- /**
- * The preload type for video files, usually mp4, ts, or ogg. When loading via tags, video is loaded into an
- * <video> tag.
- * @property VIDEO
- * @type {String}
- * @default video
- * @static
- * @since 0.6.0
- */
- s.VIDEO = "video";
- /**
- * The preload type for SpriteSheet files. SpriteSheet files are JSON files that contain string image paths.
- * @property SPRITESHEET
- * @type {String}
- * @default spritesheet
- * @static
- * @since 0.6.0
- */
- s.SPRITESHEET = "spritesheet";
- /**
- * The preload type for SVG files.
- * @property SVG
- * @type {String}
- * @default svg
- * @static
- * @since 0.6.0
- */
- s.SVG = "svg";
- /**
- * The preload type for text files, which is also the default file type if the type can not be determined. Text is
- * loaded as raw text.
- * @property TEXT
- * @type {String}
- * @default text
- * @static
- * @since 0.6.0
- */
- s.TEXT = "text";
- /**
- * The preload type for xml files. XML is loaded into an XML document.
- * @property XML
- * @type {String}
- * @default xml
- * @static
- * @since 0.6.0
- */
- s.XML = "xml";
- createjs.Types = s;
- }());
- //##############################################################################
- // Elements.js
- //##############################################################################
- (function () {
- /**
- * Convenience methods for creating various elements used by PrelaodJS.
- *
- * @class DomUtils
- */
- var s = {};
- s.a = function() {
- return s.el("a");
- }
- s.svg = function() {
- return s.el("svg");
- }
- s.object = function() {
- return s.el("object");
- }
- s.image = function() {
- return s.el("image");
- }
- s.img = function() {
- return s.el("img");
- }
- s.style = function() {
- return s.el("style");
- }
- s.link = function() {
- return s.el("link");
- }
- s.script = function() {
- return s.el("script");
- }
- s.audio = function() {
- return s.el("audio");
- }
- s.video = function() {
- return s.el("video");
- }
- s.text = function(value) {
- return document.createTextNode(value);
- }
- s.el = function(name) {
- return document.createElement(name);
- }
- createjs.Elements = s;
- }());
- //##############################################################################
- // DomUtils.js
- //##############################################################################
- (function () {
- /**
- * A few utilities for interacting with the dom.
- * @class DomUtils
- */
- var s = {
- container: null
- };
- s.appendToHead = function (el) {
- s.getHead().appendChild(el);
- }
- s.appendToBody = function (el) {
- if (s.container == null) {
- s.container = document.createElement("div");
- s.container.id = "preloadjs-container";
- var style = s.container.style;
- style.visibility = "hidden";
- style.position = "absolute";
- style.width = s.container.style.height = "10px";
- style.overflow = "hidden";
- style.transform = style.msTransform = style.webkitTransform = style.oTransform = "translate(-10px, -10px)"; //LM: Not working
- s.getBody().appendChild(s.container);
- }
- s.container.appendChild(el);
- }
- s.getHead = function () {
- return document.head || document.getElementsByTagName("head")[0];
- }
- s.getBody = function () {
- return document.body || document.getElementsByTagName("body")[0];
- }
- s.removeChild = function(el) {
- if (el.parent) {
- el.parent.removeChild(el);
- }
- }
- /**
- * Check if item is a valid HTMLImageElement
- * @method isImageTag
- * @param {Object} item
- * @returns {Boolean}
- * @static
- */
- s.isImageTag = function(item) {
- return item instanceof HTMLImageElement;
- };
- /**
- * Check if item is a valid HTMLAudioElement
- * @method isAudioTag
- * @param {Object} item
- * @returns {Boolean}
- * @static
- */
- s.isAudioTag = function(item) {
- if (window.HTMLAudioElement) {
- return item instanceof HTMLAudioElement;
- } else {
- return false;
- }
- };
- /**
- * Check if item is a valid HTMLVideoElement
- * @method isVideoTag
- * @param {Object} item
- * @returns {Boolean}
- * @static
- */
- s.isVideoTag = function(item) {
- if (window.HTMLVideoElement) {
- return item instanceof HTMLVideoElement;
- } else {
- return false;
- }
- };
- createjs.DomUtils = s;
- }());
- //##############################################################################
- // RequestUtils.js
- //##############################################################################
- (function () {
- /**
- * Utilities that assist with parsing load items, and determining file types, etc.
- * @class RequestUtils
- */
- var s = {};
- /**
- * Determine if a specific type should be loaded as a binary file. Currently, only images and items marked
- * specifically as "binary" are loaded as binary. Note that audio is <b>not</b> a binary type, as we can not play
- * back using an audio tag if it is loaded as binary. Plugins can change the item type to binary to ensure they get
- * a binary result to work with. Binary files are loaded using XHR2. Types are defined as static constants on
- * {{#crossLink "AbstractLoader"}}{{/crossLink}}.
- * @method isBinary
- * @param {String} type The item type.
- * @return {Boolean} If the specified type is binary.
- * @static
- */
- s.isBinary = function (type) {
- switch (type) {
- case createjs.Types.IMAGE:
- case createjs.Types.BINARY:
- return true;
- default:
- return false;
- }
- };
- /**
- * Determine if a specific type is a text-based asset, and should be loaded as UTF-8.
- * @method isText
- * @param {String} type The item type.
- * @return {Boolean} If the specified type is text.
- * @static
- */
- s.isText = function (type) {
- switch (type) {
- case createjs.Types.TEXT:
- case createjs.Types.JSON:
- case createjs.Types.MANIFEST:
- case createjs.Types.XML:
- case createjs.Types.CSS:
- case createjs.Types.SVG:
- case createjs.Types.JAVASCRIPT:
- case createjs.Types.SPRITESHEET:
- return true;
- default:
- return false;
- }
- };
- /**
- * Determine the type of the object using common extensions. Note that the type can be passed in with the load item
- * if it is an unusual extension.
- * @method getTypeByExtension
- * @param {String} extension The file extension to use to determine the load type.
- * @return {String} The determined load type (for example, `createjs.Types.IMAGE`). Will return `null` if
- * the type can not be determined by the extension.
- * @static
- */
- s.getTypeByExtension = function (extension) {
- if (extension == null) {
- return createjs.Types.TEXT;
- }
- switch (extension.toLowerCase()) {
- case "jpeg":
- case "jpg":
- case "gif":
- case "png":
- case "webp":
- case "bmp":
- return createjs.Types.IMAGE;
- case "ogg":
- case "mp3":
- case "webm":
- return createjs.Types.SOUND;
- case "mp4":
- case "webm":
- case "ts":
- return createjs.Types.VIDEO;
- case "json":
- return createjs.Types.JSON;
- case "xml":
- return createjs.Types.XML;
- case "css":
- return createjs.Types.CSS;
- case "js":
- return createjs.Types.JAVASCRIPT;
- case 'svg':
- return createjs.Types.SVG;
- default:
- return createjs.Types.TEXT;
- }
- };
- createjs.RequestUtils = s;
- }());
- //##############################################################################
- // URLUtils.js
- //##############################################################################
- (function () {
- /**
- * Utilities that assist with parsing load items, and determining file types, etc.
- * @class URLUtils
- */
- var s = {};
- /**
- * The Regular Expression used to test file URLS for an absolute path.
- * @property ABSOLUTE_PATH
- * @type {RegExp}
- * @static
- */
- s.ABSOLUTE_PATT = /^(?:\w+:)?\/{2}/i;
- /**
- * The Regular Expression used to test file URLS for a relative path.
- * @property RELATIVE_PATH
- * @type {RegExp}
- * @static
- */
- s.RELATIVE_PATT = (/^[./]*?\//i);
- /**
- * The Regular Expression used to test file URLS for an extension. Note that URIs must already have the query string
- * removed.
- * @property EXTENSION_PATT
- * @type {RegExp}
- * @static
- */
- s.EXTENSION_PATT = /\/?[^/]+\.(\w{1,5})$/i;
- /**
- * Parse a file path to determine the information we need to work with it. Currently, PreloadJS needs to know:
- * <ul>
- * <li>If the path is absolute. Absolute paths start with a protocol (such as `http://`, `file://`, or
- * `//networkPath`)</li>
- * <li>If the path is relative. Relative paths start with `../` or `/path` (or similar)</li>
- * <li>The file extension. This is determined by the filename with an extension. Query strings are dropped, and
- * the file path is expected to follow the format `name.ext`.</li>
- * </ul>
- *
- * @method parseURI
- * @param {String} path
- * @returns {Object} An Object with an `absolute` and `relative` Boolean values,
- * the pieces of the path (protocol, hostname, port, pathname, search, hash, host)
- * as well as an optional 'extension` property, which is the lowercase extension.
- *
- * @static
- */
- s.parseURI = function (path) {
- var info = {
- absolute: false,
- relative: false,
- protocol: null,
- hostname: null,
- port: null,
- pathname: null,
- search: null,
- hash: null,
- host: null
- };
- if (path == null) { return info; }
- // Inject the path parts.
- var parser = createjs.Elements.a();
- parser.href = path;
- for (var n in info) {
- if (n in parser) {
- info[n] = parser[n];
- }
- }
- // Drop the query string
- var queryIndex = path.indexOf("?");
- if (queryIndex > -1) {
- path = path.substr(0, queryIndex);
- }
- // Absolute
- var match;
- if (s.ABSOLUTE_PATT.test(path)) {
- info.absolute = true;
- // Relative
- } else if (s.RELATIVE_PATT.test(path)) {
- info.relative = true;
- }
- // Extension
- if (match = path.match(s.EXTENSION_PATT)) {
- info.extension = match[1].toLowerCase();
- }
- return info;
- };
- /**
- * Formats an object into a query string for either a POST or GET request.
- * @method formatQueryString
- * @param {Object} data The data to convert to a query string.
- * @param {Array} [query] Existing name/value pairs to append on to this query.
- * @static
- */
- s.formatQueryString = function (data, query) {
- if (data == null) {
- throw new Error("You must specify data.");
- }
- var params = [];
- for (var n in data) {
- params.push(n + "=" + escape(data[n]));
- }
- if (query) {
- params = params.concat(query);
- }
- return params.join("&");
- };
- /**
- * A utility method that builds a file path using a source and a data object, and formats it into a new path.
- * @method buildURI
- * @param {String} src The source path to add values to.
- * @param {Object} [data] Object used to append values to this request as a query string. Existing parameters on the
- * path will be preserved.
- * @returns {string} A formatted string that contains the path and the supplied parameters.
- * @static
- */
- s.buildURI = function (src, data) {
- if (data == null) {
- return src;
- }
- var query = [];
- var idx = src.indexOf("?");
- if (idx != -1) {
- var q = src.slice(idx + 1);
- query = query.concat(q.split("&"));
- }
- if (idx != -1) {
- return src.slice(0, idx) + "?" + this.formatQueryString(data, query);
- } else {
- return src + "?" + this.formatQueryString(data, query);
- }
- };
- /**
- * @method isCrossDomain
- * @param {LoadItem|Object} item A load item with a `src` property.
- * @return {Boolean} If the load item is loading from a different domain than the current location.
- * @static
- */
- s.isCrossDomain = function (item) {
- var target = createjs.Elements.a();
- target.href = item.src;
- var host = createjs.Elements.a();
- host.href = location.href;
- var crossdomain = (target.hostname != "") &&
- (target.port != host.port ||
- target.protocol != host.protocol ||
- target.hostname != host.hostname);
- return crossdomain;
- };
- /**
- * @method isLocal
- * @param {LoadItem|Object} item A load item with a `src` property
- * @return {Boolean} If the load item is loading from the "file:" protocol. Assume that the host must be local as
- * well.
- * @static
- */
- s.isLocal = function (item) {
- var target = createjs.Elements.a();
- target.href = item.src;
- return target.hostname == "" && target.protocol == "file:";
- };
- createjs.URLUtils = s;
- }());
- //##############################################################################
- // AbstractLoader.js
- //##############################################################################
- (function () {
- "use strict";
- // constructor
- /**
- * The base loader, which defines all the generic methods, properties, and events. All loaders extend this class,
- * including the {{#crossLink "LoadQueue"}}{{/crossLink}}.
- * @class AbstractLoader
- * @param {LoadItem|object|string} loadItem The item to be loaded.
- * @param {Boolean} [preferXHR] Determines if the LoadItem should <em>try</em> and load using XHR, or take a
- * tag-based approach, which can be better in cross-domain situations. Not all loaders can load using one or the
- * other, so this is a suggested directive.
- * @param {String} [type] The type of loader. Loader types are defined as constants on the AbstractLoader class,
- * such as {{#crossLink "IMAGE:property"}}{{/crossLink}}, {{#crossLink "CSS:property"}}{{/crossLink}}, etc.
- * @extends EventDispatcher
- */
- function AbstractLoader(loadItem, preferXHR, type) {
- this.EventDispatcher_constructor();
- // public properties
- /**
- * If the loader has completed loading. This provides a quick check, but also ensures that the different approaches
- * used for loading do not pile up resulting in more than one `complete` {{#crossLink "Event"}}{{/crossLink}}.
- * @property loaded
- * @type {Boolean}
- * @default false
- */
- this.loaded = false;
- /**
- * Determine if the loader was canceled. Canceled loads will not fire complete events. Note that this property
- * is readonly, so {{#crossLink "LoadQueue"}}{{/crossLink}} queues should be closed using {{#crossLink "LoadQueue/close"}}{{/crossLink}}
- * instead.
- * @property canceled
- * @type {Boolean}
- * @default false
- * @readonly
- */
- this.canceled = false;
- /**
- * The current load progress (percentage) for this item. This will be a number between 0 and 1.
- *
- * <h4>Example</h4>
- *
- * var queue = new createjs.LoadQueue();
- * queue.loadFile("largeImage.png");
- * queue.on("progress", function() {
- * console.log("Progress:", queue.progress, event.progress);
- * });
- *
- * @property progress
- * @type {Number}
- * @default 0
- */
- this.progress = 0;
- /**
- * The type of item this loader will load. See {{#crossLink "AbstractLoader"}}{{/crossLink}} for a full list of
- * supported types.
- * @property type
- * @type {String}
- */
- this.type = type;
- /**
- * A formatter function that converts the loaded raw result into the final result. For example, the JSONLoader
- * converts a string of text into a JavaScript object. Not all loaders have a resultFormatter, and this property
- * can be overridden to provide custom formatting.
- *
- * Optionally, a resultFormatter can return a callback function in cases where the formatting needs to be
- * asynchronous, such as creating a new image. The callback function is passed 2 parameters, which are callbacks
- * to handle success and error conditions in the resultFormatter. Note that the resultFormatter method is
- * called in the current scope, as well as the success and error callbacks.
- *
- * <h4>Example asynchronous resultFormatter</h4>
- *
- * function _formatResult(loader) {
- * return function(success, error) {
- * if (errorCondition) { error(errorDetailEvent); }
- * success(result);
- * }
- * }
- * @property resultFormatter
- * @type {Function}
- * @default null
- */
- this.resultFormatter = null;
- // protected properties
- /**
- * The {{#crossLink "LoadItem"}}{{/crossLink}} this loader represents. Note that this is null in a {{#crossLink "LoadQueue"}}{{/crossLink}},
- * but will be available on loaders such as {{#crossLink "XMLLoader"}}{{/crossLink}} and {{#crossLink "ImageLoader"}}{{/crossLink}}.
- * @property _item
- * @type {LoadItem|Object}
- * @private
- */
- if (loadItem) {
- this._item = createjs.LoadItem.create(loadItem);
- } else {
- this._item = null;
- }
- /**
- * Whether the loader will try and load content using XHR (true) or HTML tags (false).
- * @property _preferXHR
- * @type {Boolean}
- * @private
- */
- this._preferXHR = preferXHR;
- /**
- * The loaded result after it is formatted by an optional {{#crossLink "resultFormatter"}}{{/crossLink}}. For
- * items that are not formatted, this will be the same as the {{#crossLink "_rawResult:property"}}{{/crossLink}}.
- * The result is accessed using the {{#crossLink "getResult"}}{{/crossLink}} method.
- * @property _result
- * @type {Object|String}
- * @private
- */
- this._result = null;
- /**
- * The loaded result before it is formatted. The rawResult is accessed using the {{#crossLink "getResult"}}{{/crossLink}}
- * method, and passing `true`.
- * @property _rawResult
- * @type {Object|String}
- * @private
- */
- this._rawResult = null;
- /**
- * A list of items that loaders load behind the scenes. This does not include the main item the loader is
- * responsible for loading. Examples of loaders that have sub-items include the {{#crossLink "SpriteSheetLoader"}}{{/crossLink}} and
- * {{#crossLink "ManifestLoader"}}{{/crossLink}}.
- * @property _loadItems
- * @type {null}
- * @protected
- */
- this._loadedItems = null;
- /**
- * The attribute the items loaded using tags use for the source.
- * @type {string}
- * @default null
- * @private
- */
- this._tagSrcAttribute = null;
- /**
- * An HTML tag (or similar) that a loader may use to load HTML content, such as images, scripts, etc.
- * @property _tag
- * @type {Object}
- * @private
- */
- this._tag = null;
- };
- var p = createjs.extend(AbstractLoader, createjs.EventDispatcher);
- var s = AbstractLoader;
- // Remove these @deprecated properties after 1.0
- try {
- Object.defineProperties(s, {
- POST: { get: createjs.deprecate(function() { return createjs.Methods.POST; }, "AbstractLoader.POST") },
- GET: { get: createjs.deprecate(function() { return createjs.Methods.GET; }, "AbstractLoader.GET") },
- BINARY: { get: createjs.deprecate(function() { return createjs.Types.BINARY; }, "AbstractLoader.BINARY") },
- CSS: { get: createjs.deprecate(function() { return createjs.Types.CSS; }, "AbstractLoader.CSS") },
- FONT: { get: createjs.deprecate(function() { return createjs.Types.FONT; }, "AbstractLoader.FONT") },
- FONTCSS: { get: createjs.deprecate(function() { return createjs.Types.FONTCSS; }, "AbstractLoader.FONTCSS") },
- IMAGE: { get: createjs.deprecate(function() { return createjs.Types.IMAGE; }, "AbstractLoader.IMAGE") },
- JAVASCRIPT: { get: createjs.deprecate(function() { return createjs.Types.JAVASCRIPT; }, "AbstractLoader.JAVASCRIPT") },
- JSON: { get: createjs.deprecate(function() { return createjs.Types.JSON; }, "AbstractLoader.JSON") },
- JSONP: { get: createjs.deprecate(function() { return createjs.Types.JSONP; }, "AbstractLoader.JSONP") },
- MANIFEST: { get: createjs.deprecate(function() { return createjs.Types.MANIFEST; }, "AbstractLoader.MANIFEST") },
- SOUND: { get: createjs.deprecate(function() { return createjs.Types.SOUND; }, "AbstractLoader.SOUND") },
- VIDEO: { get: createjs.deprecate(function() { return createjs.Types.VIDEO; }, "AbstractLoader.VIDEO") },
- SPRITESHEET: { get: createjs.deprecate(function() { return createjs.Types.SPRITESHEET; }, "AbstractLoader.SPRITESHEET") },
- SVG: { get: createjs.deprecate(function() { return createjs.Types.SVG; }, "AbstractLoader.SVG") },
- TEXT: { get: createjs.deprecate(function() { return createjs.Types.TEXT; }, "AbstractLoader.TEXT") },
- XML: { get: createjs.deprecate(function() { return createjs.Types.XML; }, "AbstractLoader.XML") }
- });
- } catch (e) {}
- // Events
- /**
- * The {{#crossLink "ProgressEvent"}}{{/crossLink}} that is fired when the overall progress changes. Prior to
- * version 0.6.0, this was just a regular {{#crossLink "Event"}}{{/crossLink}}.
- * @event progress
- * @since 0.3.0
- */
- /**
- * The {{#crossLink "Event"}}{{/crossLink}} that is fired when a load starts.
- * @event loadstart
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type.
- * @since 0.3.1
- */
- /**
- * The {{#crossLink "Event"}}{{/crossLink}} that is fired when the entire queue has been loaded.
- * @event complete
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type.
- * @since 0.3.0
- */
- /**
- * The {{#crossLink "ErrorEvent"}}{{/crossLink}} that is fired when the loader encounters an error. If the error was
- * encountered by a file, the event will contain the item that caused the error. Prior to version 0.6.0, this was
- * just a regular {{#crossLink "Event"}}{{/crossLink}}.
- * @event error
- * @since 0.3.0
- */
- /**
- * The {{#crossLink "Event"}}{{/crossLink}} that is fired when the loader encounters an internal file load error.
- * This enables loaders to maintain internal queues, and surface file load errors.
- * @event fileerror
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type ("fileerror")
- * @param {LoadItem|object} The item that encountered the error
- * @since 0.6.0
- */
- /**
- * The {{#crossLink "Event"}}{{/crossLink}} that is fired when a loader internally loads a file. This enables
- * loaders such as {{#crossLink "ManifestLoader"}}{{/crossLink}} to maintain internal {{#crossLink "LoadQueue"}}{{/crossLink}}s
- * and notify when they have loaded a file. The {{#crossLink "LoadQueue"}}{{/crossLink}} class dispatches a
- * slightly different {{#crossLink "LoadQueue/fileload:event"}}{{/crossLink}} event.
- * @event fileload
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type ("fileload")
- * @param {Object} item The file item which was specified in the {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}}
- * or {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}} call. If only a string path or tag was specified, the
- * object will contain that value as a `src` property.
- * @param {Object} result The HTML tag or parsed result of the loaded item.
- * @param {Object} rawResult The unprocessed result, usually the raw text or binary data before it is converted
- * to a usable object.
- * @since 0.6.0
- */
- /**
- * The {{#crossLink "Event"}}{{/crossLink}} that is fired after the internal request is created, but before a load.
- * This allows updates to the loader for specific loading needs, such as binary or XHR image loading.
- * @event initialize
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type ("initialize")
- * @param {AbstractLoader} loader The loader that has been initialized.
- */
- /**
- * Get a reference to the manifest item that is loaded by this loader. In some cases this will be the value that was
- * passed into {{#crossLink "LoadQueue"}}{{/crossLink}} using {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}} or
- * {{#crossLink "LoadQueue/loadManifest"}}{{/crossLink}}. However if only a String path was passed in, then it will
- * be a {{#crossLink "LoadItem"}}{{/crossLink}}.
- * @method getItem
- * @return {Object} The manifest item that this loader is responsible for loading.
- * @since 0.6.0
- */
- p.getItem = function () {
- return this._item;
- };
- /**
- * Get a reference to the content that was loaded by the loader (only available after the {{#crossLink "complete:event"}}{{/crossLink}}
- * event is dispatched.
- * @method getResult
- * @param {Boolean} [raw=false] Determines if the returned result will be the formatted content, or the raw loaded
- * data (if it exists).
- * @return {Object}
- * @since 0.6.0
- */
- p.getResult = function (raw) {
- return raw ? this._rawResult : this._result;
- };
- /**
- * Return the `tag` this object creates or uses for loading.
- * @method getTag
- * @return {Object} The tag instance
- * @since 0.6.0
- */
- p.getTag = function () {
- return this._tag;
- };
- /**
- * Set the `tag` this item uses for loading.
- * @method setTag
- * @param {Object} tag The tag instance
- * @since 0.6.0
- */
- p.setTag = function(tag) {
- this._tag = tag;
- };
- /**
- * Begin loading the item. This method is required when using a loader by itself.
- *
- * <h4>Example</h4>
- *
- * var queue = new createjs.LoadQueue();
- * queue.on("complete", handleComplete);
- * queue.loadManifest(fileArray, false); // Note the 2nd argument that tells the queue not to start loading yet
- * queue.load();
- *
- * @method load
- */
- p.load = function () {
- this._createRequest();
- this._request.on("complete", this, this);
- this._request.on("progress", this, this);
- this._request.on("loadStart", this, this);
- this._request.on("abort", this, this);
- this._request.on("timeout", this, this);
- this._request.on("error", this, this);
- var evt = new createjs.Event("initialize");
- evt.loader = this._request;
- this.dispatchEvent(evt);
- this._request.load();
- };
- /**
- * Close the the item. This will stop any open requests (although downloads using HTML tags may still continue in
- * the background), but events will not longer be dispatched.
- * @method cancel
- */
- p.cancel = function () {
- this.canceled = true;
- this.destroy();
- };
- /**
- * Clean up the loader.
- * @method destroy
- */
- p.destroy = function() {
- if (this._request) {
- this._request.removeAllEventListeners();
- this._request.destroy();
- }
- this._request = null;
- this._item = null;
- this._rawResult = null;
- this._result = null;
- this._loadItems = null;
- this.removeAllEventListeners();
- };
- /**
- * Get any items loaded internally by the loader. The enables loaders such as {{#crossLink "ManifestLoader"}}{{/crossLink}}
- * to expose items it loads internally.
- * @method getLoadedItems
- * @return {Array} A list of the items loaded by the loader.
- * @since 0.6.0
- */
- p.getLoadedItems = function () {
- return this._loadedItems;
- };
- // Private methods
- /**
- * Create an internal request used for loading. By default, an {{#crossLink "XHRRequest"}}{{/crossLink}} or
- * {{#crossLink "TagRequest"}}{{/crossLink}} is created, depending on the value of {{#crossLink "preferXHR:property"}}{{/crossLink}}.
- * Other loaders may override this to use different request types, such as {{#crossLink "ManifestLoader"}}{{/crossLink}},
- * which uses {{#crossLink "JSONLoader"}}{{/crossLink}} or {{#crossLink "JSONPLoader"}}{{/crossLink}} under the hood.
- * @method _createRequest
- * @protected
- */
- p._createRequest = function() {
- if (!this._preferXHR) {
- this._request = new createjs.TagRequest(this._item, this._tag || this._createTag(), this._tagSrcAttribute);
- } else {
- this._request = new createjs.XHRRequest(this._item);
- }
- };
- /**
- * Create the HTML tag used for loading. This method does nothing by default, and needs to be implemented
- * by loaders that require tag loading.
- * @method _createTag
- * @param {String} src The tag source
- * @return {HTMLElement} The tag that was created
- * @protected
- */
- p._createTag = function(src) { return null; };
- /**
- * Dispatch a loadstart {{#crossLink "Event"}}{{/crossLink}}. Please see the {{#crossLink "AbstractLoader/loadstart:event"}}{{/crossLink}}
- * event for details on the event payload.
- * @method _sendLoadStart
- * @protected
- */
- p._sendLoadStart = function () {
- if (this._isCanceled()) { return; }
- this.dispatchEvent("loadstart");
- };
- /**
- * Dispatch a {{#crossLink "ProgressEvent"}}{{/crossLink}}.
- * @method _sendProgress
- * @param {Number | Object} value The progress of the loaded item, or an object containing <code>loaded</code>
- * and <code>total</code> properties.
- * @protected
- */
- p._sendProgress = function (value) {
- if (this._isCanceled()) { return; }
- var event = null;
- if (typeof(value) == "number") {
- this.progress = value;
- event = new createjs.ProgressEvent(this.progress);
- } else {
- event = value;
- this.progress = value.loaded / value.total;
- event.progress = this.progress;
- if (isNaN(this.progress) || this.progress == Infinity) { this.progress = 0; }
- }
- this.hasEventListener("progress") && this.dispatchEvent(event);
- };
- /**
- * Dispatch a complete {{#crossLink "Event"}}{{/crossLink}}. Please see the {{#crossLink "AbstractLoader/complete:event"}}{{/crossLink}} event
- * @method _sendComplete
- * @protected
- */
- p._sendComplete = function () {
- if (this._isCanceled()) { return; }
- this.loaded = true;
- var event = new createjs.Event("complete");
- event.rawResult = this._rawResult;
- if (this._result != null) {
- event.result = this._result;
- }
- this.dispatchEvent(event);
- };
- /**
- * Dispatch an error {{#crossLink "Event"}}{{/crossLink}}. Please see the {{#crossLink "AbstractLoader/error:event"}}{{/crossLink}}
- * event for details on the event payload.
- * @method _sendError
- * @param {ErrorEvent} event The event object containing specific error properties.
- * @protected
- */
- p._sendError = function (event) {
- if (this._isCanceled() || !this.hasEventListener("error")) { return; }
- if (event == null) {
- event = new createjs.ErrorEvent("PRELOAD_ERROR_EMPTY"); // TODO: Populate error
- }
- this.dispatchEvent(event);
- };
- /**
- * Determine if the load has been canceled. This is important to ensure that method calls or asynchronous events
- * do not cause issues after the queue has been cleaned up.
- * @method _isCanceled
- * @return {Boolean} If the loader has been canceled.
- * @protected
- */
- p._isCanceled = function () {
- if (window.createjs == null || this.canceled) {
- return true;
- }
- return false;
- };
- /**
- * A custom result formatter function, which is called just before a request dispatches its complete event. Most
- * loader types already have an internal formatter, but this can be user-overridden for custom formatting. The
- * formatted result will be available on Loaders using {{#crossLink "getResult"}}{{/crossLink}}, and passing `true`.
- * @property resultFormatter
- * @type Function
- * @return {Object} The formatted result
- * @since 0.6.0
- */
- p.resultFormatter = null;
- /**
- * Handle events from internal requests. By default, loaders will handle, and redispatch the necessary events, but
- * this method can be overridden for custom behaviours.
- * @method handleEvent
- * @param {Event} event The event that the internal request dispatches.
- * @protected
- * @since 0.6.0
- */
- p.handleEvent = function (event) {
- switch (event.type) {
- case "complete":
- this._rawResult = event.target._response;
- var result = this.resultFormatter && this.resultFormatter(this);
- // The resultFormatter is asynchronous
- if (result instanceof Function) {
- result.call(this,
- createjs.proxy(this._resultFormatSuccess, this),
- createjs.proxy(this._resultFormatFailed, this)
- );
- // The result formatter is synchronous
- } else {
- this._result = result || this._rawResult;
- this._sendComplete();
- }
- break;
- case "progress":
- this._sendProgress(event);
- break;
- case "error":
- this._sendError(event);
- break;
- case "loadstart":
- this._sendLoadStart();
- break;
- case "abort":
- case "timeout":
- if (!this._isCanceled()) {
- this.dispatchEvent(new createjs.ErrorEvent("PRELOAD_" + event.type.toUpperCase() + "_ERROR"));
- }
- break;
- }
- };
- /**
- * The "success" callback passed to {{#crossLink "AbstractLoader/resultFormatter"}}{{/crossLink}} asynchronous
- * functions.
- * @method _resultFormatSuccess
- * @param {Object} result The formatted result
- * @private
- */
- p._resultFormatSuccess = function (result) {
- this._result = result;
- this._sendComplete();
- };
- /**
- * The "error" callback passed to {{#crossLink "AbstractLoader/resultFormatter"}}{{/crossLink}} asynchronous
- * functions.
- * @method _resultFormatSuccess
- * @param {Object} error The error event
- * @private
- */
- p._resultFormatFailed = function (event) {
- this._sendError(event);
- };
- /**
- * @method toString
- * @return {String} a string representation of the instance.
- */
- p.toString = function () {
- return "[PreloadJS AbstractLoader]";
- };
- createjs.AbstractLoader = createjs.promote(AbstractLoader, "EventDispatcher");
- }());
- //##############################################################################
- // AbstractMediaLoader.js
- //##############################################################################
- (function () {
- "use strict";
- // constructor
- /**
- * The AbstractMediaLoader is a base class that handles some of the shared methods and properties of loaders that
- * handle HTML media elements, such as Video and Audio.
- * @class AbstractMediaLoader
- * @param {LoadItem|Object} loadItem
- * @param {Boolean} preferXHR
- * @param {String} type The type of media to load. Usually "video" or "audio".
- * @extends AbstractLoader
- * @constructor
- */
- function AbstractMediaLoader(loadItem, preferXHR, type) {
- this.AbstractLoader_constructor(loadItem, preferXHR, type);
- // public properties
- this.resultFormatter = this._formatResult;
- // protected properties
- this._tagSrcAttribute = "src";
- this.on("initialize", this._updateXHR, this);
- };
- var p = createjs.extend(AbstractMediaLoader, createjs.AbstractLoader);
- // static properties
- // public methods
- p.load = function () {
- // TagRequest will handle most of this, but Sound / Video need a few custom properties, so just handle them here.
- if (!this._tag) {
- this._tag = this._createTag(this._item.src);
- }
- this._tag.preload = "auto";
- this._tag.load();
- this.AbstractLoader_load();
- };
- // protected methods
- /**
- * Creates a new tag for loading if it doesn't exist yet.
- * @method _createTag
- * @private
- */
- p._createTag = function () {};
- p._createRequest = function() {
- if (!this._preferXHR) {
- this._request = new createjs.MediaTagRequest(this._item, this._tag || this._createTag(), this._tagSrcAttribute);
- } else {
- this._request = new createjs.XHRRequest(this._item);
- }
- };
- // protected methods
- /**
- * Before the item loads, set its mimeType and responseType.
- * @property _updateXHR
- * @param {Event} event
- * @private
- */
- p._updateXHR = function (event) {
- // Only exists for XHR
- if (event.loader.setResponseType) {
- event.loader.setResponseType("blob");
- }
- };
- /**
- * The result formatter for media files.
- * @method _formatResult
- * @param {AbstractLoader} loader
- * @returns {HTMLVideoElement|HTMLAudioElement}
- * @private
- */
- p._formatResult = function (loader) {
- this._tag.removeEventListener && this._tag.removeEventListener("canplaythrough", this._loadedHandler);
- this._tag.onstalled = null;
- if (this._preferXHR) {
- var URL = window.URL || window.webkitURL;
- var result = loader.getResult(true);
- loader.getTag().src = URL.createObjectURL(result);
- }
- return loader.getTag();
- };
- createjs.AbstractMediaLoader = createjs.promote(AbstractMediaLoader, "AbstractLoader");
- }());
- //##############################################################################
- // AbstractRequest.js
- //##############################################################################
- (function () {
- "use strict";
- /**
- * A base class for actual data requests, such as {{#crossLink "XHRRequest"}}{{/crossLink}}, {{#crossLink "TagRequest"}}{{/crossLink}},
- * and {{#crossLink "MediaRequest"}}{{/crossLink}}. PreloadJS loaders will typically use a data loader under the
- * hood to get data.
- * @class AbstractRequest
- * @param {LoadItem} item
- * @constructor
- */
- var AbstractRequest = function (item) {
- this._item = item;
- };
- var p = createjs.extend(AbstractRequest, createjs.EventDispatcher);
- // public methods
- /**
- * Begin a load.
- * @method load
- */
- p.load = function() {};
- /**
- * Clean up a request.
- * @method destroy
- */
- p.destroy = function() {};
- /**
- * Cancel an in-progress request.
- * @method cancel
- */
- p.cancel = function() {};
- createjs.AbstractRequest = createjs.promote(AbstractRequest, "EventDispatcher");
- }());
- //##############################################################################
- // TagRequest.js
- //##############################################################################
- (function () {
- "use strict";
- // constructor
- /**
- * An {{#crossLink "AbstractRequest"}}{{/crossLink}} that loads HTML tags, such as images and scripts.
- * @class TagRequest
- * @param {LoadItem} loadItem
- * @param {HTMLElement} tag
- * @param {String} srcAttribute The tag attribute that specifies the source, such as "src", "href", etc.
- */
- function TagRequest(loadItem, tag, srcAttribute) {
- this.AbstractRequest_constructor(loadItem);
- // protected properties
- /**
- * The HTML tag instance that is used to load.
- * @property _tag
- * @type {HTMLElement}
- * @protected
- */
- this._tag = tag;
- /**
- * The tag attribute that specifies the source, such as "src", "href", etc.
- * @property _tagSrcAttribute
- * @type {String}
- * @protected
- */
- this._tagSrcAttribute = srcAttribute;
- /**
- * A method closure used for handling the tag load event.
- * @property _loadedHandler
- * @type {Function}
- * @private
- */
- this._loadedHandler = createjs.proxy(this._handleTagComplete, this);
- /**
- * Determines if the element was added to the DOM automatically by PreloadJS, so it can be cleaned up after.
- * @property _addedToDOM
- * @type {Boolean}
- * @private
- */
- this._addedToDOM = false;
- };
- var p = createjs.extend(TagRequest, createjs.AbstractRequest);
- // public methods
- p.load = function () {
- this._tag.onload = createjs.proxy(this._handleTagComplete, this);
- this._tag.onreadystatechange = createjs.proxy(this._handleReadyStateChange, this);
- this._tag.onerror = createjs.proxy(this._handleError, this);
- var evt = new createjs.Event("initialize");
- evt.loader = this._tag;
- this.dispatchEvent(evt);
- this._loadTimeout = setTimeout(createjs.proxy(this._handleTimeout, this), this._item.loadTimeout);
- this._tag[this._tagSrcAttribute] = this._item.src;
- // wdg:: Append the tag AFTER setting the src, or SVG loading on iOS will fail.
- if (this._tag.parentNode == null) {
- createjs.DomUtils.appendToBody(this._tag);
- this._addedToDOM = true;
- }
- };
- p.destroy = function() {
- this._clean();
- this._tag = null;
- this.AbstractRequest_destroy();
- };
- // private methods
- /**
- * Handle the readyStateChange event from a tag. We need this in place of the `onload` callback (mainly SCRIPT
- * and LINK tags), but other cases may exist.
- * @method _handleReadyStateChange
- * @private
- */
- p._handleReadyStateChange = function () {
- clearTimeout(this._loadTimeout);
- // This is strictly for tags in browsers that do not support onload.
- var tag = this._tag;
- // Complete is for old IE support.
- if (tag.readyState == "loaded" || tag.readyState == "complete") {
- this._handleTagComplete();
- }
- };
- /**
- * Handle any error events from the tag.
- * @method _handleError
- * @protected
- */
- p._handleError = function() {
- this._clean();
- this.dispatchEvent("error");
- };
- /**
- * Handle the tag's onload callback.
- * @method _handleTagComplete
- * @private
- */
- p._handleTagComplete = function () {
- this._rawResult = this._tag;
- this._result = this.resultFormatter && this.resultFormatter(this) || this._rawResult;
- this._clean();
- this.dispatchEvent("complete");
- };
- /**
- * The tag request has not loaded within the time specified in loadTimeout.
- * @method _handleError
- * @param {Object} event The XHR error event.
- * @private
- */
- p._handleTimeout = function () {
- this._clean();
- this.dispatchEvent(new createjs.Event("timeout"));
- };
- /**
- * Remove event listeners, but don't destroy the request object
- * @method _clean
- * @private
- */
- p._clean = function() {
- this._tag.onload = null;
- this._tag.onreadystatechange = null;
- this._tag.onerror = null;
- if (this._addedToDOM && this._tag.parentNode != null) {
- this._tag.parentNode.removeChild(this._tag);
- }
- clearTimeout(this._loadTimeout);
- };
- /**
- * Handle a stalled audio event. The main place this happens is with HTMLAudio in Chrome when playing back audio
- * that is already in a load, but not complete.
- * @method _handleStalled
- * @private
- */
- p._handleStalled = function () {
- //Ignore, let the timeout take care of it. Sometimes its not really stopped.
- };
- createjs.TagRequest = createjs.promote(TagRequest, "AbstractRequest");
- }());
- //##############################################################################
- // MediaTagRequest.js
- //##############################################################################
- (function () {
- "use strict";
- // constructor
- /**
- * An {{#crossLink "TagRequest"}}{{/crossLink}} that loads HTML tags for video and audio.
- * @class MediaTagRequest
- * @param {LoadItem} loadItem
- * @param {HTMLAudioElement|HTMLVideoElement} tag
- * @param {String} srcAttribute The tag attribute that specifies the source, such as "src", "href", etc.
- * @constructor
- */
- function MediaTagRequest(loadItem, tag, srcAttribute) {
- this.AbstractRequest_constructor(loadItem);
- // protected properties
- this._tag = tag;
- this._tagSrcAttribute = srcAttribute;
- this._loadedHandler = createjs.proxy(this._handleTagComplete, this);
- };
- var p = createjs.extend(MediaTagRequest, createjs.TagRequest);
- var s = MediaTagRequest;
- // public methods
- p.load = function () {
- var sc = createjs.proxy(this._handleStalled, this);
- this._stalledCallback = sc;
- var pc = createjs.proxy(this._handleProgress, this);
- this._handleProgress = pc;
- this._tag.addEventListener("stalled", sc);
- this._tag.addEventListener("progress", pc);
- // This will tell us when audio is buffered enough to play through, but not when its loaded.
- // The tag doesn't keep loading in Chrome once enough has buffered, and we have decided that behaviour is sufficient.
- this._tag.addEventListener && this._tag.addEventListener("canplaythrough", this._loadedHandler, false); // canplaythrough callback doesn't work in Chrome, so we use an event.
- this.TagRequest_load();
- };
- // private methods
- p._handleReadyStateChange = function () {
- clearTimeout(this._loadTimeout);
- // This is strictly for tags in browsers that do not support onload.
- var tag = this._tag;
- // Complete is for old IE support.
- if (tag.readyState == "loaded" || tag.readyState == "complete") {
- this._handleTagComplete();
- }
- };
- p._handleStalled = function () {
- //Ignore, let the timeout take care of it. Sometimes its not really stopped.
- };
- /**
- * An XHR request has reported progress.
- * @method _handleProgress
- * @param {Object} event The XHR progress event.
- * @private
- */
- p._handleProgress = function (event) {
- if (!event || event.loaded > 0 && event.total == 0) {
- return; // Sometimes we get no "total", so just ignore the progress event.
- }
- var newEvent = new createjs.ProgressEvent(event.loaded, event.total);
- this.dispatchEvent(newEvent);
- };
- // protected methods
- p._clean = function () {
- this._tag.removeEventListener && this._tag.removeEventListener("canplaythrough", this._loadedHandler);
- this._tag.removeEventListener("stalled", this._stalledCallback);
- this._tag.removeEventListener("progress", this._progressCallback);
- this.TagRequest__clean();
- };
- createjs.MediaTagRequest = createjs.promote(MediaTagRequest, "TagRequest");
- }());
- //##############################################################################
- // XHRRequest.js
- //##############################################################################
- (function () {
- "use strict";
- // constructor
- /**
- * A preloader that loads items using XHR requests, usually XMLHttpRequest. However XDomainRequests will be used
- * for cross-domain requests if possible, and older versions of IE fall back on to ActiveX objects when necessary.
- * XHR requests load the content as text or binary data, provide progress and consistent completion events, and
- * can be canceled during load. Note that XHR is not supported in IE 6 or earlier, and is not recommended for
- * cross-domain loading.
- * @class XHRRequest
- * @constructor
- * @param {Object} item The object that defines the file to load. Please see the {{#crossLink "LoadQueue/loadFile"}}{{/crossLink}}
- * for an overview of supported file properties.
- * @extends AbstractLoader
- */
- function XHRRequest (item) {
- this.AbstractRequest_constructor(item);
- // protected properties
- /**
- * A reference to the XHR request used to load the content.
- * @property _request
- * @type {XMLHttpRequest | XDomainRequest | ActiveX.XMLHTTP}
- * @private
- */
- this._request = null;
- /**
- * A manual load timeout that is used for browsers that do not support the onTimeout event on XHR (XHR level 1,
- * typically IE9).
- * @property _loadTimeout
- * @type {Number}
- * @private
- */
- this._loadTimeout = null;
- /**
- * The browser's XHR (XMLHTTPRequest) version. Supported versions are 1 and 2. There is no official way to detect
- * the version, so we use capabilities to make a best guess.
- * @property _xhrLevel
- * @type {Number}
- * @default 1
- * @private
- */
- this._xhrLevel = 1;
- /**
- * The response of a loaded file. This is set because it is expensive to look up constantly. This property will be
- * null until the file is loaded.
- * @property _response
- * @type {mixed}
- * @private
- */
- this._response = null;
- /**
- * The response of the loaded file before it is modified. In most cases, content is converted from raw text to
- * an HTML tag or a formatted object which is set to the <code>result</code> property, but the developer may still
- * want to access the raw content as it was loaded.
- * @property _rawResponse
- * @type {String|Object}
- * @private
- */
- this._rawResponse = null;
- this._canceled = false;
- // Setup our event handlers now.
- this._handleLoadStartProxy = createjs.proxy(this._handleLoadStart, this);
- this._handleProgressProxy = createjs.proxy(this._handleProgress, this);
- this._handleAbortProxy = createjs.proxy(this._handleAbort, this);
- this._handleErrorProxy = createjs.proxy(this._handleError, this);
- this._handleTimeoutProxy = createjs.proxy(this._handleTimeout, this);
- this._handleLoadProxy = createjs.proxy(this._handleLoad, this);
- this._handleReadyStateChangeProxy = createjs.proxy(this._handleReadyStateChange, this);
- if (!this._createXHR(item)) {
- //TODO: Throw error?
- }
- };
- var p = createjs.extend(XHRRequest, createjs.AbstractRequest);
- // static properties
- /**
- * A list of XMLHTTP object IDs to try when building an ActiveX object for XHR requests in earlier versions of IE.
- * @property ACTIVEX_VERSIONS
- * @type {Array}
- * @since 0.4.2
- * @private
- */
- XHRRequest.ACTIVEX_VERSIONS = [
- "Msxml2.XMLHTTP.6.0",
- "Msxml2.XMLHTTP.5.0",
- "Msxml2.XMLHTTP.4.0",
- "MSXML2.XMLHTTP.3.0",
- "MSXML2.XMLHTTP",
- "Microsoft.XMLHTTP"
- ];
- // Public methods
- /**
- * Look up the loaded result.
- * @method getResult
- * @param {Boolean} [raw=false] Return a raw result instead of a formatted result. This applies to content
- * loaded via XHR such as scripts, XML, CSS, and Images. If there is no raw result, the formatted result will be
- * returned instead.
- * @return {Object} A result object containing the content that was loaded, such as:
- * <ul>
- * <li>An image tag (<image />) for images</li>
- * <li>A script tag for JavaScript (<script />). Note that scripts loaded with tags may be added to the
- * HTML head.</li>
- * <li>A style tag for CSS (<style />)</li>
- * <li>Raw text for TEXT</li>
- * <li>A formatted JavaScript object defined by JSON</li>
- * <li>An XML document</li>
- * <li>An binary arraybuffer loaded by XHR</li>
- * </ul>
- * Note that if a raw result is requested, but not found, the result will be returned instead.
- */
- p.getResult = function (raw) {
- if (raw && this._rawResponse) {
- return this._rawResponse;
- }
- return this._response;
- };
- // Overrides abstract method in AbstractRequest
- p.cancel = function () {
- this.canceled = true;
- this._clean();
- this._request.abort();
- };
- // Overrides abstract method in AbstractLoader
- p.load = function () {
- if (this._request == null) {
- this._handleError();
- return;
- }
- //Events
- if (this._request.addEventListener != null) {
- this._request.addEventListener("loadstart", this._handleLoadStartProxy, false);
- this._request.addEventListener("progress", this._handleProgressProxy, false);
- this._request.addEventListener("abort", this._handleAbortProxy, false);
- this._request.addEventListener("error", this._handleErrorProxy, false);
- this._request.addEventListener("timeout", this._handleTimeoutProxy, false);
- // Note: We don't get onload in all browsers (earlier FF and IE). onReadyStateChange handles these.
- this._request.addEventListener("load", this._handleLoadProxy, false);
- this._request.addEventListener("readystatechange", this._handleReadyStateChangeProxy, false);
- } else {
- // IE9 support
- this._request.onloadstart = this._handleLoadStartProxy;
- this._request.onprogress = this._handleProgressProxy;
- this._request.onabort = this._handleAbortProxy;
- this._request.onerror = this._handleErrorProxy;
- this._request.ontimeout = this._handleTimeoutProxy;
- // Note: We don't get onload in all browsers (earlier FF and IE). onReadyStateChange handles these.
- this._request.onload = this._handleLoadProxy;
- this._request.onreadystatechange = this._handleReadyStateChangeProxy;
- }
- // Set up a timeout if we don't have XHR2
- if (this._xhrLevel == 1) {
- this._loadTimeout = setTimeout(createjs.proxy(this._handleTimeout, this), this._item.loadTimeout);
- }
- // Sometimes we get back 404s immediately, particularly when there is a cross origin request. // note this does not catch in Chrome
- try {
- if (!this._item.values) {
- this._request.send();
- } else {
- this._request.send(createjs.URLUtils.formatQueryString(this._item.values));
- }
- } catch (error) {
- this.dispatchEvent(new createjs.ErrorEvent("XHR_SEND", null, error));
- }
- };
- p.setResponseType = function (type) {
- // Some old browsers doesn't support blob, so we convert arraybuffer to blob after response is downloaded
- if (type === 'blob') {
- type = window.URL ? 'blob' : 'arraybuffer';
- this._responseType = type;
- }
- this._request.responseType = type;
- };
- /**
- * Get all the response headers from the XmlHttpRequest.
- *
- * <strong>From the docs:</strong> Return all the HTTP headers, excluding headers that are a case-insensitive match
- * for Set-Cookie or Set-Cookie2, as a single string, with each header line separated by a U+000D CR U+000A LF pair,
- * excluding the status line, and with each header name and header value separated by a U+003A COLON U+0020 SPACE
- * pair.
- * @method getAllResponseHeaders
- * @return {String}
- * @since 0.4.1
- */
- p.getAllResponseHeaders = function () {
- if (this._request.getAllResponseHeaders instanceof Function) {
- return this._request.getAllResponseHeaders();
- } else {
- return null;
- }
- };
- /**
- * Get a specific response header from the XmlHttpRequest.
- *
- * <strong>From the docs:</strong> Returns the header field value from the response of which the field name matches
- * header, unless the field name is Set-Cookie or Set-Cookie2.
- * @method getResponseHeader
- * @param {String} header The header name to retrieve.
- * @return {String}
- * @since 0.4.1
- */
- p.getResponseHeader = function (header) {
- if (this._request.getResponseHeader instanceof Function) {
- return this._request.getResponseHeader(header);
- } else {
- return null;
- }
- };
- // protected methods
- /**
- * The XHR request has reported progress.
- * @method _handleProgress
- * @param {Object} event The XHR progress event.
- * @private
- */
- p._handleProgress = function (event) {
- if (!event || event.loaded > 0 && event.total == 0) {
- return; // Sometimes we get no "total", so just ignore the progress event.
- }
- var newEvent = new createjs.ProgressEvent(event.loaded, event.total);
- this.dispatchEvent(newEvent);
- };
- /**
- * The XHR request has reported a load start.
- * @method _handleLoadStart
- * @param {Object} event The XHR loadStart event.
- * @private
- */
- p._handleLoadStart = function (event) {
- clearTimeout(this._loadTimeout);
- this.dispatchEvent("loadstart");
- };
- /**
- * The XHR request has reported an abort event.
- * @method handleAbort
- * @param {Object} event The XHR abort event.
- * @private
- */
- p._handleAbort = function (event) {
- this._clean();
- this.dispatchEvent(new createjs.ErrorEvent("XHR_ABORTED", null, event));
- };
- /**
- * The XHR request has reported an error event.
- * @method _handleError
- * @param {Object} event The XHR error event.
- * @private
- */
- p._handleError = function (event) {
- this._clean();
- this.dispatchEvent(new createjs.ErrorEvent(event.message));
- };
- /**
- * The XHR request has reported a readyState change. Note that older browsers (IE 7 & 8) do not provide an onload
- * event, so we must monitor the readyStateChange to determine if the file is loaded.
- * @method _handleReadyStateChange
- * @param {Object} event The XHR readyStateChange event.
- * @private
- */
- p._handleReadyStateChange = function (event) {
- if (this._request.readyState == 4) {
- this._handleLoad();
- }
- };
- /**
- * The XHR request has completed. This is called by the XHR request directly, or by a readyStateChange that has
- * <code>request.readyState == 4</code>. Only the first call to this method will be processed.
- *
- * Note that This method uses {{#crossLink "_checkError"}}{{/crossLink}} to determine if the server has returned an
- * error code.
- * @method _handleLoad
- * @param {Object} event The XHR load event.
- * @private
- */
- p._handleLoad = function (event) {
- if (this.loaded) {
- return;
- }
- this.loaded = true;
- var error = this._checkError();
- if (error) {
- this._handleError(error);
- return;
- }
- this._response = this._getResponse();
- // Convert arraybuffer back to blob
- if (this._responseType === 'arraybuffer') {
- try {
- this._response = new Blob([this._response]);
- } catch (e) {
- // Fallback to use BlobBuilder if Blob constructor is not supported
- // Tested on Android 2.3 ~ 4.2 and iOS5 safari
- window.BlobBuilder = window.BlobBuilder || window.WebKitBlobBuilder || window.MozBlobBuilder || window.MSBlobBuilder;
- if (e.name === 'TypeError' && window.BlobBuilder) {
- var builder = new BlobBuilder();
- builder.append(this._response);
- this._response = builder.getBlob();
- }
- }
- }
- this._clean();
- this.dispatchEvent(new createjs.Event("complete"));
- };
- /**
- * The XHR request has timed out. This is called by the XHR request directly, or via a <code>setTimeout</code>
- * callback.
- * @method _handleTimeout
- * @param {Object} [event] The XHR timeout event. This is occasionally null when called by the backup setTimeout.
- * @private
- */
- p._handleTimeout = function (event) {
- this._clean();
- this.dispatchEvent(new createjs.ErrorEvent("PRELOAD_TIMEOUT", null, event));
- };
- // Protected
- /**
- * Determine if there is an error in the current load.
- * Currently this checks the status of the request for problem codes, and not actual response content:
- * <ul>
- * <li>Status codes between 400 and 599 (HTTP error range)</li>
- * <li>A status of 0, but *only when the application is running on a server*. If the application is running
- * on `file:`, then it may incorrectly treat an error on local (or embedded applications) as a successful
- * load.</li>
- * </ul>
- * @method _checkError
- * @return {Error} An error with the status code in the `message` argument.
- * @private
- */
- p._checkError = function () {
- var status = parseInt(this._request.status);
- if (status >= 400 && status <= 599) {
- return new Error(status);
- } else if (status == 0) {
- if ((/^https?:/).test(location.protocol)) { return new Error(0); }
- return null; // Likely an embedded app.
- } else {
- return null;
- }
- };
- /**
- * Validate the response. Different browsers have different approaches, some of which throw errors when accessed
- * in other browsers. If there is no response, the <code>_response</code> property will remain null.
- * @method _getResponse
- * @private
- */
- p._getResponse = function () {
- if (this._response != null) {
- return this._response;
- }
- if (this._request.response != null) {
- return this._request.response;
- }
- // Android 2.2 uses .responseText
- try {
- if (this._request.responseText != null) {
- return this._request.responseText;
- }
- } catch (e) {
- }
- // When loading XML, IE9 does not return .response, instead it returns responseXML.xml
- try {
- if (this._request.responseXML != null) {
- return this._request.responseXML;
- }
- } catch (e) {
- }
- return null;
- };
- /**
- * Create an XHR request. Depending on a number of factors, we get totally different results.
- * <ol><li>Some browsers get an <code>XDomainRequest</code> when loading cross-domain.</li>
- * <li>XMLHttpRequest are created when available.</li>
- * <li>ActiveX.XMLHTTP objects are used in older IE browsers.</li>
- * <li>Text requests override the mime type if possible</li>
- * <li>Origin headers are sent for crossdomain requests in some browsers.</li>
- * <li>Binary loads set the response type to "arraybuffer"</li></ol>
- * @method _createXHR
- * @param {Object} item The requested item that is being loaded.
- * @return {Boolean} If an XHR request or equivalent was successfully created.
- * @private
- */
- p._createXHR = function (item) {
- // Check for cross-domain loads. We can't fully support them, but we can try.
- var crossdomain = createjs.URLUtils.isCrossDomain(item);
- var headers = {};
- // Create the request. Fallback to whatever support we have.
- var req = null;
- if (window.XMLHttpRequest) {
- req = new XMLHttpRequest();
- // This is 8 or 9, so use XDomainRequest instead.
- if (crossdomain && req.withCredentials === undefined && window.XDomainRequest) {
- req = new XDomainRequest();
- }
- } else { // Old IE versions use a different approach
- for (var i = 0, l = s.ACTIVEX_VERSIONS.length; i < l; i++) {
- var axVersion = s.ACTIVEX_VERSIONS[i];
- try {
- req = new ActiveXObject(axVersion);
- break;
- } catch (e) {
- }
- }
- if (req == null) {
- return false;
- }
- }
- // Default to utf-8 for Text requests.
- if (item.mimeType == null && createjs.RequestUtils.isText(item.type)) {
- item.mimeType = "text/plain; charset=utf-8";
- }
- // IE9 doesn't support overrideMimeType(), so we need to check for it.
- if (item.mimeType && req.overrideMimeType) {
- req.overrideMimeType(item.mimeType);
- }
- // Determine the XHR level
- this._xhrLevel = (typeof req.responseType === "string") ? 2 : 1;
- var src = null;
- if (item.method == createjs.Methods.GET) {
- src = createjs.URLUtils.buildURI(item.src, item.values);
- } else {
- src = item.src;
- }
- // Open the request. Set cross-domain flags if it is supported (XHR level 1 only)
- req.open(item.method || createjs.Methods.GET, src, true);
- if (crossdomain && req instanceof XMLHttpRequest && this._xhrLevel == 1) {
- headers["Origin"] = location.origin;
- }
- // To send data we need to set the Content-type header)
- if (item.values && item.method == createjs.Methods.POST) {
- headers["Content-Type"] = "application/x-www-form-urlencoded";
- }
- if (!crossdomain && !headers["X-Requested-With"]) {
- headers["X-Requested-With"] = "XMLHttpRequest";
- }
- if (item.headers) {
- for (var n in item.headers) {
- headers[n] = item.headers[n];
- }
- }
- for (n in headers) {
- req.setRequestHeader(n, headers[n])
- }
- if (req instanceof XMLHttpRequest && item.withCredentials !== undefined) {
- req.withCredentials = item.withCredentials;
- }
- this._request = req;
- return true;
- };
- /**
- * A request has completed (or failed or canceled), and needs to be disposed.
- * @method _clean
- * @private
- */
- p._clean = function () {
- clearTimeout(this._loadTimeout);
- if (this._request.removeEventListener != null) {
- this._request.removeEventListener("loadstart", this._handleLoadStartProxy);
- this._request.removeEventListener("progress", this._handleProgressProxy);
- this._request.removeEventListener("abort", this._handleAbortProxy);
- this._request.removeEventListener("error", this._handleErrorProxy);
- this._request.removeEventListener("timeout", this._handleTimeoutProxy);
- this._request.removeEventListener("load", this._handleLoadProxy);
- this._request.removeEventListener("readystatechange", this._handleReadyStateChangeProxy);
- } else {
- this._request.onloadstart = null;
- this._request.onprogress = null;
- this._request.onabort = null;
- this._request.onerror = null;
- this._request.ontimeout = null;
- this._request.onload = null;
- this._request.onreadystatechange = null;
- }
- };
- p.toString = function () {
- return "[PreloadJS XHRRequest]";
- };
- createjs.XHRRequest = createjs.promote(XHRRequest, "AbstractRequest");
- }());
- //##############################################################################
- // SoundLoader.js
- //##############################################################################
- (function () {
- "use strict";
- // constructor
- /**
- * A loader for HTML audio files. PreloadJS can not load WebAudio files, as a WebAudio context is required, which
- * should be created by either a library playing the sound (such as <a href="http://soundjs.com">SoundJS</a>, or an
- * external framework that handles audio playback. To load content that can be played by WebAudio, use the
- * {{#crossLink "BinaryLoader"}}{{/crossLink}}, and handle the audio context decoding manually.
- * @class SoundLoader
- * @param {LoadItem|Object} loadItem
- * @param {Boolean} preferXHR
- * @extends AbstractMediaLoader
- * @constructor
- */
- function SoundLoader(loadItem, preferXHR) {
- this.AbstractMediaLoader_constructor(loadItem, preferXHR, createjs.Types.SOUND);
- // protected properties
- if (createjs.DomUtils.isAudioTag(loadItem)) {
- this._tag = loadItem;
- } else if (createjs.DomUtils.isAudioTag(loadItem.src)) {
- this._tag = loadItem;
- } else if (createjs.DomUtils.isAudioTag(loadItem.tag)) {
- this._tag = createjs.DomUtils.isAudioTag(loadItem) ? loadItem : loadItem.src;
- }
- if (this._tag != null) {
- this._preferXHR = false;
- }
- };
- var p = createjs.extend(SoundLoader, createjs.AbstractMediaLoader);
- var s = SoundLoader;
- // static methods
- /**
- * Determines if the loader can load a specific item. This loader can only load items that are of type
- * {{#crossLink "Types/SOUND:property"}}{{/crossLink}}.
- * @method canLoadItem
- * @param {LoadItem|Object} item The LoadItem that a LoadQueue is trying to load.
- * @returns {Boolean} Whether the loader can load the item.
- * @static
- */
- s.canLoadItem = function (item) {
- return item.type == createjs.Types.SOUND;
- };
- // protected methods
- p._createTag = function (src) {
- var tag = createjs.Elements.audio();
- tag.autoplay = false;
- tag.preload = "none";
- //LM: Firefox fails when this the preload="none" for other tags, but it needs to be "none" to ensure PreloadJS works.
- tag.src = src;
- return tag;
- };
- createjs.SoundLoader = createjs.promote(SoundLoader, "AbstractMediaLoader");
- }());
- //##############################################################################
- // AudioSprite.js
- //##############################################################################
- // NOTE this is "Class" is purely to document audioSprite Setup and usage.
- /**
- * <strong>Note: AudioSprite is not a class, but its usage is easily lost in the documentation, so it has been called
- * out here for quick reference.</strong>
- *
- * Audio sprites are much like CSS sprites or image sprite sheets: multiple audio assets grouped into a single file.
- * Audio sprites work around limitations in certain browsers, where only a single sound can be loaded and played at a
- * time. We recommend at least 300ms of silence between audio clips to deal with HTML audio tag inaccuracy, and to prevent
- * accidentally playing bits of the neighbouring clips.
- *
- * <strong>Benefits of Audio Sprites:</strong>
- * <ul>
- * <li>More robust support for older browsers and devices that only allow a single audio instance, such as iOS 5.</li>
- * <li>They provide a work around for the Internet Explorer 9 audio tag limit, which restricts how many different
- * sounds that could be loaded at once.</li>
- * <li>Faster loading by only requiring a single network request for several sounds, especially on mobile devices
- * where the network round trip for each file can add significant latency.</li>
- * </ul>
- *
- * <strong>Drawbacks of Audio Sprites</strong>
- * <ul>
- * <li>No guarantee of smooth looping when using HTML or Flash audio. If you have a track that needs to loop
- * smoothly and you are supporting non-web audio browsers, do not use audio sprites for that sound if you can avoid
- * it.</li>
- * <li>No guarantee that HTML audio will play back immediately, especially the first time. In some browsers
- * (Chrome!), HTML audio will only load enough to play through at the current download speed – so we rely on the
- * `canplaythrough` event to determine if the audio is loaded. Since audio sprites must jump ahead to play specific
- * sounds, the audio may not yet have downloaded fully.</li>
- * <li>Audio sprites share the same core source, so if you have a sprite with 5 sounds and are limited to 2
- * concurrently playing instances, you can only play 2 of the sounds at the same time.</li>
- * </ul>
- *
- * <h4>Example</h4>
- *
- * createjs.Sound.initializeDefaultPlugins();
- * var assetsPath = "./assets/";
- * var sounds = [{
- * src:"MyAudioSprite.ogg", data: {
- * audioSprite: [
- * {id:"sound1", startTime:0, duration:500},
- * {id:"sound2", startTime:1000, duration:400},
- * {id:"sound3", startTime:1700, duration: 1000}
- * ]}
- * }
- * ];
- * createjs.Sound.alternateExtensions = ["mp3"];
- * createjs.Sound.on("fileload", loadSound);
- * createjs.Sound.registerSounds(sounds, assetsPath);
- * // after load is complete
- * createjs.Sound.play("sound2");
- *
- * You can also create audio sprites on the fly by setting the startTime and duration when creating an new AbstractSoundInstance.
- *
- * createjs.Sound.play("MyAudioSprite", {startTime: 1000, duration: 400});
- *
- * The excellent CreateJS community has created a tool to create audio sprites, available at
- * <a href="https://github.com/tonistiigi/audiosprite" target="_blank">https://github.com/tonistiigi/audiosprite</a>,
- * as well as a <a href="http://jsfiddle.net/bharat_battu/g8fFP/12/" target="_blank">jsfiddle</a> to convert the output
- * to SoundJS format.
- *
- * @class AudioSprite
- * @since 0.6.0
- */
- //##############################################################################
- // PlayPropsConfig.js
- //##############################################################################
- (function () {
- "use strict";
- /**
- * A class to store the optional play properties passed in {{#crossLink "Sound/play"}}{{/crossLink}} and
- * {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}} calls.
- *
- * Optional Play Properties Include:
- * <ul>
- * <li>interrupt - How to interrupt any currently playing instances of audio with the same source,
- * if the maximum number of instances of the sound are already playing. Values are defined as <code>INTERRUPT_TYPE</code>
- * constants on the Sound class, with the default defined by {{#crossLink "Sound/defaultInterruptBehavior:property"}}{{/crossLink}}.</li>
- * <li>delay - The amount of time to delay the start of audio playback, in milliseconds.</li>
- * <li>offset - The offset from the start of the audio to begin playback, in milliseconds.</li>
- * <li>loop - How many times the audio loops when it reaches the end of playback. The default is 0 (no
- * loops), and -1 can be used for infinite playback.</li>
- * <li>volume - The volume of the sound, between 0 and 1. Note that the master volume is applied
- * against the individual volume.</li>
- * <li>pan - The left-right pan of the sound (if supported), between -1 (left) and 1 (right).</li>
- * <li>startTime - To create an audio sprite (with duration), the initial offset to start playback and loop from, in milliseconds.</li>
- * <li>duration - To create an audio sprite (with startTime), the amount of time to play the clip for, in milliseconds.</li>
- * </ul>
- *
- * <h4>Example</h4>
- *
- * var props = new createjs.PlayPropsConfig().set({interrupt: createjs.Sound.INTERRUPT_ANY, loop: -1, volume: 0.5})
- * createjs.Sound.play("mySound", props);
- * // OR
- * mySoundInstance.play(props);
- *
- * @class PlayPropsConfig
- * @constructor
- * @since 0.6.1
- */
- // TODO think of a better name for this class
- var PlayPropsConfig = function () {
- // Public Properties
- /**
- * How to interrupt any currently playing instances of audio with the same source,
- * if the maximum number of instances of the sound are already playing. Values are defined as
- * <code>INTERRUPT_TYPE</code> constants on the Sound class, with the default defined by
- * {{#crossLink "Sound/defaultInterruptBehavior:property"}}{{/crossLink}}.
- * @property interrupt
- * @type {string}
- * @default null
- */
- this.interrupt = null;
- /**
- * The amount of time to delay the start of audio playback, in milliseconds.
- * @property delay
- * @type {Number}
- * @default null
- */
- this.delay = null;
- /**
- * The offset from the start of the audio to begin playback, in milliseconds.
- * @property offset
- * @type {number}
- * @default null
- */
- this.offset = null;
- /**
- * How many times the audio loops when it reaches the end of playback. The default is 0 (no
- * loops), and -1 can be used for infinite playback.
- * @property loop
- * @type {number}
- * @default null
- */
- this.loop = null;
- /**
- * The volume of the sound, between 0 and 1. Note that the master volume is applied
- * against the individual volume.
- * @property volume
- * @type {number}
- * @default null
- */
- this.volume = null;
- /**
- * The left-right pan of the sound (if supported), between -1 (left) and 1 (right).
- * @property pan
- * @type {number}
- * @default null
- */
- this.pan = null;
- /**
- * Used to create an audio sprite (with duration), the initial offset to start playback and loop from, in milliseconds.
- * @property startTime
- * @type {number}
- * @default null
- */
- this.startTime = null;
- /**
- * Used to create an audio sprite (with startTime), the amount of time to play the clip for, in milliseconds.
- * @property duration
- * @type {number}
- * @default null
- */
- this.duration = null;
- };
- var p = PlayPropsConfig.prototype = {};
- var s = PlayPropsConfig;
- // Static Methods
- /**
- * Creates a PlayPropsConfig from another PlayPropsConfig or an Object.
- *
- * @method create
- * @param {PlayPropsConfig|Object} value The play properties
- * @returns {PlayPropsConfig}
- * @static
- */
- s.create = function (value) {
- if (typeof(value) === "string") {
- // Handle the old API gracefully.
- console && (console.warn || console.log)("Deprecated behaviour. Sound.play takes a configuration object instead of individual arguments. See docs for info.");
- return new createjs.PlayPropsConfig().set({interrupt:value});
- } else if (value == null || value instanceof s || value instanceof Object) {
- return new createjs.PlayPropsConfig().set(value);
- } else if (value == null) {
- throw new Error("PlayProps configuration not recognized.");
- }
- };
- // Public Methods
- /**
- * Provides a chainable shortcut method for setting a number of properties on the instance.
- *
- * <h4>Example</h4>
- *
- * var PlayPropsConfig = new createjs.PlayPropsConfig().set({loop:-1, volume:0.7});
- *
- * @method set
- * @param {Object} props A generic object containing properties to copy to the PlayPropsConfig instance.
- * @return {PlayPropsConfig} Returns the instance the method is called on (useful for chaining calls.)
- */
- p.set = function(props) {
- if (props != null) {
- for (var n in props) { this[n] = props[n]; }
- }
- return this;
- };
- p.toString = function() {
- return "[PlayPropsConfig]";
- };
- createjs.PlayPropsConfig = s;
- }());
- //##############################################################################
- // Sound.js
- //##############################################################################
- (function () {
- "use strict";
- /**
- * The Sound class is the public API for creating sounds, controlling the overall sound levels, and managing plugins.
- * All Sound APIs on this class are static.
- *
- * <b>Registering and Preloading</b><br />
- * Before you can play a sound, it <b>must</b> be registered. You can do this with {{#crossLink "Sound/registerSound"}}{{/crossLink}},
- * or register multiple sounds using {{#crossLink "Sound/registerSounds"}}{{/crossLink}}. If you don't register a
- * sound prior to attempting to play it using {{#crossLink "Sound/play"}}{{/crossLink}} or create it using {{#crossLink "Sound/createInstance"}}{{/crossLink}},
- * the sound source will be automatically registered but playback will fail as the source will not be ready. If you use
- * <a href="http://preloadjs.com" target="_blank">PreloadJS</a>, registration is handled for you when the sound is
- * preloaded. It is recommended to preload sounds either internally using the register functions or externally using
- * PreloadJS so they are ready when you want to use them.
- *
- * <b>Playback</b><br />
- * To play a sound once it's been registered and preloaded, use the {{#crossLink "Sound/play"}}{{/crossLink}} method.
- * This method returns a {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} which can be paused, resumed, muted, etc.
- * Please see the {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} documentation for more on the instance control APIs.
- *
- * <b>Plugins</b><br />
- * By default, the {{#crossLink "WebAudioPlugin"}}{{/crossLink}} or the {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}
- * are used (when available), although developers can change plugin priority or add new plugins (such as the
- * provided {{#crossLink "FlashAudioPlugin"}}{{/crossLink}}). Please see the {{#crossLink "Sound"}}{{/crossLink}} API
- * methods for more on the playback and plugin APIs. To install plugins, or specify a different plugin order, see
- * {{#crossLink "Sound/installPlugins"}}{{/crossLink}}.
- *
- * <h4>Example</h4>
- *
- * createjs.FlashAudioPlugin.swfPath = "../src/soundjs/flashaudio";
- * createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.FlashAudioPlugin]);
- * createjs.Sound.alternateExtensions = ["mp3"];
- * createjs.Sound.on("fileload", this.loadHandler, this);
- * createjs.Sound.registerSound("path/to/mySound.ogg", "sound");
- * function loadHandler(event) {
- * // This is fired for each sound that is registered.
- * var instance = createjs.Sound.play("sound"); // play using id. Could also use full source path or event.src.
- * instance.on("complete", this.handleComplete, this);
- * instance.volume = 0.5;
- * }
- *
- * The maximum number of concurrently playing instances of the same sound can be specified in the "data" argument
- * of {{#crossLink "Sound/registerSound"}}{{/crossLink}}. Note that if not specified, the active plugin will apply
- * a default limit. Currently HTMLAudioPlugin sets a default limit of 2, while WebAudioPlugin and FlashAudioPlugin set a
- * default limit of 100.
- *
- * createjs.Sound.registerSound("sound.mp3", "soundId", 4);
- *
- * Sound can be used as a plugin with PreloadJS to help preload audio properly. Audio preloaded with PreloadJS is
- * automatically registered with the Sound class. When audio is not preloaded, Sound will do an automatic internal
- * load. As a result, it may fail to play the first time play is called if the audio is not finished loading. Use
- * the {{#crossLink "Sound/fileload:event"}}{{/crossLink}} event to determine when a sound has finished internally
- * preloading. It is recommended that all audio is preloaded before it is played.
- *
- * var queue = new createjs.LoadQueue();
- * queue.installPlugin(createjs.Sound);
- *
- * <b>Audio Sprites</b><br />
- * SoundJS has added support for {{#crossLink "AudioSprite"}}{{/crossLink}}, available as of version 0.6.0.
- * For those unfamiliar with audio sprites, they are much like CSS sprites or sprite sheets: multiple audio assets
- * grouped into a single file.
- *
- * <h4>Example</h4>
- *
- * var assetsPath = "./assets/";
- * var sounds = [{
- * src:"MyAudioSprite.ogg", data: {
- * audioSprite: [
- * {id:"sound1", startTime:0, duration:500},
- * {id:"sound2", startTime:1000, duration:400},
- * {id:"sound3", startTime:1700, duration: 1000}
- * ]}
- * }
- * ];
- * createjs.Sound.alternateExtensions = ["mp3"];
- * createjs.Sound.on("fileload", loadSound);
- * createjs.Sound.registerSounds(sounds, assetsPath);
- * // after load is complete
- * createjs.Sound.play("sound2");
- *
- * <b>Mobile Playback</b><br />
- * Devices running iOS require the WebAudio context to be "unlocked" by playing at least one sound inside of a user-
- * initiated event (such as touch/click). Earlier versions of SoundJS included a "MobileSafe" sample, but this is no
- * longer necessary as of SoundJS 0.6.2.
- * <ul>
- * <li>
- * In SoundJS 0.4.1 and above, you can either initialize plugins or use the {{#crossLink "WebAudioPlugin/playEmptySound"}}{{/crossLink}}
- * method in the call stack of a user input event to manually unlock the audio context.
- * </li>
- * <li>
- * In SoundJS 0.6.2 and above, SoundJS will automatically listen for the first document-level "mousedown"
- * and "touchend" event, and unlock WebAudio. This will continue to check these events until the WebAudio
- * context becomes "unlocked" (changes from "suspended" to "running")
- * </li>
- * <li>
- * Both the "mousedown" and "touchend" events can be used to unlock audio in iOS9+, the "touchstart" event
- * will work in iOS8 and below. The "touchend" event will only work in iOS9 when the gesture is interpreted
- * as a "click", so if the user long-presses the button, it will no longer work.
- * </li>
- * <li>
- * When using the <a href="http://www.createjs.com/docs/easeljs/classes/Touch.html">EaselJS Touch class</a>,
- * the "mousedown" event will not fire when a canvas is clicked, since MouseEvents are prevented, to ensure
- * only touch events fire. To get around this, you can either rely on "touchend", or:
- * <ol>
- * <li>Set the `allowDefault` property on the Touch class constructor to `true` (defaults to `false`).</li>
- * <li>Set the `preventSelection` property on the EaselJS `Stage` to `false`.</li>
- * </ol>
- * These settings may change how your application behaves, and are not recommended.
- * </li>
- * </ul>
- *
- * <b>Loading Alternate Paths and Extension-less Files</b><br />
- * SoundJS supports loading alternate paths and extension-less files by passing an object instead of a string for
- * the `src` property, which is a hash using the format `{extension:"path", extension2:"path2"}`. These labels are
- * how SoundJS determines if the browser will support the sound. This also enables multiple formats to live in
- * different folders, or on CDNs, which often has completely different filenames for each file.
- *
- * Priority is determined by the property order (first property is tried first). This is supported by both internal loading
- * and loading with PreloadJS.
- *
- * <em>Note: an id is required for playback.</em>
- *
- * <h4>Example</h4>
- *
- * var sounds = {path:"./audioPath/",
- * manifest: [
- * {id: "cool", src: {mp3:"mp3/awesome.mp3", ogg:"noExtensionOggFile"}}
- * ]};
- *
- * createjs.Sound.alternateExtensions = ["mp3"];
- * createjs.Sound.addEventListener("fileload", handleLoad);
- * createjs.Sound.registerSounds(sounds);
- *
- * <h3>Known Browser and OS issues</h3>
- * <b>IE 9 HTML Audio limitations</b><br />
- * <ul><li>There is a delay in applying volume changes to tags that occurs once playback is started. So if you have
- * muted all sounds, they will all play during this delay until the mute applies internally. This happens regardless of
- * when or how you apply the volume change, as the tag seems to need to play to apply it.</li>
- * <li>MP3 encoding will not always work for audio tags, particularly in Internet Explorer. We've found default
- * encoding with 64kbps works.</li>
- * <li>Occasionally very short samples will get cut off.</li>
- * <li>There is a limit to how many audio tags you can load and play at once, which appears to be determined by
- * hardware and browser settings. See {{#crossLink "HTMLAudioPlugin.MAX_INSTANCES"}}{{/crossLink}} for a safe
- * estimate.</li></ul>
- *
- * <b>Firefox 25 Web Audio limitations</b>
- * <ul><li>mp3 audio files do not load properly on all windows machines, reported
- * <a href="https://bugzilla.mozilla.org/show_bug.cgi?id=929969" target="_blank">here</a>. </br>
- * For this reason it is recommended to pass another FF supported type (ie ogg) first until this bug is resolved, if
- * possible.</li></ul>
- * <b>Safari limitations</b><br />
- * <ul><li>Safari requires Quicktime to be installed for audio playback.</li></ul>
- *
- * <b>iOS 6 Web Audio limitations</b><br />
- * <ul><li>Sound is initially locked, and must be unlocked via a user-initiated event. Please see the section on
- * Mobile Playback above.</li>
- * <li>A bug exists that will distort un-cached web audio when a video element is present in the DOM that has audio
- * at a different sampleRate.</li>
- * </ul>
- *
- * <b>Android HTML Audio limitations</b><br />
- * <ul><li>We have no control over audio volume. Only the user can set volume on their device.</li>
- * <li>We can only play audio inside a user event (touch/click). This currently means you cannot loop sound or use
- * a delay.</li></ul>
- *
- * <b>Web Audio and PreloadJS</b><br />
- * <ul><li>Web Audio must be loaded through XHR, therefore when used with PreloadJS, tag loading is not possible.
- * This means that tag loading can not be used to avoid cross domain issues.</li><ul>
- *
- * @class Sound
- * @static
- * @uses EventDispatcher
- */
- function Sound() {
- throw "Sound cannot be instantiated";
- }
- var s = Sound;
- // Static Properties
- /**
- * The interrupt value to interrupt any currently playing instance with the same source, if the maximum number of
- * instances of the sound are already playing.
- * @property INTERRUPT_ANY
- * @type {String}
- * @default any
- * @static
- */
- s.INTERRUPT_ANY = "any";
- /**
- * The interrupt value to interrupt the earliest currently playing instance with the same source that progressed the
- * least distance in the audio track, if the maximum number of instances of the sound are already playing.
- * @property INTERRUPT_EARLY
- * @type {String}
- * @default early
- * @static
- */
- s.INTERRUPT_EARLY = "early";
- /**
- * The interrupt value to interrupt the currently playing instance with the same source that progressed the most
- * distance in the audio track, if the maximum number of instances of the sound are already playing.
- * @property INTERRUPT_LATE
- * @type {String}
- * @default late
- * @static
- */
- s.INTERRUPT_LATE = "late";
- /**
- * The interrupt value to not interrupt any currently playing instances with the same source, if the maximum number of
- * instances of the sound are already playing.
- * @property INTERRUPT_NONE
- * @type {String}
- * @default none
- * @static
- */
- s.INTERRUPT_NONE = "none";
- /**
- * Defines the playState of an instance that is still initializing.
- * @property PLAY_INITED
- * @type {String}
- * @default playInited
- * @static
- */
- s.PLAY_INITED = "playInited";
- /**
- * Defines the playState of an instance that is currently playing or paused.
- * @property PLAY_SUCCEEDED
- * @type {String}
- * @default playSucceeded
- * @static
- */
- s.PLAY_SUCCEEDED = "playSucceeded";
- /**
- * Defines the playState of an instance that was interrupted by another instance.
- * @property PLAY_INTERRUPTED
- * @type {String}
- * @default playInterrupted
- * @static
- */
- s.PLAY_INTERRUPTED = "playInterrupted";
- /**
- * Defines the playState of an instance that completed playback.
- * @property PLAY_FINISHED
- * @type {String}
- * @default playFinished
- * @static
- */
- s.PLAY_FINISHED = "playFinished";
- /**
- * Defines the playState of an instance that failed to play. This is usually caused by a lack of available channels
- * when the interrupt mode was "INTERRUPT_NONE", the playback stalled, or the sound could not be found.
- * @property PLAY_FAILED
- * @type {String}
- * @default playFailed
- * @static
- */
- s.PLAY_FAILED = "playFailed";
- /**
- * A list of the default supported extensions that Sound will <i>try</i> to play. Plugins will check if the browser
- * can play these types, so modifying this list before a plugin is initialized will allow the plugins to try to
- * support additional media types.
- *
- * NOTE this does not currently work for {{#crossLink "FlashAudioPlugin"}}{{/crossLink}}.
- *
- * More details on file formats can be found at <a href="http://en.wikipedia.org/wiki/Audio_file_format" target="_blank">http://en.wikipedia.org/wiki/Audio_file_format</a>.<br />
- * A very detailed list of file formats can be found at <a href="http://www.fileinfo.com/filetypes/audio" target="_blank">http://www.fileinfo.com/filetypes/audio</a>.
- * @property SUPPORTED_EXTENSIONS
- * @type {Array[String]}
- * @default ["mp3", "ogg", "opus", "mpeg", "wav", "m4a", "mp4", "aiff", "wma", "mid"]
- * @since 0.4.0
- * @static
- */
- s.SUPPORTED_EXTENSIONS = ["mp3", "ogg", "opus", "mpeg", "wav", "m4a", "mp4", "aiff", "wma", "mid"];
- /**
- * Some extensions use another type of extension support to play (one of them is a codex). This allows you to map
- * that support so plugins can accurately determine if an extension is supported. Adding to this list can help
- * plugins determine more accurately if an extension is supported.
- *
- * A useful list of extensions for each format can be found at <a href="http://html5doctor.com/html5-audio-the-state-of-play/" target="_blank">http://html5doctor.com/html5-audio-the-state-of-play/</a>.
- * @property EXTENSION_MAP
- * @type {Object}
- * @since 0.4.0
- * @default {m4a:"mp4"}
- * @static
- */
- s.EXTENSION_MAP = {
- m4a:"mp4"
- };
- /**
- * The RegExp pattern used to parse file URIs. This supports simple file names, as well as full domain URIs with
- * query strings. The resulting match is: protocol:$1 domain:$2 path:$3 file:$4 extension:$5 query:$6.
- * @property FILE_PATTERN
- * @type {RegExp}
- * @static
- * @private
- */
- s.FILE_PATTERN = /^(?:(\w+:)\/{2}(\w+(?:\.\w+)*\/?))?([/.]*?(?:[^?]+)?\/)?((?:[^/?]+)\.(\w+))(?:\?(\S+)?)?$/;
- // Class Public properties
- /**
- * Determines the default behavior for interrupting other currently playing instances with the same source, if the
- * maximum number of instances of the sound are already playing. Currently the default is {{#crossLink "Sound/INTERRUPT_NONE:property"}}{{/crossLink}}
- * but this can be set and will change playback behavior accordingly. This is only used when {{#crossLink "Sound/play"}}{{/crossLink}}
- * is called without passing a value for interrupt.
- * @property defaultInterruptBehavior
- * @type {String}
- * @default Sound.INTERRUPT_NONE, or "none"
- * @static
- * @since 0.4.0
- */
- s.defaultInterruptBehavior = s.INTERRUPT_NONE; // OJR does s.INTERRUPT_ANY make more sense as default? Needs game dev testing to see which case makes more sense.
- /**
- * An array of extensions to attempt to use when loading sound, if the default is unsupported by the active plugin.
- * These are applied in order, so if you try to Load Thunder.ogg in a browser that does not support ogg, and your
- * extensions array is ["mp3", "m4a", "wav"] it will check mp3 support, then m4a, then wav. The audio files need
- * to exist in the same location, as only the extension is altered.
- *
- * Note that regardless of which file is loaded, you can call {{#crossLink "Sound/createInstance"}}{{/crossLink}}
- * and {{#crossLink "Sound/play"}}{{/crossLink}} using the same id or full source path passed for loading.
- *
- * <h4>Example</h4>
- *
- * var sounds = [
- * {src:"myPath/mySound.ogg", id:"example"},
- * ];
- * createjs.Sound.alternateExtensions = ["mp3"]; // now if ogg is not supported, SoundJS will try asset0.mp3
- * createjs.Sound.on("fileload", handleLoad); // call handleLoad when each sound loads
- * createjs.Sound.registerSounds(sounds, assetPath);
- * // ...
- * createjs.Sound.play("myPath/mySound.ogg"); // works regardless of what extension is supported. Note calling with ID is a better approach
- *
- * @property alternateExtensions
- * @type {Array}
- * @since 0.5.2
- * @static
- */
- s.alternateExtensions = [];
- /**
- * The currently active plugin. If this is null, then no plugin could be initialized. If no plugin was specified,
- * Sound attempts to apply the default plugins: {{#crossLink "WebAudioPlugin"}}{{/crossLink}}, followed by
- * {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}.
- * @property activePlugin
- * @type {Object}
- * @static
- */
- s.activePlugin = null;
- // class getter / setter properties
- /**
- * Set the master volume of Sound. The master volume is multiplied against each sound's individual volume. For
- * example, if master volume is 0.5 and a sound's volume is 0.5, the resulting volume is 0.25. To set individual
- * sound volume, use AbstractSoundInstance {{#crossLink "AbstractSoundInstance/volume:property"}}{{/crossLink}}
- * instead.
- *
- * <h4>Example</h4>
- *
- * createjs.Sound.volume = 0.5;
- *
- * @property volume
- * @type {Number}
- * @default 1
- * @since 0.6.1
- */
- /**
- * The internal volume level. Use {{#crossLink "Sound/volume:property"}}{{/crossLink}} to adjust the master volume.
- * @property _masterVolume
- * @type {number}
- * @default 1
- * @private
- */
- s._masterVolume = 1;
- /**
- * Use the {{#crossLink "Sound/volume:property"}}{{/crossLink}} property instead.
- * @method _getMasterVolume
- * @private
- * @static
- * @return {Number}
- **/
- s._getMasterVolume = function() {
- return this._masterVolume;
- };
- // Sound.getMasterVolume is @deprecated. Remove for 1.1+
- s.getVolume = createjs.deprecate(s._getMasterVolume, "Sound.getVolume");
- /**
- * Use the {{#crossLink "Sound/volume:property"}}{{/crossLink}} property instead.
- * @method _setMasterVolume
- * @static
- * @private
- **/
- s._setMasterVolume = function(value) {
- if (Number(value) == null) { return; }
- value = Math.max(0, Math.min(1, value));
- s._masterVolume = value;
- if (!this.activePlugin || !this.activePlugin.setVolume || !this.activePlugin.setVolume(value)) {
- var instances = this._instances;
- for (var i = 0, l = instances.length; i < l; i++) {
- instances[i].setMasterVolume(value);
- }
- }
- };
- // Sound.stMasterVolume is @deprecated. Remove for 1.1+
- s.setVolume = createjs.deprecate(s._setMasterVolume, "Sound.setVolume");
- /**
- * Mute/Unmute all audio. Note that muted audio still plays at 0 volume. This global mute value is maintained
- * separately and when set will override, but not change the mute property of individual instances. To mute an individual
- * instance, use AbstractSoundInstance {{#crossLink "AbstractSoundInstance/muted:property"}}{{/crossLink}} instead.
- *
- * <h4>Example</h4>
- *
- * createjs.Sound.muted = true;
- *
- *
- * @property muted
- * @type {Boolean}
- * @default false
- * @since 0.6.1
- */
- s._masterMute = false;
- /**
- * Use the {{#crossLink "Sound/muted:property"}}{{/crossLink}} property instead.
- * @method _getMute
- * @returns {Boolean}
- * @static
- * @private
- */
- s._getMute = function () {
- return this._masterMute;
- };
- // Sound.getMute is @deprecated. Remove for 1.1+
- s.getMute = createjs.deprecate(s._getMute, "Sound.getMute");
- /**
- * Use the {{#crossLink "Sound/muted:property"}}{{/crossLink}} property instead.
- * @method _setMute
- * @param {Boolean} value The muted value
- * @static
- * @private
- */
- s._setMute = function (value) {
- if (value == null) { return; }
- this._masterMute = value;
- if (!this.activePlugin || !this.activePlugin.setMute || !this.activePlugin.setMute(value)) {
- var instances = this._instances;
- for (var i = 0, l = instances.length; i < l; i++) {
- instances[i].setMasterMute(value);
- }
- }
- };
- // Sound.setMute is @deprecated. Remove for 1.1+
- s.setMute = createjs.deprecate(s._setMute, "Sound.setMute");
- /**
- * Get the active plugins capabilities, which help determine if a plugin can be used in the current environment,
- * or if the plugin supports a specific feature. Capabilities include:
- * <ul>
- * <li><b>panning:</b> If the plugin can pan audio from left to right</li>
- * <li><b>volume;</b> If the plugin can control audio volume.</li>
- * <li><b>tracks:</b> The maximum number of audio tracks that can be played back at a time. This will be -1
- * if there is no known limit.</li>
- * <br />An entry for each file type in {{#crossLink "Sound/SUPPORTED_EXTENSIONS:property"}}{{/crossLink}}:
- * <li><b>mp3:</b> If MP3 audio is supported.</li>
- * <li><b>ogg:</b> If OGG audio is supported.</li>
- * <li><b>wav:</b> If WAV audio is supported.</li>
- * <li><b>mpeg:</b> If MPEG audio is supported.</li>
- * <li><b>m4a:</b> If M4A audio is supported.</li>
- * <li><b>mp4:</b> If MP4 audio is supported.</li>
- * <li><b>aiff:</b> If aiff audio is supported.</li>
- * <li><b>wma:</b> If wma audio is supported.</li>
- * <li><b>mid:</b> If mid audio is supported.</li>
- * </ul>
- *
- * You can get a specific capability of the active plugin using standard object notation
- *
- * <h4>Example</h4>
- *
- * var mp3 = createjs.Sound.capabilities.mp3;
- *
- * Note this property is read only.
- *
- * @property capabilities
- * @type {Object}
- * @static
- * @readOnly
- * @since 0.6.1
- */
- /**
- * Use the {{#crossLink "Sound/capabilities:property"}}{{/crossLink}} property instead.
- * @returns {null}
- * @private
- */
- s._getCapabilities = function() {
- if (s.activePlugin == null) { return null; }
- return s.activePlugin._capabilities;
- };
- // Sound.getCapabilities is @deprecated. Remove for 1.1+
- s.getCapabilities = createjs.deprecate(s._getCapabilities, "Sound.getCapabilities");
- Object.defineProperties(s, {
- volume: { get: s._getMasterVolume, set: s._setMasterVolume },
- muted: { get: s._getMute, set: s._setMute },
- capabilities: { get: s._getCapabilities }
- });
- // Class Private properties
- /**
- * Determines if the plugins have been registered. If false, the first call to {{#crossLink "play"}}{{/crossLink}} will instantiate the default
- * plugins ({{#crossLink "WebAudioPlugin"}}{{/crossLink}}, followed by {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}).
- * If plugins have been registered, but none are applicable, then sound playback will fail.
- * @property _pluginsRegistered
- * @type {Boolean}
- * @default false
- * @static
- * @private
- */
- s._pluginsRegistered = false;
- /**
- * Used internally to assign unique IDs to each AbstractSoundInstance.
- * @property _lastID
- * @type {Number}
- * @static
- * @private
- */
- s._lastID = 0;
- /**
- * An array containing all currently playing instances. This allows Sound to control the volume, mute, and playback of
- * all instances when using static APIs like {{#crossLink "Sound/stop"}}{{/crossLink}} and {{#crossLink "Sound/volume:property"}}{{/crossLink}}.
- * When an instance has finished playback, it gets removed via the {{#crossLink "Sound/finishedPlaying"}}{{/crossLink}}
- * method. If the user replays an instance, it gets added back in via the {{#crossLink "Sound/_beginPlaying"}}{{/crossLink}}
- * method.
- * @property _instances
- * @type {Array}
- * @private
- * @static
- */
- s._instances = [];
- /**
- * An object hash storing objects with sound sources, startTime, and duration via there corresponding ID.
- * @property _idHash
- * @type {Object}
- * @private
- * @static
- */
- s._idHash = {};
- /**
- * An object hash that stores preloading sound sources via the parsed source that is passed to the plugin. Contains the
- * source, id, and data that was passed in by the user. Parsed sources can contain multiple instances of source, id,
- * and data.
- * @property _preloadHash
- * @type {Object}
- * @private
- * @static
- */
- s._preloadHash = {};
- /**
- * An object hash storing {{#crossLink "PlayPropsConfig"}}{{/crossLink}} via the parsed source that is passed as defaultPlayProps in
- * {{#crossLink "Sound/registerSound"}}{{/crossLink}} and {{#crossLink "Sound/registerSounds"}}{{/crossLink}}.
- * @property _defaultPlayPropsHash
- * @type {Object}
- * @private
- * @static
- * @since 0.6.1
- */
- s._defaultPlayPropsHash = {};
- // EventDispatcher methods:
- s.addEventListener = null;
- s.removeEventListener = null;
- s.removeAllEventListeners = null;
- s.dispatchEvent = null;
- s.hasEventListener = null;
- s._listeners = null;
- createjs.EventDispatcher.initialize(s); // inject EventDispatcher methods.
- // Events
- /**
- * This event is fired when a file finishes loading internally. This event is fired for each loaded sound,
- * so any handler methods should look up the <code>event.src</code> to handle a particular sound.
- * @event fileload
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type.
- * @param {String} src The source of the sound that was loaded.
- * @param {String} [id] The id passed in when the sound was registered. If one was not provided, it will be null.
- * @param {Number|Object} [data] Any additional data associated with the item. If not provided, it will be undefined.
- * @since 0.4.1
- */
- /**
- * This event is fired when a file fails loading internally. This event is fired for each loaded sound,
- * so any handler methods should look up the <code>event.src</code> to handle a particular sound.
- * @event fileerror
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type.
- * @param {String} src The source of the sound that was loaded.
- * @param {String} [id] The id passed in when the sound was registered. If one was not provided, it will be null.
- * @param {Number|Object} [data] Any additional data associated with the item. If not provided, it will be undefined.
- * @since 0.6.0
- */
- // Class Public Methods
- /**
- * Get the preload rules to allow Sound to be used as a plugin by <a href="http://preloadjs.com" target="_blank">PreloadJS</a>.
- * Any load calls that have the matching type or extension will fire the callback method, and use the resulting
- * object, which is potentially modified by Sound. This helps when determining the correct path, as well as
- * registering the audio instance(s) with Sound. This method should not be called, except by PreloadJS.
- * @method getPreloadHandlers
- * @return {Object} An object containing:
- * <ul><li>callback: A preload callback that is fired when a file is added to PreloadJS, which provides
- * Sound a mechanism to modify the load parameters, select the correct file format, register the sound, etc.</li>
- * <li>types: A list of file types that are supported by Sound (currently supports "sound").</li>
- * <li>extensions: A list of file extensions that are supported by Sound (see {{#crossLink "Sound/SUPPORTED_EXTENSIONS:property"}}{{/crossLink}}).</li></ul>
- * @static
- * @private
- */
- s.getPreloadHandlers = function () {
- return {
- callback:createjs.proxy(s.initLoad, s),
- types:["sound"],
- extensions:s.SUPPORTED_EXTENSIONS
- };
- };
- /**
- * Used to dispatch fileload events from internal loading.
- * @method _handleLoadComplete
- * @param event A loader event.
- * @private
- * @static
- * @since 0.6.0
- */
- s._handleLoadComplete = function(event) {
- var src = event.target.getItem().src;
- if (!s._preloadHash[src]) {return;}
- for (var i = 0, l = s._preloadHash[src].length; i < l; i++) {
- var item = s._preloadHash[src][i];
- s._preloadHash[src][i] = true;
- if (!s.hasEventListener("fileload")) { continue; }
- var event = new createjs.Event("fileload");
- event.src = item.src;
- event.id = item.id;
- event.data = item.data;
- event.sprite = item.sprite;
- s.dispatchEvent(event);
- }
- };
- /**
- * Used to dispatch error events from internal preloading.
- * @param event
- * @private
- * @since 0.6.0
- * @static
- */
- s._handleLoadError = function(event) {
- var src = event.target.getItem().src;
- if (!s._preloadHash[src]) {return;}
- for (var i = 0, l = s._preloadHash[src].length; i < l; i++) {
- var item = s._preloadHash[src][i];
- s._preloadHash[src][i] = false;
- if (!s.hasEventListener("fileerror")) { continue; }
- var event = new createjs.Event("fileerror");
- event.src = item.src;
- event.id = item.id;
- event.data = item.data;
- event.sprite = item.sprite;
- s.dispatchEvent(event);
- }
- };
- /**
- * Used by {{#crossLink "Sound/registerPlugins"}}{{/crossLink}} to register a Sound plugin.
- *
- * @method _registerPlugin
- * @param {Object} plugin The plugin class to install.
- * @return {Boolean} Whether the plugin was successfully initialized.
- * @static
- * @private
- */
- s._registerPlugin = function (plugin) {
- // Note: Each plugin is passed in as a class reference, but we store the activePlugin as an instance
- if (plugin.isSupported()) {
- s.activePlugin = new plugin();
- return true;
- }
- return false;
- };
- /**
- * Register a list of Sound plugins, in order of precedence. To register a single plugin, pass a single element in the array.
- *
- * <h4>Example</h4>
- *
- * createjs.FlashAudioPlugin.swfPath = "../src/soundjs/flashaudio/";
- * createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.HTMLAudioPlugin, createjs.FlashAudioPlugin]);
- *
- * @method registerPlugins
- * @param {Array} plugins An array of plugins classes to install.
- * @return {Boolean} Whether a plugin was successfully initialized.
- * @static
- */
- s.registerPlugins = function (plugins) {
- s._pluginsRegistered = true;
- for (var i = 0, l = plugins.length; i < l; i++) {
- if (s._registerPlugin(plugins[i])) {
- return true;
- }
- }
- return false;
- };
- /**
- * Initialize the default plugins. This method is automatically called when any audio is played or registered before
- * the user has manually registered plugins, and enables Sound to work without manual plugin setup. Currently, the
- * default plugins are {{#crossLink "WebAudioPlugin"}}{{/crossLink}} followed by {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}.
- *
- * <h4>Example</h4>
- *
- * if (!createjs.initializeDefaultPlugins()) { return; }
- *
- * @method initializeDefaultPlugins
- * @returns {Boolean} True if a plugin was initialized, false otherwise.
- * @since 0.4.0
- * @static
- */
- s.initializeDefaultPlugins = function () {
- if (s.activePlugin != null) {return true;}
- if (s._pluginsRegistered) {return false;}
- if (s.registerPlugins([createjs.WebAudioPlugin, createjs.HTMLAudioPlugin])) {return true;}
- return false;
- };
- /**
- * Determines if Sound has been initialized, and a plugin has been activated.
- *
- * <h4>Example</h4>
- * This example sets up a Flash fallback, but only if there is no plugin specified yet.
- *
- * if (!createjs.Sound.isReady()) {
- * createjs.FlashAudioPlugin.swfPath = "../src/soundjs/flashaudio/";
- * createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.HTMLAudioPlugin, createjs.FlashAudioPlugin]);
- * }
- *
- * @method isReady
- * @return {Boolean} If Sound has initialized a plugin.
- * @static
- */
- s.isReady = function () {
- return (s.activePlugin != null);
- };
- /**
- * Process manifest items from <a href="http://preloadjs.com" target="_blank">PreloadJS</a>. This method is intended
- * for usage by a plugin, and not for direct interaction.
- * @method initLoad
- * @param {Object} src The object to load.
- * @return {Object|AbstractLoader} An instance of AbstractLoader.
- * @private
- * @static
- */
- s.initLoad = function (loadItem) {
- if (loadItem.type == "video") { return true; } // Don't handle video. PreloadJS's plugin model is really aggressive.
- return s._registerSound(loadItem);
- };
- /**
- * Internal method for loading sounds. This should not be called directly.
- *
- * @method _registerSound
- * @param {Object} src The object to load, containing src property and optionally containing id and data.
- * @return {Object} An object with the modified values that were passed in, which defines the sound.
- * Returns false if the source cannot be parsed or no plugins can be initialized.
- * Returns true if the source is already loaded.
- * @static
- * @private
- * @since 0.6.0
- */
- s._registerSound = function (loadItem) {
- if (!s.initializeDefaultPlugins()) {return false;}
- var details;
- if (loadItem.src instanceof Object) {
- details = s._parseSrc(loadItem.src);
- details.src = loadItem.path + details.src;
- } else {
- details = s._parsePath(loadItem.src);
- }
- if (details == null) {return false;}
- loadItem.src = details.src;
- loadItem.type = "sound";
- var data = loadItem.data;
- var numChannels = null;
- if (data != null) {
- if (!isNaN(data.channels)) {
- numChannels = parseInt(data.channels);
- } else if (!isNaN(data)) {
- numChannels = parseInt(data);
- }
- if(data.audioSprite) {
- var sp;
- for(var i = data.audioSprite.length; i--; ) {
- sp = data.audioSprite[i];
- s._idHash[sp.id] = {src: loadItem.src, startTime: parseInt(sp.startTime), duration: parseInt(sp.duration)};
- if (sp.defaultPlayProps) {
- s._defaultPlayPropsHash[sp.id] = createjs.PlayPropsConfig.create(sp.defaultPlayProps);
- }
- }
- }
- }
- if (loadItem.id != null) {s._idHash[loadItem.id] = {src: loadItem.src}};
- var loader = s.activePlugin.register(loadItem);
- SoundChannel.create(loadItem.src, numChannels);
- // return the number of instances to the user. This will also be returned in the load event.
- if (data == null || !isNaN(data)) {
- loadItem.data = numChannels || SoundChannel.maxPerChannel();
- } else {
- loadItem.data.channels = numChannels || SoundChannel.maxPerChannel();
- }
- if (loader.type) {loadItem.type = loader.type;}
- if (loadItem.defaultPlayProps) {
- s._defaultPlayPropsHash[loadItem.src] = createjs.PlayPropsConfig.create(loadItem.defaultPlayProps);
- }
- return loader;
- };
- /**
- * Register an audio file for loading and future playback in Sound. This is automatically called when using
- * <a href="http://preloadjs.com" target="_blank">PreloadJS</a>. It is recommended to register all sounds that
- * need to be played back in order to properly prepare and preload them. Sound does internal preloading when required.
- *
- * <h4>Example</h4>
- *
- * createjs.Sound.alternateExtensions = ["mp3"];
- * createjs.Sound.on("fileload", handleLoad); // add an event listener for when load is completed
- * createjs.Sound.registerSound("myAudioPath/mySound.ogg", "myID", 3);
- * createjs.Sound.registerSound({ogg:"path1/mySound.ogg", mp3:"path2/mySoundNoExtension"}, "myID", 3);
- *
- *
- * @method registerSound
- * @param {String | Object} src The source or an Object with a "src" property or an Object with multiple extension labeled src properties.
- * @param {String} [id] An id specified by the user to play the sound later. Note id is required for when src is multiple extension labeled src properties.
- * @param {Number | Object} [data] Data associated with the item. Sound uses the data parameter as the number of
- * channels for an audio instance, however a "channels" property can be appended to the data object if it is used
- * for other information. The audio channels will set a default based on plugin if no value is found.
- * Sound also uses the data property to hold an {{#crossLink "AudioSprite"}}{{/crossLink}} array of objects in the following format {id, startTime, duration}.<br/>
- * id used to play the sound later, in the same manner as a sound src with an id.<br/>
- * startTime is the initial offset to start playback and loop from, in milliseconds.<br/>
- * duration is the amount of time to play the clip for, in milliseconds.<br/>
- * This allows Sound to support audio sprites that are played back by id.
- * @param {string} basePath Set a path that will be prepended to src for loading.
- * @param {Object | PlayPropsConfig} defaultPlayProps Optional Playback properties that will be set as the defaults on any new AbstractSoundInstance.
- * See {{#crossLink "PlayPropsConfig"}}{{/crossLink}} for options.
- * @return {Object} An object with the modified values that were passed in, which defines the sound.
- * Returns false if the source cannot be parsed or no plugins can be initialized.
- * Returns true if the source is already loaded.
- * @static
- * @since 0.4.0
- */
- s.registerSound = function (src, id, data, basePath, defaultPlayProps) {
- var loadItem = {src: src, id: id, data:data, defaultPlayProps:defaultPlayProps};
- if (src instanceof Object && src.src) {
- basePath = id;
- loadItem = src;
- }
- loadItem = createjs.LoadItem.create(loadItem);
- loadItem.path = basePath;
- if (basePath != null && !(loadItem.src instanceof Object)) {loadItem.src = basePath + loadItem.src;}
- var loader = s._registerSound(loadItem);
- if(!loader) {return false;}
- if (!s._preloadHash[loadItem.src]) { s._preloadHash[loadItem.src] = [];}
- s._preloadHash[loadItem.src].push(loadItem);
- if (s._preloadHash[loadItem.src].length == 1) {
- // OJR note this will disallow reloading a sound if loading fails or the source changes
- loader.on("complete", this._handleLoadComplete, this);
- loader.on("error", this._handleLoadError, this);
- s.activePlugin.preload(loader);
- } else {
- if (s._preloadHash[loadItem.src][0] == true) {return true;}
- }
- return loadItem;
- };
- /**
- * Register an array of audio files for loading and future playback in Sound. It is recommended to register all
- * sounds that need to be played back in order to properly prepare and preload them. Sound does internal preloading
- * when required.
- *
- * <h4>Example</h4>
- *
- * var assetPath = "./myAudioPath/";
- * var sounds = [
- * {src:"asset0.ogg", id:"example"},
- * {src:"asset1.ogg", id:"1", data:6},
- * {src:"asset2.mp3", id:"works"}
- * {src:{mp3:"path1/asset3.mp3", ogg:"path2/asset3NoExtension"}, id:"better"}
- * ];
- * createjs.Sound.alternateExtensions = ["mp3"]; // if the passed extension is not supported, try this extension
- * createjs.Sound.on("fileload", handleLoad); // call handleLoad when each sound loads
- * createjs.Sound.registerSounds(sounds, assetPath);
- *
- * @method registerSounds
- * @param {Array} sounds An array of objects to load. Objects are expected to be in the format needed for
- * {{#crossLink "Sound/registerSound"}}{{/crossLink}}: <code>{src:srcURI, id:ID, data:Data}</code>
- * with "id" and "data" being optional.
- * You can also pass an object with path and manifest properties, where path is a basePath and manifest is an array of objects to load.
- * Note id is required if src is an object with extension labeled src properties.
- * @param {string} basePath Set a path that will be prepended to each src when loading. When creating, playing, or removing
- * audio that was loaded with a basePath by src, the basePath must be included.
- * @return {Object} An array of objects with the modified values that were passed in, which defines each sound.
- * Like registerSound, it will return false for any values when the source cannot be parsed or if no plugins can be initialized.
- * Also, it will return true for any values when the source is already loaded.
- * @static
- * @since 0.6.0
- */
- s.registerSounds = function (sounds, basePath) {
- var returnValues = [];
- if (sounds.path) {
- if (!basePath) {
- basePath = sounds.path;
- } else {
- basePath = basePath + sounds.path;
- }
- sounds = sounds.manifest;
- // TODO document this feature
- }
- for (var i = 0, l = sounds.length; i < l; i++) {
- returnValues[i] = createjs.Sound.registerSound(sounds[i].src, sounds[i].id, sounds[i].data, basePath, sounds[i].defaultPlayProps);
- }
- return returnValues;
- };
- /**
- * Remove a sound that has been registered with {{#crossLink "Sound/registerSound"}}{{/crossLink}} or
- * {{#crossLink "Sound/registerSounds"}}{{/crossLink}}.
- * <br />Note this will stop playback on active instances playing this sound before deleting them.
- * <br />Note if you passed in a basePath, you need to pass it or prepend it to the src here.
- *
- * <h4>Example</h4>
- *
- * createjs.Sound.removeSound("myID");
- * createjs.Sound.removeSound("myAudioBasePath/mySound.ogg");
- * createjs.Sound.removeSound("myPath/myOtherSound.mp3", "myBasePath/");
- * createjs.Sound.removeSound({mp3:"musicNoExtension", ogg:"music.ogg"}, "myBasePath/");
- *
- * @method removeSound
- * @param {String | Object} src The src or ID of the audio, or an Object with a "src" property, or an Object with multiple extension labeled src properties.
- * @param {string} basePath Set a path that will be prepended to each src when removing.
- * @return {Boolean} True if sound is successfully removed.
- * @static
- * @since 0.4.1
- */
- s.removeSound = function(src, basePath) {
- if (s.activePlugin == null) {return false;}
- if (src instanceof Object && src.src) {src = src.src;}
- var details;
- if (src instanceof Object) {
- details = s._parseSrc(src);
- } else {
- src = s._getSrcById(src).src;
- details = s._parsePath(src);
- }
- if (details == null) {return false;}
- src = details.src;
- if (basePath != null) {src = basePath + src;}
- for(var prop in s._idHash){
- if(s._idHash[prop].src == src) {
- delete(s._idHash[prop]);
- }
- }
- // clear from SoundChannel, which also stops and deletes all instances
- SoundChannel.removeSrc(src);
- delete(s._preloadHash[src]);
- s.activePlugin.removeSound(src);
- return true;
- };
- /**
- * Remove an array of audio files that have been registered with {{#crossLink "Sound/registerSound"}}{{/crossLink}} or
- * {{#crossLink "Sound/registerSounds"}}{{/crossLink}}.
- * <br />Note this will stop playback on active instances playing this audio before deleting them.
- * <br />Note if you passed in a basePath, you need to pass it or prepend it to the src here.
- *
- * <h4>Example</h4>
- *
- * assetPath = "./myPath/";
- * var sounds = [
- * {src:"asset0.ogg", id:"example"},
- * {src:"asset1.ogg", id:"1", data:6},
- * {src:"asset2.mp3", id:"works"}
- * ];
- * createjs.Sound.removeSounds(sounds, assetPath);
- *
- * @method removeSounds
- * @param {Array} sounds An array of objects to remove. Objects are expected to be in the format needed for
- * {{#crossLink "Sound/removeSound"}}{{/crossLink}}: <code>{srcOrID:srcURIorID}</code>.
- * You can also pass an object with path and manifest properties, where path is a basePath and manifest is an array of objects to remove.
- * @param {string} basePath Set a path that will be prepended to each src when removing.
- * @return {Object} An array of Boolean values representing if the sounds with the same array index were
- * successfully removed.
- * @static
- * @since 0.4.1
- */
- s.removeSounds = function (sounds, basePath) {
- var returnValues = [];
- if (sounds.path) {
- if (!basePath) {
- basePath = sounds.path;
- } else {
- basePath = basePath + sounds.path;
- }
- sounds = sounds.manifest;
- }
- for (var i = 0, l = sounds.length; i < l; i++) {
- returnValues[i] = createjs.Sound.removeSound(sounds[i].src, basePath);
- }
- return returnValues;
- };
- /**
- * Remove all sounds that have been registered with {{#crossLink "Sound/registerSound"}}{{/crossLink}} or
- * {{#crossLink "Sound/registerSounds"}}{{/crossLink}}.
- * <br />Note this will stop playback on all active sound instances before deleting them.
- *
- * <h4>Example</h4>
- *
- * createjs.Sound.removeAllSounds();
- *
- * @method removeAllSounds
- * @static
- * @since 0.4.1
- */
- s.removeAllSounds = function() {
- s._idHash = {};
- s._preloadHash = {};
- SoundChannel.removeAll();
- if (s.activePlugin) {s.activePlugin.removeAllSounds();}
- };
- /**
- * Check if a source has been loaded by internal preloaders. This is necessary to ensure that sounds that are
- * not completed preloading will not kick off a new internal preload if they are played.
- *
- * <h4>Example</h4>
- *
- * var mySound = "assetPath/asset0.ogg";
- * if(createjs.Sound.loadComplete(mySound) {
- * createjs.Sound.play(mySound);
- * }
- *
- * @method loadComplete
- * @param {String} src The src or id that is being loaded.
- * @return {Boolean} If the src is already loaded.
- * @since 0.4.0
- * @static
- */
- s.loadComplete = function (src) {
- if (!s.isReady()) { return false; }
- var details = s._parsePath(src);
- if (details) {
- src = s._getSrcById(details.src).src;
- } else {
- src = s._getSrcById(src).src;
- }
- if(s._preloadHash[src] == undefined) {return false;}
- return (s._preloadHash[src][0] == true); // src only loads once, so if it's true for the first it's true for all
- };
- /**
- * Parse the path of a sound. Alternate extensions will be attempted in order if the
- * current extension is not supported
- * @method _parsePath
- * @param {String} value The path to an audio source.
- * @return {Object} A formatted object that can be registered with the {{#crossLink "Sound/activePlugin:property"}}{{/crossLink}}
- * and returned to a preloader like <a href="http://preloadjs.com" target="_blank">PreloadJS</a>.
- * @private
- * @static
- */
- s._parsePath = function (value) {
- if (typeof(value) != "string") {value = value.toString();}
- var match = value.match(s.FILE_PATTERN);
- if (match == null) {return false;}
- var name = match[4];
- var ext = match[5];
- var c = s.capabilities;
- var i = 0;
- while (!c[ext]) {
- ext = s.alternateExtensions[i++];
- if (i > s.alternateExtensions.length) { return null;} // no extensions are supported
- }
- value = value.replace("."+match[5], "."+ext);
- var ret = {name:name, src:value, extension:ext};
- return ret;
- };
- /**
- * Parse the path of a sound based on properties of src matching with supported extensions.
- * Returns false if none of the properties are supported
- * @method _parseSrc
- * @param {Object} value The paths to an audio source, indexed by extension type.
- * @return {Object} A formatted object that can be registered with the {{#crossLink "Sound/activePlugin:property"}}{{/crossLink}}
- * and returned to a preloader like <a href="http://preloadjs.com" target="_blank">PreloadJS</a>.
- * @private
- * @static
- */
- s._parseSrc = function (value) {
- var ret = {name:undefined, src:undefined, extension:undefined};
- var c = s.capabilities;
- for (var prop in value) {
- if(value.hasOwnProperty(prop) && c[prop]) {
- ret.src = value[prop];
- ret.extension = prop;
- break;
- }
- }
- if (!ret.src) {return false;} // no matches
- var i = ret.src.lastIndexOf("/");
- if (i != -1) {
- ret.name = ret.src.slice(i+1);
- } else {
- ret.name = ret.src;
- }
- return ret;
- };
- /* ---------------
- Static API.
- --------------- */
- /**
- * Play a sound and get a {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} to control. If the sound fails to
- * play, an AbstractSoundInstance will still be returned, and have a playState of {{#crossLink "Sound/PLAY_FAILED:property"}}{{/crossLink}}.
- * Note that even on sounds with failed playback, you may still be able to call the {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}},
- * method, since the failure could be due to lack of available channels. If the src does not have a supported
- * extension or if there is no available plugin, a default AbstractSoundInstance will still be returned, which will
- * not play any audio, but will not generate errors.
- *
- * <h4>Example</h4>
- *
- * createjs.Sound.on("fileload", handleLoad);
- * createjs.Sound.registerSound("myAudioPath/mySound.mp3", "myID", 3);
- * function handleLoad(event) {
- * createjs.Sound.play("myID");
- * // store off AbstractSoundInstance for controlling
- * var myInstance = createjs.Sound.play("myID", {interrupt: createjs.Sound.INTERRUPT_ANY, loop:-1});
- * }
- *
- * NOTE: To create an audio sprite that has not already been registered, both startTime and duration need to be set.
- * This is only when creating a new audio sprite, not when playing using the id of an already registered audio sprite.
- *
- * @method play
- * @param {String} src The src or ID of the audio.
- * @param {Object | PlayPropsConfig} props A PlayPropsConfig instance, or an object that contains the parameters to
- * play a sound. See the {{#crossLink "PlayPropsConfig"}}{{/crossLink}} for more info.
- * @return {AbstractSoundInstance} A {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} that can be controlled
- * after it is created.
- * @static
- */
- s.play = function (src, props) {
- var playProps = createjs.PlayPropsConfig.create(props);
- var instance = s.createInstance(src, playProps.startTime, playProps.duration);
- var ok = s._playInstance(instance, playProps);
- if (!ok) {instance._playFailed();}
- return instance;
- };
- /**
- * Creates a {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} using the passed in src. If the src does not have a
- * supported extension or if there is no available plugin, a default AbstractSoundInstance will be returned that can be
- * called safely but does nothing.
- *
- * <h4>Example</h4>
- *
- * var myInstance = null;
- * createjs.Sound.on("fileload", handleLoad);
- * createjs.Sound.registerSound("myAudioPath/mySound.mp3", "myID", 3);
- * function handleLoad(event) {
- * myInstance = createjs.Sound.createInstance("myID");
- * // alternately we could call the following
- * myInstance = createjs.Sound.createInstance("myAudioPath/mySound.mp3");
- * }
- *
- * NOTE to create an audio sprite that has not already been registered, both startTime and duration need to be set.
- * This is only when creating a new audio sprite, not when playing using the id of an already registered audio sprite.
- *
- * @method createInstance
- * @param {String} src The src or ID of the audio.
- * @param {Number} [startTime=null] To create an audio sprite (with duration), the initial offset to start playback and loop from, in milliseconds.
- * @param {Number} [duration=null] To create an audio sprite (with startTime), the amount of time to play the clip for, in milliseconds.
- * @return {AbstractSoundInstance} A {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} that can be controlled after it is created.
- * Unsupported extensions will return the default AbstractSoundInstance.
- * @since 0.4.0
- * @static
- */
- s.createInstance = function (src, startTime, duration) {
- if (!s.initializeDefaultPlugins()) { return new createjs.DefaultSoundInstance(src, startTime, duration); }
- var defaultPlayProps = s._defaultPlayPropsHash[src]; // for audio sprites, which create and store defaults by id
- src = s._getSrcById(src);
- var details = s._parsePath(src.src);
- var instance = null;
- if (details != null && details.src != null) {
- SoundChannel.create(details.src);
- if (startTime == null) { startTime = src.startTime; }
- instance = s.activePlugin.create(details.src, startTime, duration || src.duration);
- defaultPlayProps = defaultPlayProps || s._defaultPlayPropsHash[details.src];
- if (defaultPlayProps) {
- instance.applyPlayProps(defaultPlayProps);
- }
- } else {
- instance = new createjs.DefaultSoundInstance(src, startTime, duration);
- }
- instance.uniqueId = s._lastID++;
- return instance;
- };
- /**
- * Stop all audio (global stop). Stopped audio is reset, and not paused. To play audio that has been stopped,
- * call AbstractSoundInstance {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}}.
- *
- * <h4>Example</h4>
- *
- * createjs.Sound.stop();
- *
- * @method stop
- * @static
- */
- s.stop = function () {
- var instances = this._instances;
- for (var i = instances.length; i--; ) {
- instances[i].stop(); // NOTE stop removes instance from this._instances
- }
- };
- /**
- * Set the default playback properties for all new SoundInstances of the passed in src or ID.
- * See {{#crossLink "PlayPropsConfig"}}{{/crossLink}} for available properties.
- *
- * @method setDefaultPlayProps
- * @param {String} src The src or ID used to register the audio.
- * @param {Object | PlayPropsConfig} playProps The playback properties you would like to set.
- * @since 0.6.1
- */
- s.setDefaultPlayProps = function(src, playProps) {
- src = s._getSrcById(src);
- s._defaultPlayPropsHash[s._parsePath(src.src).src] = createjs.PlayPropsConfig.create(playProps);
- };
- /**
- * Get the default playback properties for the passed in src or ID. These properties are applied to all
- * new SoundInstances. Returns null if default does not exist.
- *
- * @method getDefaultPlayProps
- * @param {String} src The src or ID used to register the audio.
- * @returns {PlayPropsConfig} returns an existing PlayPropsConfig or null if one does not exist
- * @since 0.6.1
- */
- s.getDefaultPlayProps = function(src) {
- src = s._getSrcById(src);
- return s._defaultPlayPropsHash[s._parsePath(src.src).src];
- };
- /* ---------------
- Internal methods
- --------------- */
- /**
- * Play an instance. This is called by the static API, as well as from plugins. This allows the core class to
- * control delays.
- * @method _playInstance
- * @param {AbstractSoundInstance} instance The {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} to start playing.
- * @param {PlayPropsConfig} playProps A PlayPropsConfig object.
- * @return {Boolean} If the sound can start playing. Sounds that fail immediately will return false. Sounds that
- * have a delay will return true, but may still fail to play.
- * @private
- * @static
- */
- s._playInstance = function (instance, playProps) {
- var defaultPlayProps = s._defaultPlayPropsHash[instance.src] || {};
- if (playProps.interrupt == null) {playProps.interrupt = defaultPlayProps.interrupt || s.defaultInterruptBehavior};
- if (playProps.delay == null) {playProps.delay = defaultPlayProps.delay || 0;}
- if (playProps.offset == null) {playProps.offset = instance.position;}
- if (playProps.loop == null) {playProps.loop = instance.loop;}
- if (playProps.volume == null) {playProps.volume = instance.volume;}
- if (playProps.pan == null) {playProps.pan = instance.pan;}
- if (playProps.delay == 0) {
- var ok = s._beginPlaying(instance, playProps);
- if (!ok) {return false;}
- } else {
- //Note that we can't pass arguments to proxy OR setTimeout (IE only), so just wrap the function call.
- // OJR WebAudio may want to handle this differently, so it might make sense to move this functionality into the plugins in the future
- var delayTimeoutId = setTimeout(function () {
- s._beginPlaying(instance, playProps);
- }, playProps.delay);
- instance.delayTimeoutId = delayTimeoutId;
- }
- this._instances.push(instance);
- return true;
- };
- /**
- * Begin playback. This is called immediately or after delay by {{#crossLink "Sound/playInstance"}}{{/crossLink}}.
- * @method _beginPlaying
- * @param {AbstractSoundInstance} instance A {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} to begin playback.
- * @param {PlayPropsConfig} playProps A PlayPropsConfig object.
- * @return {Boolean} If the sound can start playing. If there are no available channels, or the instance fails to
- * start, this will return false.
- * @private
- * @static
- */
- s._beginPlaying = function (instance, playProps) {
- if (!SoundChannel.add(instance, playProps.interrupt)) {
- return false;
- }
- var result = instance._beginPlaying(playProps);
- if (!result) {
- var index = createjs.indexOf(this._instances, instance);
- if (index > -1) {this._instances.splice(index, 1);}
- return false;
- }
- return true;
- };
- /**
- * Get the source of a sound via the ID passed in with a register call. If no ID is found the value is returned
- * instead.
- * @method _getSrcById
- * @param {String} value The ID the sound was registered with.
- * @return {String} The source of the sound if it has been registered with this ID or the value that was passed in.
- * @private
- * @static
- */
- s._getSrcById = function (value) {
- return s._idHash[value] || {src: value};
- };
- /**
- * A sound has completed playback, been interrupted, failed, or been stopped. This method removes the instance from
- * Sound management. It will be added again, if the sound re-plays. Note that this method is called from the
- * instances themselves.
- * @method _playFinished
- * @param {AbstractSoundInstance} instance The instance that finished playback.
- * @private
- * @static
- */
- s._playFinished = function (instance) {
- SoundChannel.remove(instance);
- var index = createjs.indexOf(this._instances, instance);
- if (index > -1) {this._instances.splice(index, 1);} // OJR this will always be > -1, there is no way for an instance to exist without being added to this._instances
- };
- createjs.Sound = Sound;
- /**
- * An internal class that manages the number of active {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} instances for
- * each sound type. This method is only used internally by the {{#crossLink "Sound"}}{{/crossLink}} class.
- *
- * The number of sounds is artificially limited by Sound in order to prevent over-saturation of a
- * single sound, as well as to stay within hardware limitations, although the latter may disappear with better
- * browser support.
- *
- * When a sound is played, this class ensures that there is an available instance, or interrupts an appropriate
- * sound that is already playing.
- * #class SoundChannel
- * @param {String} src The source of the instances
- * @param {Number} [max=1] The number of instances allowed
- * @constructor
- * @protected
- */
- function SoundChannel(src, max) {
- this.init(src, max);
- }
- /* ------------
- Static API
- ------------ */
- /**
- * A hash of channel instances indexed by source.
- * #property channels
- * @type {Object}
- * @static
- */
- SoundChannel.channels = {};
- /**
- * Create a sound channel. Note that if the sound channel already exists, this will fail.
- * #method create
- * @param {String} src The source for the channel
- * @param {Number} max The maximum amount this channel holds. The default is {{#crossLink "SoundChannel.maxDefault"}}{{/crossLink}}.
- * @return {Boolean} If the channels were created.
- * @static
- */
- SoundChannel.create = function (src, max) {
- var channel = SoundChannel.get(src);
- if (channel == null) {
- SoundChannel.channels[src] = new SoundChannel(src, max);
- return true;
- }
- return false;
- };
- /**
- * Delete a sound channel, stop and delete all related instances. Note that if the sound channel does not exist, this will fail.
- * #method remove
- * @param {String} src The source for the channel
- * @return {Boolean} If the channels were deleted.
- * @static
- */
- SoundChannel.removeSrc = function (src) {
- var channel = SoundChannel.get(src);
- if (channel == null) {return false;}
- channel._removeAll(); // this stops and removes all active instances
- delete(SoundChannel.channels[src]);
- return true;
- };
- /**
- * Delete all sound channels, stop and delete all related instances.
- * #method removeAll
- * @static
- */
- SoundChannel.removeAll = function () {
- for(var channel in SoundChannel.channels) {
- SoundChannel.channels[channel]._removeAll(); // this stops and removes all active instances
- }
- SoundChannel.channels = {};
- };
- /**
- * Add an instance to a sound channel.
- * #method add
- * @param {AbstractSoundInstance} instance The instance to add to the channel
- * @param {String} interrupt The interrupt value to use. Please see the {{#crossLink "Sound/play"}}{{/crossLink}}
- * for details on interrupt modes.
- * @return {Boolean} The success of the method call. If the channel is full, it will return false.
- * @static
- */
- SoundChannel.add = function (instance, interrupt) {
- var channel = SoundChannel.get(instance.src);
- if (channel == null) {return false;}
- return channel._add(instance, interrupt);
- };
- /**
- * Remove an instance from the channel.
- * #method remove
- * @param {AbstractSoundInstance} instance The instance to remove from the channel
- * @return The success of the method call. If there is no channel, it will return false.
- * @static
- */
- SoundChannel.remove = function (instance) {
- var channel = SoundChannel.get(instance.src);
- if (channel == null) {return false;}
- channel._remove(instance);
- return true;
- };
- /**
- * Get the maximum number of sounds you can have in a channel.
- * #method maxPerChannel
- * @return {Number} The maximum number of sounds you can have in a channel.
- */
- SoundChannel.maxPerChannel = function () {
- return p.maxDefault;
- };
- /**
- * Get a channel instance by its src.
- * #method get
- * @param {String} src The src to use to look up the channel
- * @static
- */
- SoundChannel.get = function (src) {
- return SoundChannel.channels[src];
- };
- var p = SoundChannel.prototype;
- p.constructor = SoundChannel;
- /**
- * The source of the channel.
- * #property src
- * @type {String}
- */
- p.src = null;
- /**
- * The maximum number of instances in this channel. -1 indicates no limit
- * #property max
- * @type {Number}
- */
- p.max = null;
- /**
- * The default value to set for max, if it isn't passed in. Also used if -1 is passed.
- * #property maxDefault
- * @type {Number}
- * @default 100
- * @since 0.4.0
- */
- p.maxDefault = 100;
- /**
- * The current number of active instances.
- * #property length
- * @type {Number}
- */
- p.length = 0;
- /**
- * Initialize the channel.
- * #method init
- * @param {String} src The source of the channel
- * @param {Number} max The maximum number of instances in the channel
- * @protected
- */
- p.init = function (src, max) {
- this.src = src;
- this.max = max || this.maxDefault;
- if (this.max == -1) {this.max = this.maxDefault;}
- this._instances = [];
- };
- /**
- * Get an instance by index.
- * #method get
- * @param {Number} index The index to return.
- * @return {AbstractSoundInstance} The AbstractSoundInstance at a specific instance.
- */
- p._get = function (index) {
- return this._instances[index];
- };
- /**
- * Add a new instance to the channel.
- * #method add
- * @param {AbstractSoundInstance} instance The instance to add.
- * @return {Boolean} The success of the method call. If the channel is full, it will return false.
- */
- p._add = function (instance, interrupt) {
- if (!this._getSlot(interrupt, instance)) {return false;}
- this._instances.push(instance);
- this.length++;
- return true;
- };
- /**
- * Remove an instance from the channel, either when it has finished playing, or it has been interrupted.
- * #method remove
- * @param {AbstractSoundInstance} instance The instance to remove
- * @return {Boolean} The success of the remove call. If the instance is not found in this channel, it will
- * return false.
- */
- p._remove = function (instance) {
- var index = createjs.indexOf(this._instances, instance);
- if (index == -1) {return false;}
- this._instances.splice(index, 1);
- this.length--;
- return true;
- };
- /**
- * Stop playback and remove all instances from the channel. Usually in response to a delete call.
- * #method removeAll
- */
- p._removeAll = function () {
- // Note that stop() removes the item from the list
- for (var i=this.length-1; i>=0; i--) {
- this._instances[i].stop();
- }
- };
- /**
- * Get an available slot depending on interrupt value and if slots are available.
- * #method getSlot
- * @param {String} interrupt The interrupt value to use.
- * @param {AbstractSoundInstance} instance The sound instance that will go in the channel if successful.
- * @return {Boolean} Determines if there is an available slot. Depending on the interrupt mode, if there are no slots,
- * an existing AbstractSoundInstance may be interrupted. If there are no slots, this method returns false.
- */
- p._getSlot = function (interrupt, instance) {
- var target, replacement;
- if (interrupt != Sound.INTERRUPT_NONE) {
- // First replacement candidate
- replacement = this._get(0);
- if (replacement == null) {
- return true;
- }
- }
- for (var i = 0, l = this.max; i < l; i++) {
- target = this._get(i);
- // Available Space
- if (target == null) {
- return true;
- }
- // Audio is complete or not playing
- if (target.playState == Sound.PLAY_FINISHED ||
- target.playState == Sound.PLAY_INTERRUPTED ||
- target.playState == Sound.PLAY_FAILED) {
- replacement = target;
- break;
- }
- if (interrupt == Sound.INTERRUPT_NONE) {
- continue;
- }
- // Audio is a better candidate than the current target, according to playhead
- if ((interrupt == Sound.INTERRUPT_EARLY && target.position < replacement.position) ||
- (interrupt == Sound.INTERRUPT_LATE && target.position > replacement.position)) {
- replacement = target;
- }
- }
- if (replacement != null) {
- replacement._interrupt();
- this._remove(replacement);
- return true;
- }
- return false;
- };
- p.toString = function () {
- return "[Sound SoundChannel]";
- };
- // do not add SoundChannel to namespace
- }());
- //##############################################################################
- // AbstractSoundInstance.js
- //##############################################################################
- /**
- * A AbstractSoundInstance is created when any calls to the Sound API method {{#crossLink "Sound/play"}}{{/crossLink}} or
- * {{#crossLink "Sound/createInstance"}}{{/crossLink}} are made. The AbstractSoundInstance is returned by the active plugin
- * for control by the user.
- *
- * <h4>Example</h4>
- *
- * var myInstance = createjs.Sound.play("myAssetPath/mySrcFile.mp3");
- *
- * A number of additional parameters provide a quick way to determine how a sound is played. Please see the Sound
- * API method {{#crossLink "Sound/play"}}{{/crossLink}} for a list of arguments.
- *
- * Once a AbstractSoundInstance is created, a reference can be stored that can be used to control the audio directly through
- * the AbstractSoundInstance. If the reference is not stored, the AbstractSoundInstance will play out its audio (and any loops), and
- * is then de-referenced from the {{#crossLink "Sound"}}{{/crossLink}} class so that it can be cleaned up. If audio
- * playback has completed, a simple call to the {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}} instance method
- * will rebuild the references the Sound class need to control it.
- *
- * var myInstance = createjs.Sound.play("myAssetPath/mySrcFile.mp3", {loop:2});
- * myInstance.on("loop", handleLoop);
- * function handleLoop(event) {
- * myInstance.volume = myInstance.volume * 0.5;
- * }
- *
- * Events are dispatched from the instance to notify when the sound has completed, looped, or when playback fails
- *
- * var myInstance = createjs.Sound.play("myAssetPath/mySrcFile.mp3");
- * myInstance.on("complete", handleComplete);
- * myInstance.on("loop", handleLoop);
- * myInstance.on("failed", handleFailed);
- *
- *
- * @class AbstractSoundInstance
- * @param {String} src The path to and file name of the sound.
- * @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds.
- * @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds.
- * @param {Object} playbackResource Any resource needed by plugin to support audio playback.
- * @extends EventDispatcher
- * @constructor
- */
- (function () {
- "use strict";
- // Constructor:
- var AbstractSoundInstance = function (src, startTime, duration, playbackResource) {
- this.EventDispatcher_constructor();
- // public properties:
- /**
- * The source of the sound.
- * @property src
- * @type {String}
- * @default null
- */
- this.src = src;
- /**
- * The unique ID of the instance. This is set by {{#crossLink "Sound"}}{{/crossLink}}.
- * @property uniqueId
- * @type {String} | Number
- * @default -1
- */
- this.uniqueId = -1;
- /**
- * The play state of the sound. Play states are defined as constants on {{#crossLink "Sound"}}{{/crossLink}}.
- * @property playState
- * @type {String}
- * @default null
- */
- this.playState = null;
- /**
- * A Timeout created by {{#crossLink "Sound"}}{{/crossLink}} when this AbstractSoundInstance is played with a delay.
- * This allows AbstractSoundInstance to remove the delay if stop, pause, or cleanup are called before playback begins.
- * @property delayTimeoutId
- * @type {timeoutVariable}
- * @default null
- * @protected
- * @since 0.4.0
- */
- this.delayTimeoutId = null;
- // TODO consider moving delay into AbstractSoundInstance so it can be handled by plugins
- // private properties
- // Getter / Setter Properties
- // OJR TODO find original reason that we didn't use defined functions. I think it was performance related
- /**
- * The volume of the sound, between 0 and 1.
- *
- * The actual output volume of a sound can be calculated using:
- * <code>myInstance.volume * createjs.Sound._getVolume();</code>
- *
- * @property volume
- * @type {Number}
- * @default 1
- */
- this._volume = 1;
- Object.defineProperty(this, "volume", {
- get: this._getVolume,
- set: this._setVolume
- });
- this.getVolume = createjs.deprecate(this._getVolume, "AbstractSoundInstance.getVolume");
- this.setVolume = createjs.deprecate(this._setVolume, "AbstractSoundInstance.setVolume");
- /**
- * The pan of the sound, between -1 (left) and 1 (right). Note that pan is not supported by HTML Audio.
- *
- * Note in WebAudioPlugin this only gives us the "x" value of what is actually 3D audio
- * @property pan
- * @type {Number}
- * @default 0
- */
- this._pan = 0;
- Object.defineProperty(this, "pan", {
- get: this._getPan,
- set: this._setPan
- });
- this.getPan = createjs.deprecate(this._getPan, "AbstractSoundInstance.getPan");
- this.setPan = createjs.deprecate(this._setPan, "AbstractSoundInstance.setPan");
- /**
- * Audio sprite property used to determine the starting offset.
- * @property startTime
- * @type {Number}
- * @default 0
- * @since 0.6.1
- */
- this._startTime = Math.max(0, startTime || 0);
- Object.defineProperty(this, "startTime", {
- get: this._getStartTime,
- set: this._setStartTime
- });
- this.getStartTime = createjs.deprecate(this._getStartTime, "AbstractSoundInstance.getStartTime");
- this.setStartTime = createjs.deprecate(this._setStartTime, "AbstractSoundInstance.setStartTime");
- /**
- * Sets or gets the length of the audio clip, value is in milliseconds.
- *
- * @property duration
- * @type {Number}
- * @default 0
- * @since 0.6.0
- */
- this._duration = Math.max(0, duration || 0);
- Object.defineProperty(this, "duration", {
- get: this._getDuration,
- set: this._setDuration
- });
- this.getDuration = createjs.deprecate(this._getDuration, "AbstractSoundInstance.getDuration");
- this.setDuration = createjs.deprecate(this._setDuration, "AbstractSoundInstance.setDuration");
- /**
- * Object that holds plugin specific resource need for audio playback.
- * This is set internally by the plugin. For example, WebAudioPlugin will set an array buffer,
- * HTMLAudioPlugin will set a tag, FlashAudioPlugin will set a flash reference.
- *
- * @property playbackResource
- * @type {Object}
- * @default null
- */
- this._playbackResource = null;
- Object.defineProperty(this, "playbackResource", {
- get: this._getPlaybackResource,
- set: this._setPlaybackResource
- });
- if(playbackResource !== false && playbackResource !== true) { this._setPlaybackResource(playbackResource); }
- this.getPlaybackResource = createjs.deprecate(this._getPlaybackResource, "AbstractSoundInstance.getPlaybackResource");
- this.setPlaybackResource = createjs.deprecate(this._setPlaybackResource, "AbstractSoundInstance.setPlaybackResource");
- /**
- * The position of the playhead in milliseconds. This can be set while a sound is playing, paused, or stopped.
- *
- * @property position
- * @type {Number}
- * @default 0
- * @since 0.6.0
- */
- this._position = 0;
- Object.defineProperty(this, "position", {
- get: this._getPosition,
- set: this._setPosition
- });
- this.getPosition = createjs.deprecate(this._getPosition, "AbstractSoundInstance.getPosition");
- this.setPosition = createjs.deprecate(this._setPosition, "AbstractSoundInstance.setPosition");
- /**
- * The number of play loops remaining. Negative values will loop infinitely.
- *
- * @property loop
- * @type {Number}
- * @default 0
- * @public
- * @since 0.6.0
- */
- this._loop = 0;
- Object.defineProperty(this, "loop", {
- get: this._getLoop,
- set: this._setLoop
- });
- this.getLoop = createjs.deprecate(this._getLoop, "AbstractSoundInstance.getLoop");
- this.setLoop = createjs.deprecate(this._setLoop, "AbstractSoundInstance.setLoop");
- /**
- * Mutes or unmutes the current audio instance.
- *
- * @property muted
- * @type {Boolean}
- * @default false
- * @since 0.6.0
- */
- this._muted = false;
- Object.defineProperty(this, "muted", {
- get: this._getMuted,
- set: this._setMuted
- });
- this.getMuted = createjs.deprecate(this._getMuted, "AbstractSoundInstance.getMuted");
- this.setMuted = createjs.deprecate(this._setMuted, "AbstractSoundInstance.setMuted");
- /**
- * Pauses or resumes the current audio instance.
- *
- * @property paused
- * @type {Boolean}
- */
- this._paused = false;
- Object.defineProperty(this, "paused", {
- get: this._getPaused,
- set: this._setPaused
- });
- this.getPaused = createjs.deprecate(this._getPaused, "AbstractSoundInstance.getPaused");
- this.setPaused = createjs.deprecate(this._setPaused, "AbstractSoundInstance.setPaused");
- // Events
- /**
- * The event that is fired when playback has started successfully.
- * @event succeeded
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type.
- * @since 0.4.0
- */
- /**
- * The event that is fired when playback is interrupted. This happens when another sound with the same
- * src property is played using an interrupt value that causes this instance to stop playing.
- * @event interrupted
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type.
- * @since 0.4.0
- */
- /**
- * The event that is fired when playback has failed. This happens when there are too many channels with the same
- * src property already playing (and the interrupt value doesn't cause an interrupt of another instance), or
- * the sound could not be played, perhaps due to a 404 error.
- * @event failed
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type.
- * @since 0.4.0
- */
- /**
- * The event that is fired when a sound has completed playing but has loops remaining.
- * @event loop
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type.
- * @since 0.4.0
- */
- /**
- * The event that is fired when playback completes. This means that the sound has finished playing in its
- * entirety, including its loop iterations.
- * @event complete
- * @param {Object} target The object that dispatched the event.
- * @param {String} type The event type.
- * @since 0.4.0
- */
- };
- var p = createjs.extend(AbstractSoundInstance, createjs.EventDispatcher);
- // Public Methods:
- /**
- * Play an instance. This method is intended to be called on SoundInstances that already exist (created
- * with the Sound API {{#crossLink "Sound/createInstance"}}{{/crossLink}} or {{#crossLink "Sound/play"}}{{/crossLink}}).
- *
- * <h4>Example</h4>
- *
- * var myInstance = createjs.Sound.createInstance(mySrc);
- * myInstance.play({interrupt:createjs.Sound.INTERRUPT_ANY, loop:2, pan:0.5});
- *
- * Note that if this sound is already playing, this call will still set the passed in parameters.
- * <b>Parameters Deprecated</b><br />
- * The parameters for this method are deprecated in favor of a single parameter that is an Object or {{#crossLink "PlayPropsConfig"}}{{/crossLink}}.
- *
- * @method play
- * @param {Object | PlayPropsConfig} props A PlayPropsConfig instance, or an object that contains the parameters to
- * play a sound. See the {{#crossLink "PlayPropsConfig"}}{{/crossLink}} for more info.
- * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls.
- */
- p.play = function (props) {
- var playProps = createjs.PlayPropsConfig.create(props);
- if (this.playState == createjs.Sound.PLAY_SUCCEEDED) {
- this.applyPlayProps(playProps);
- if (this._paused) { this._setPaused(false); }
- return;
- }
- this._cleanUp();
- createjs.Sound._playInstance(this, playProps); // make this an event dispatch??
- return this;
- };
- /**
- * Stop playback of the instance. Stopped sounds will reset their position to 0, and calls to {{#crossLink "AbstractSoundInstance/resume"}}{{/crossLink}}
- * will fail. To start playback again, call {{#crossLink "AbstractSoundInstance/play"}}{{/crossLink}}.
- *
- * If you don't want to lose your position use yourSoundInstance.paused = true instead. {{#crossLink "AbstractSoundInstance/paused"}}{{/crossLink}}.
- *
- * <h4>Example</h4>
- *
- * myInstance.stop();
- *
- * @method stop
- * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls.
- */
- p.stop = function () {
- this._position = 0;
- this._paused = false;
- this._handleStop();
- this._cleanUp();
- this.playState = createjs.Sound.PLAY_FINISHED;
- return this;
- };
- /**
- * Remove all external references and resources from AbstractSoundInstance. Note this is irreversible and AbstractSoundInstance will no longer work
- * @method destroy
- * @since 0.6.0
- */
- p.destroy = function() {
- this._cleanUp();
- this.src = null;
- this.playbackResource = null;
- this.removeAllEventListeners();
- };
- /**
- * Takes an PlayPropsConfig or Object with the same properties and sets them on this instance.
- * @method applyPlayProps
- * @param {PlayPropsConfig | Object} playProps A PlayPropsConfig or object containing the same properties.
- * @since 0.6.1
- * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls.
- */
- p.applyPlayProps = function(playProps) {
- if (playProps.offset != null) { this._setPosition(playProps.offset) }
- if (playProps.loop != null) { this._setLoop(playProps.loop); }
- if (playProps.volume != null) { this._setVolume(playProps.volume); }
- if (playProps.pan != null) { this._setPan(playProps.pan); }
- if (playProps.startTime != null) {
- this._setStartTime(playProps.startTime);
- this._setDuration(playProps.duration);
- }
- return this;
- };
- p.toString = function () {
- return "[AbstractSoundInstance]";
- };
- // get/set methods that allow support for IE8
- /**
- * Please use {{#crossLink "AbstractSoundInstance/paused:property"}}{{/crossLink}} directly as a property.
- * @method _getPaused
- * @protected
- * @return {boolean} If the instance is currently paused
- * @since 0.6.0
- */
- p._getPaused = function() {
- return this._paused;
- };
- /**
- * Please use {{#crossLink "AbstractSoundInstance/paused:property"}}{{/crossLink}} directly as a property
- * @method _setPaused
- * @protected
- * @param {boolean} value
- * @since 0.6.0
- * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls.
- */
- p._setPaused = function (value) {
- if ((value !== true && value !== false) || this._paused == value) {return;}
- if (value == true && this.playState != createjs.Sound.PLAY_SUCCEEDED) {return;}
- this._paused = value;
- if(value) {
- this._pause();
- } else {
- this._resume();
- }
- clearTimeout(this.delayTimeoutId);
- return this;
- };
- /**
- * Please use {{#crossLink "AbstractSoundInstance/volume:property"}}{{/crossLink}} directly as a property
- * @method _setVolume
- * @protected
- * @param {Number} value The volume to set, between 0 and 1.
- * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls.
- */
- p._setVolume = function (value) {
- if (value == this._volume) { return this; }
- this._volume = Math.max(0, Math.min(1, value));
- if (!this._muted) {
- this._updateVolume();
- }
- return this;
- };
- /**
- * Please use {{#crossLink "AbstractSoundInstance/volume:property"}}{{/crossLink}} directly as a property
- * @method _getVolume
- * @protected
- * @return {Number} The current volume of the sound instance.
- */
- p._getVolume = function () {
- return this._volume;
- };
- /**
- * Please use {{#crossLink "AbstractSoundInstance/muted:property"}}{{/crossLink}} directly as a property
- * @method _setMuted
- * @protected
- * @param {Boolean} value If the sound should be muted.
- * @return {AbstractSoundInstance} A reference to itself, intended for chaining calls.
- * @since 0.6.0
- */
- p._setMuted = function (value) {
- if (value !== true && value !== false) {return;}
- this._muted = value;
- this._updateVolume();
- return this;
- };
- /**
- * Please use {{#crossLink "AbstractSoundInstance/muted:property"}}{{/crossLink}} directly as a property
- * @method _getMuted
- * @protected
- * @return {Boolean} If the sound is muted.
- * @since 0.6.0
- */
- p._getMuted = function () {
- return this._muted;
- };
- /**
- * Please use {{#crossLink "AbstractSoundInstance/pan:property"}}{{/crossLink}} directly as a property
- * @method _setPan
- * @protected
- * @param {Number} value The pan value, between -1 (left) and 1 (right).
- * @return {AbstractSoundInstance} Returns reference to itself for chaining calls
- */
- p._setPan = function (value) {
- if(value == this._pan) { return this; }
- this._pan = Math.max(-1, Math.min(1, value));
- this._updatePan();
- return this;
- };
- /**
- * Please use {{#crossLink "AbstractSoundInstance/pan:property"}}{{/crossLink}} directly as a property
- * @method _getPan
- * @protected
- * @return {Number} The value of the pan, between -1 (left) and 1 (right).
- */
- p._getPan = function () {
- return this._pan;
- };
- /**
- * Please use {{#crossLink "AbstractSoundInstance/position:property"}}{{/crossLink}} directly as a property
- * @method _getPosition
- * @protected
- * @return {Number} The position of the playhead in the sound, in milliseconds.
- */
- p._getPosition = function () {
- if (!this._paused && this.playState == createjs.Sound.PLAY_SUCCEEDED) {
- this._position = this._calculateCurrentPosition();
- }
- return this._position;
- };
- /**
- * Please use {{#crossLink "AbstractSoundInstance/position:property"}}{{/crossLink}} directly as a property
- * @method _setPosition
- * @protected
- * @param {Number} value The position to place the playhead, in milliseconds.
- * @return {AbstractSoundInstance} Returns reference to itself for chaining calls
- */
- p._setPosition = function (value) {
- this._position = Math.max(0, value);
- if (this.playState == createjs.Sound.PLAY_SUCCEEDED) {
- this._updatePosition();
- }
- return this;
- };
- /**
- * Please use {{#crossLink "AbstractSoundInstance/startTime:property"}}{{/crossLink}} directly as a property
- * @method _getStartTime
- * @protected
- * @return {Number} The startTime of the sound instance in milliseconds.
- */
- p._getStartTime = function () {
- return this._startTime;
- };
- /**
- * Please use {{#crossLink "AbstractSoundInstance/startTime:property"}}{{/crossLink}} directly as a property
- * @method _setStartTime
- * @protected
- * @param {number} value The new startTime time in milli seconds.
- * @return {AbstractSoundInstance} Returns reference to itself for chaining calls
- */
- p._setStartTime = function (value) {
- if (value == this._startTime) { return this; }
- this._startTime = Math.max(0, value || 0);
- this._updateStartTime();
- return this;
- };
- /**
- * Please use {{#crossLink "AbstractSoundInstance/duration:property"}}{{/crossLink}} directly as a property
- * @method _getDuration
- * @protected
- * @return {Number} The duration of the sound instance in milliseconds.
- */
- p._getDuration = function () {
- return this._duration;
- };
- /**
- * Please use {{#crossLink "AbstractSoundInstance/duration:property"}}{{/crossLink}} directly as a property
- * @method _setDuration
- * @protected
- * @param {number} value The new duration time in milli seconds.
- * @return {AbstractSoundInstance} Returns reference to itself for chaining calls
- * @since 0.6.0
- */
- p._setDuration = function (value) {
- if (value == this._duration) { return this; }
- this._duration = Math.max(0, value || 0);
- this._updateDuration();
- return this;
- };
- /**
- * Please use {{#crossLink "AbstractSoundInstance/playbackResource:property"}}{{/crossLink}} directly as a property
- * @method _setPlaybackResource
- * @protected
- * @param {Object} value The new playback resource.
- * @return {AbstractSoundInstance} Returns reference to itself for chaining calls
- * @since 0.6.0
- **/
- p._setPlaybackResource = function (value) {
- this._playbackResource = value;
- if (this._duration == 0 && this._playbackResource) { this._setDurationFromSource(); }
- return this;
- };
- /**
- * Please use {{#crossLink "AbstractSoundInstance/playbackResource:property"}}{{/crossLink}} directly as a property
- * @method _getPlaybackResource
- * @protected
- * @param {Object} value The new playback resource.
- * @return {Object} playback resource used for playing audio
- * @since 0.6.0
- **/
- p._getPlaybackResource = function () {
- return this._playbackResource;
- };
- /**
- * Please use {{#crossLink "AbstractSoundInstance/loop:property"}}{{/crossLink}} directly as a property
- * @method _getLoop
- * @protected
- * @return {number}
- * @since 0.6.0
- **/
- p._getLoop = function () {
- return this._loop;
- };
- /**
- * Please use {{#crossLink "AbstractSoundInstance/loop:property"}}{{/crossLink}} directly as a property
- * @method _setLoop
- * @protected
- * @param {number} value The number of times to loop after play.
- * @since 0.6.0
- */
- p._setLoop = function (value) {
- if(this._playbackResource != null) {
- // remove looping
- if (this._loop != 0 && value == 0) {
- this._removeLooping(value);
- }
- // add looping
- else if (this._loop == 0 && value != 0) {
- this._addLooping(value);
- }
- }
- this._loop = value;
- };
- // Private Methods:
- /**
- * A helper method that dispatches all events for AbstractSoundInstance.
- * @method _sendEvent
- * @param {String} type The event type
- * @protected
- */
- p._sendEvent = function (type) {
- var event = new createjs.Event(type);
- this.dispatchEvent(event);
- };
- /**
- * Clean up the instance. Remove references and clean up any additional properties such as timers.
- * @method _cleanUp
- * @protected
- */
- p._cleanUp = function () {
- clearTimeout(this.delayTimeoutId); // clear timeout that plays delayed sound
- this._handleCleanUp();
- this._paused = false;
- createjs.Sound._playFinished(this); // TODO change to an event
- };
- /**
- * The sound has been interrupted.
- * @method _interrupt
- * @protected
- */
- p._interrupt = function () {
- this._cleanUp();
- this.playState = createjs.Sound.PLAY_INTERRUPTED;
- this._sendEvent("interrupted");
- };
- /**
- * Called by the Sound class when the audio is ready to play (delay has completed). Starts sound playing if the
- * src is loaded, otherwise playback will fail.
- * @method _beginPlaying
- * @param {PlayPropsConfig} playProps A PlayPropsConfig object.
- * @return {Boolean} If playback succeeded.
- * @protected
- */
- // OJR FlashAudioSoundInstance overwrites
- p._beginPlaying = function (playProps) {
- this._setPosition(playProps.offset);
- this._setLoop(playProps.loop);
- this._setVolume(playProps.volume);
- this._setPan(playProps.pan);
- if (playProps.startTime != null) {
- this._setStartTime(playProps.startTime);
- this._setDuration(playProps.duration);
- }
- if (this._playbackResource != null && this._position < this._duration) {
- this._paused = false;
- this._handleSoundReady();
- this.playState = createjs.Sound.PLAY_SUCCEEDED;
- this._sendEvent("succeeded");
- return true;
- } else {
- this._playFailed();
- return false;
- }
- };
- /**
- * Play has failed, which can happen for a variety of reasons.
- * Cleans up instance and dispatches failed event
- * @method _playFailed
- * @private
- */
- p._playFailed = function () {
- this._cleanUp();
- this.playState = createjs.Sound.PLAY_FAILED;
- this._sendEvent("failed");
- };
- /**
- * Audio has finished playing. Manually loop it if required.
- * @method _handleSoundComplete
- * @param event
- * @protected
- */
- p._handleSoundComplete = function (event) {
- this._position = 0; // have to set this as it can be set by pause during playback
- if (this._loop != 0) {
- this._loop--; // NOTE this introduces a theoretical limit on loops = float max size x 2 - 1
- this._handleLoop();
- this._sendEvent("loop");
- return;
- }
- this._cleanUp();
- this.playState = createjs.Sound.PLAY_FINISHED;
- this._sendEvent("complete");
- };
- // Plugin specific code
- /**
- * Handles starting playback when the sound is ready for playing.
- * @method _handleSoundReady
- * @protected
- */
- p._handleSoundReady = function () {
- // plugin specific code
- };
- /**
- * Internal function used to update the volume based on the instance volume, master volume, instance mute value,
- * and master mute value.
- * @method _updateVolume
- * @protected
- */
- p._updateVolume = function () {
- // plugin specific code
- };
- /**
- * Internal function used to update the pan
- * @method _updatePan
- * @protected
- * @since 0.6.0
- */
- p._updatePan = function () {
- // plugin specific code
- };
- /**
- * Internal function used to update the startTime of the audio.
- * @method _updateStartTime
- * @protected
- * @since 0.6.1
- */
- p._updateStartTime = function () {
- // plugin specific code
- };
- /**
- * Internal function used to update the duration of the audio.
- * @method _updateDuration
- * @protected
- * @since 0.6.0
- */
- p._updateDuration = function () {
- // plugin specific code
- };
- /**
- * Internal function used to get the duration of the audio from the source we'll be playing.
- * @method _updateDuration
- * @protected
- * @since 0.6.0
- */
- p._setDurationFromSource = function () {
- // plugin specific code
- };
- /**
- * Internal function that calculates the current position of the playhead and sets this._position to that value
- * @method _calculateCurrentPosition
- * @protected
- * @since 0.6.0
- */
- p._calculateCurrentPosition = function () {
- // plugin specific code that sets this.position
- };
- /**
- * Internal function used to update the position of the playhead.
- * @method _updatePosition
- * @protected
- * @since 0.6.0
- */
- p._updatePosition = function () {
- // plugin specific code
- };
- /**
- * Internal function called when looping is removed during playback.
- * @method _removeLooping
- * @param {number} value The number of times to loop after play.
- * @protected
- * @since 0.6.0
- */
- p._removeLooping = function (value) {
- // plugin specific code
- };
- /**
- * Internal function called when looping is added during playback.
- * @method _addLooping
- * @param {number} value The number of times to loop after play.
- * @protected
- * @since 0.6.0
- */
- p._addLooping = function (value) {
- // plugin specific code
- };
- /**
- * Internal function called when pausing playback
- * @method _pause
- * @protected
- * @since 0.6.0
- */
- p._pause = function () {
- // plugin specific code
- };
- /**
- * Internal function called when resuming playback
- * @method _resume
- * @protected
- * @since 0.6.0
- */
- p._resume = function () {
- // plugin specific code
- };
- /**
- * Internal function called when stopping playback
- * @method _handleStop
- * @protected
- * @since 0.6.0
- */
- p._handleStop = function() {
- // plugin specific code
- };
- /**
- * Internal function called when AbstractSoundInstance is being cleaned up
- * @method _handleCleanUp
- * @protected
- * @since 0.6.0
- */
- p._handleCleanUp = function() {
- // plugin specific code
- };
- /**
- * Internal function called when AbstractSoundInstance has played to end and is looping
- * @method _handleLoop
- * @protected
- * @since 0.6.0
- */
- p._handleLoop = function () {
- // plugin specific code
- };
- createjs.AbstractSoundInstance = createjs.promote(AbstractSoundInstance, "EventDispatcher");
- createjs.DefaultSoundInstance = createjs.AbstractSoundInstance; // used when no plugin is supported
- }());
- //##############################################################################
- // AbstractPlugin.js
- //##############################################################################
- (function () {
- "use strict";
- // constructor:
- /**
- * A default plugin class used as a base for all other plugins.
- * @class AbstractPlugin
- * @constructor
- * @since 0.6.0
- */
- var AbstractPlugin = function () {
- // private properties:
- /**
- * The capabilities of the plugin.
- * method and is used internally.
- * @property _capabilities
- * @type {Object}
- * @default null
- * @protected
- * @static
- */
- this._capabilities = null;
- /**
- * Object hash indexed by the source URI of all created loaders, used to properly destroy them if sources are removed.
- * @type {Object}
- * @protected
- */
- this._loaders = {};
- /**
- * Object hash indexed by the source URI of each file to indicate if an audio source has begun loading,
- * is currently loading, or has completed loading. Can be used to store non boolean data after loading
- * is complete (for example arrayBuffers for web audio).
- * @property _audioSources
- * @type {Object}
- * @protected
- */
- this._audioSources = {};
- /**
- * Object hash indexed by the source URI of all created SoundInstances, updates the playbackResource if it loads after they are created,
- * and properly destroy them if sources are removed
- * @type {Object}
- * @protected
- */
- this._soundInstances = {};
- /**
- * The internal master volume value of the plugin.
- * @property _volume
- * @type {Number}
- * @default 1
- * @protected
- */
- this._volume = 1;
- /**
- * A reference to a loader class used by a plugin that must be set.
- * @type {Object}
- * @protected
- */
- this._loaderClass;
- /**
- * A reference to an AbstractSoundInstance class used by a plugin that must be set.
- * @type {Object}
- * @protected;
- */
- this._soundInstanceClass;
- };
- var p = AbstractPlugin.prototype;
- // Static Properties:
- // NOTE THESE PROPERTIES NEED TO BE ADDED TO EACH PLUGIN
- /**
- * The capabilities of the plugin. This is generated via the _generateCapabilities method and is used internally.
- * @property _capabilities
- * @type {Object}
- * @default null
- * @private
- * @static
- */
- AbstractPlugin._capabilities = null;
- /**
- * Determine if the plugin can be used in the current browser/OS.
- * @method isSupported
- * @return {Boolean} If the plugin can be initialized.
- * @static
- */
- AbstractPlugin.isSupported = function () {
- return true;
- };
- // public methods:
- /**
- * Pre-register a sound for preloading and setup. This is called by {{#crossLink "Sound"}}{{/crossLink}}.
- * Note all plugins provide a <code>Loader</code> instance, which <a href="http://preloadjs.com" target="_blank">PreloadJS</a>
- * can use to assist with preloading.
- * @method register
- * @param {String} loadItem An Object containing the source of the audio
- * Note that not every plugin will manage this value.
- * @return {Object} A result object, containing a "tag" for preloading purposes.
- */
- p.register = function (loadItem) {
- var loader = this._loaders[loadItem.src];
- if(loader && !loader.canceled) {return this._loaders[loadItem.src];} // already loading/loaded this, so don't load twice
- // OJR potential issue that we won't be firing loaded event, might need to trigger if this is already loaded?
- this._audioSources[loadItem.src] = true;
- this._soundInstances[loadItem.src] = [];
- loader = new this._loaderClass(loadItem);
- loader.on("complete", this._handlePreloadComplete, this);
- this._loaders[loadItem.src] = loader;
- return loader;
- };
- // note sound calls register before calling preload
- /**
- * Internally preload a sound.
- * @method preload
- * @param {Loader} loader The sound URI to load.
- */
- p.preload = function (loader) {
- loader.on("error", this._handlePreloadError, this);
- loader.load();
- };
- /**
- * Checks if preloading has started for a specific source. If the source is found, we can assume it is loading,
- * or has already finished loading.
- * @method isPreloadStarted
- * @param {String} src The sound URI to check.
- * @return {Boolean}
- */
- p.isPreloadStarted = function (src) {
- return (this._audioSources[src] != null);
- };
- /**
- * Checks if preloading has finished for a specific source.
- * @method isPreloadComplete
- * @param {String} src The sound URI to load.
- * @return {Boolean}
- */
- p.isPreloadComplete = function (src) {
- return (!(this._audioSources[src] == null || this._audioSources[src] == true));
- };
- /**
- * Remove a sound added using {{#crossLink "WebAudioPlugin/register"}}{{/crossLink}}. Note this does not cancel a preload.
- * @method removeSound
- * @param {String} src The sound URI to unload.
- */
- p.removeSound = function (src) {
- if (!this._soundInstances[src]) { return; }
- for (var i = this._soundInstances[src].length; i--; ) {
- var item = this._soundInstances[src][i];
- item.destroy();
- }
- delete(this._soundInstances[src]);
- delete(this._audioSources[src]);
- if(this._loaders[src]) { this._loaders[src].destroy(); }
- delete(this._loaders[src]);
- };
- /**
- * Remove all sounds added using {{#crossLink "WebAudioPlugin/register"}}{{/crossLink}}. Note this does not cancel a preload.
- * @method removeAllSounds
- * @param {String} src The sound URI to unload.
- */
- p.removeAllSounds = function () {
- for(var key in this._audioSources) {
- this.removeSound(key);
- }
- };
- /**
- * Create a sound instance. If the sound has not been preloaded, it is internally preloaded here.
- * @method create
- * @param {String} src The sound source to use.
- * @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds.
- * @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds.
- * @return {AbstractSoundInstance} A sound instance for playback and control.
- */
- p.create = function (src, startTime, duration) {
- if (!this.isPreloadStarted(src)) {
- this.preload(this.register(src));
- }
- var si = new this._soundInstanceClass(src, startTime, duration, this._audioSources[src]);
- if(this._soundInstances[src]){
- this._soundInstances[src].push(si);
- }
- // Plugins that don't have a setVolume should implement a setMasterVolune/setMasterMute
- // So we have to check that here.
- si.setMasterVolume && si.setMasterVolume(createjs.Sound.volume);
- si.setMasterMute && si.setMasterMute(createjs.Sound.muted);
- return si;
- };
- // if a plugin does not support volume and mute, it should set these to null
- /**
- * Set the master volume of the plugin, which affects all SoundInstances.
- * @method setVolume
- * @param {Number} value The volume to set, between 0 and 1.
- * @return {Boolean} If the plugin processes the setVolume call (true). The Sound class will affect all the
- * instances manually otherwise.
- */
- p.setVolume = function (value) {
- this._volume = value;
- this._updateVolume();
- return true;
- };
- /**
- * Get the master volume of the plugin, which affects all SoundInstances.
- * @method getVolume
- * @return {Number} The volume level, between 0 and 1.
- */
- p.getVolume = function () {
- return this._volume;
- };
- /**
- * Mute all sounds via the plugin.
- * @method setMute
- * @param {Boolean} value If all sound should be muted or not. Note that plugin-level muting just looks up
- * the mute value of Sound {{#crossLink "Sound/muted:property"}}{{/crossLink}}, so this property is not used here.
- * @return {Boolean} If the mute call succeeds.
- */
- p.setMute = function (value) {
- this._updateVolume();
- return true;
- };
- // plugins should overwrite this method
- p.toString = function () {
- return "[AbstractPlugin]";
- };
- // private methods:
- /**
- * Handles internal preload completion.
- * @method _handlePreloadComplete
- * @param event
- * @protected
- */
- p._handlePreloadComplete = function (event) {
- var src = event.target.getItem().src;
- this._audioSources[src] = event.result;
- for (var i = 0, l = this._soundInstances[src].length; i < l; i++) {
- var item = this._soundInstances[src][i];
- item.playbackResource = this._audioSources[src];
- // ToDo consider adding play call here if playstate == playfailed
- this._soundInstances[src] = null;
- }
- };
- /**
- * Handles internal preload errors
- * @method _handlePreloadError
- * @param event
- * @protected
- */
- p._handlePreloadError = function(event) {
- //delete(this._audioSources[src]);
- };
- /**
- * Set the gain value for master audio. Should not be called externally.
- * @method _updateVolume
- * @protected
- */
- p._updateVolume = function () {
- // Plugin Specific code
- };
- createjs.AbstractPlugin = AbstractPlugin;
- }());
- //##############################################################################
- // WebAudioLoader.js
- //##############################################################################
- (function () {
- "use strict";
- /**
- * Loader provides a mechanism to preload Web Audio content via PreloadJS or internally. Instances are returned to
- * the preloader, and the load method is called when the asset needs to be requested.
- *
- * @class WebAudioLoader
- * @param {String} loadItem The item to be loaded
- * @extends XHRRequest
- * @protected
- */
- function Loader(loadItem) {
- this.AbstractLoader_constructor(loadItem, true, createjs.Types.SOUND);
- };
- var p = createjs.extend(Loader, createjs.AbstractLoader);
- /**
- * web audio context required for decoding audio
- * @property context
- * @type {AudioContext}
- * @static
- */
- Loader.context = null;
- // public methods
- p.toString = function () {
- return "[WebAudioLoader]";
- };
- // private methods
- p._createRequest = function() {
- this._request = new createjs.XHRRequest(this._item, false);
- this._request.setResponseType("arraybuffer");
- };
- p._sendComplete = function (event) {
- // OJR we leave this wrapped in Loader because we need to reference src and the handler only receives a single argument, the decodedAudio
- Loader.context.decodeAudioData(this._rawResult,
- createjs.proxy(this._handleAudioDecoded, this),
- createjs.proxy(this._sendError, this));
- };
- /**
- * The audio has been decoded.
- * @method handleAudioDecoded
- * @param decoded
- * @protected
- */
- p._handleAudioDecoded = function (decodedAudio) {
- this._result = decodedAudio;
- this.AbstractLoader__sendComplete();
- };
- createjs.WebAudioLoader = createjs.promote(Loader, "AbstractLoader");
- }());
- //##############################################################################
- // WebAudioSoundInstance.js
- //##############################################################################
- /**
- * WebAudioSoundInstance extends the base api of {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} and is used by
- * {{#crossLink "WebAudioPlugin"}}{{/crossLink}}.
- *
- * WebAudioSoundInstance exposes audioNodes for advanced users.
- *
- * @param {String} src The path to and file name of the sound.
- * @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds.
- * @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds.
- * @param {Object} playbackResource Any resource needed by plugin to support audio playback.
- * @class WebAudioSoundInstance
- * @extends AbstractSoundInstance
- * @constructor
- */
- (function () {
- "use strict";
- function WebAudioSoundInstance(src, startTime, duration, playbackResource) {
- this.AbstractSoundInstance_constructor(src, startTime, duration, playbackResource);
- // public properties
- /**
- * NOTE this is only intended for use by advanced users.
- * <br />GainNode for controlling <code>WebAudioSoundInstance</code> volume. Connected to the {{#crossLink "WebAudioSoundInstance/destinationNode:property"}}{{/crossLink}}.
- * @property gainNode
- * @type {AudioGainNode}
- * @since 0.4.0
- *
- */
- this.gainNode = s.context.createGain();
- /**
- * NOTE this is only intended for use by advanced users.
- * <br />A panNode allowing left and right audio channel panning only. Connected to WebAudioSoundInstance {{#crossLink "WebAudioSoundInstance/gainNode:property"}}{{/crossLink}}.
- * @property panNode
- * @type {AudioPannerNode}
- * @since 0.4.0
- */
- this.panNode = s.context.createPanner();
- this.panNode.panningModel = s._panningModel;
- this.panNode.connect(this.gainNode);
- this._updatePan();
- /**
- * NOTE this is only intended for use by advanced users.
- * <br />sourceNode is the audio source. Connected to WebAudioSoundInstance {{#crossLink "WebAudioSoundInstance/panNode:property"}}{{/crossLink}}.
- * @property sourceNode
- * @type {AudioNode}
- * @since 0.4.0
- *
- */
- this.sourceNode = null;
- // private properties
- /**
- * Timeout that is created internally to handle sound playing to completion.
- * Stored so we can remove it when stop, pause, or cleanup are called
- * @property _soundCompleteTimeout
- * @type {timeoutVariable}
- * @default null
- * @protected
- * @since 0.4.0
- */
- this._soundCompleteTimeout = null;
- /**
- * NOTE this is only intended for use by very advanced users.
- * _sourceNodeNext is the audio source for the next loop, inserted in a look ahead approach to allow for smooth
- * looping. Connected to {{#crossLink "WebAudioSoundInstance/gainNode:property"}}{{/crossLink}}.
- * @property _sourceNodeNext
- * @type {AudioNode}
- * @default null
- * @protected
- * @since 0.4.1
- *
- */
- this._sourceNodeNext = null;
- /**
- * Time audio started playback, in seconds. Used to handle set position, get position, and resuming from paused.
- * @property _playbackStartTime
- * @type {Number}
- * @default 0
- * @protected
- * @since 0.4.0
- */
- this._playbackStartTime = 0;
- // Proxies, make removing listeners easier.
- this._endedHandler = createjs.proxy(this._handleSoundComplete, this);
- };
- var p = createjs.extend(WebAudioSoundInstance, createjs.AbstractSoundInstance);
- var s = WebAudioSoundInstance;
- /**
- * Note this is only intended for use by advanced users.
- * <br />Audio context used to create nodes. This is and needs to be the same context used by {{#crossLink "WebAudioPlugin"}}{{/crossLink}}.
- * @property context
- * @type {AudioContext}
- * @static
- * @since 0.6.0
- */
- s.context = null;
- /**
- * Note this is only intended for use by advanced users.
- * <br />The scratch buffer that will be assigned to the buffer property of a source node on close.
- * This is and should be the same scratch buffer referenced by {{#crossLink "WebAudioPlugin"}}{{/crossLink}}.
- * @property _scratchBuffer
- * @type {AudioBufferSourceNode}
- * @static
- */
- s._scratchBuffer = null;
- /**
- * Note this is only intended for use by advanced users.
- * <br /> Audio node from WebAudioPlugin that sequences to <code>context.destination</code>
- * @property destinationNode
- * @type {AudioNode}
- * @static
- * @since 0.6.0
- */
- s.destinationNode = null;
- /**
- * Value to set panning model to equal power for WebAudioSoundInstance. Can be "equalpower" or 0 depending on browser implementation.
- * @property _panningModel
- * @type {Number / String}
- * @protected
- * @static
- * @since 0.6.0
- */
- s._panningModel = "equalpower";
- // Public methods
- p.destroy = function() {
- this.AbstractSoundInstance_destroy();
- this.panNode.disconnect(0);
- this.panNode = null;
- this.gainNode.disconnect(0);
- this.gainNode = null;
- };
- p.toString = function () {
- return "[WebAudioSoundInstance]";
- };
- // Private Methods
- p._updatePan = function() {
- this.panNode.setPosition(this._pan, 0, -0.5);
- // z need to be -0.5 otherwise the sound only plays in left, right, or center
- };
- p._removeLooping = function(value) {
- this._sourceNodeNext = this._cleanUpAudioNode(this._sourceNodeNext);
- };
- p._addLooping = function(value) {
- if (this.playState != createjs.Sound.PLAY_SUCCEEDED) { return; }
- this._sourceNodeNext = this._createAndPlayAudioNode(this._playbackStartTime, 0);
- };
- p._setDurationFromSource = function () {
- this._duration = this.playbackResource.duration * 1000;
- };
- p._handleCleanUp = function () {
- if (this.sourceNode && this.playState == createjs.Sound.PLAY_SUCCEEDED) {
- this.sourceNode = this._cleanUpAudioNode(this.sourceNode);
- this._sourceNodeNext = this._cleanUpAudioNode(this._sourceNodeNext);
- }
- if (this.gainNode.numberOfOutputs != 0) {this.gainNode.disconnect(0);}
- // OJR there appears to be a bug that this doesn't always work in webkit (Chrome and Safari). According to the documentation, this should work.
- clearTimeout(this._soundCompleteTimeout);
- this._playbackStartTime = 0; // This is used by _getPosition
- };
- /**
- * Turn off and disconnect an audioNode, then set reference to null to release it for garbage collection
- * @method _cleanUpAudioNode
- * @param audioNode
- * @return {audioNode}
- * @protected
- * @since 0.4.1
- */
- p._cleanUpAudioNode = function(audioNode) {
- if(audioNode) {
- audioNode.stop(0);
- audioNode.disconnect(0);
- // necessary to prevent leak on iOS Safari 7-9. will throw in almost all other
- // browser implementations.
- if ( createjs.BrowserDetect.isIOS ) {
- try { audioNode.buffer = s._scratchBuffer; } catch(e) {}
- }
- audioNode = null;
- }
- return audioNode;
- };
- p._handleSoundReady = function (event) {
- this.gainNode.connect(s.destinationNode); // this line can cause a memory leak. Nodes need to be disconnected from the audioDestination or any sequence that leads to it.
- var dur = this._duration * 0.001,
- pos = Math.min(Math.max(0, this._position) * 0.001, dur);
- this.sourceNode = this._createAndPlayAudioNode((s.context.currentTime - dur), pos);
- this._playbackStartTime = this.sourceNode.startTime - pos;
- this._soundCompleteTimeout = setTimeout(this._endedHandler, (dur - pos) * 1000);
- if(this._loop != 0) {
- this._sourceNodeNext = this._createAndPlayAudioNode(this._playbackStartTime, 0);
- }
- };
- /**
- * Creates an audio node using the current src and context, connects it to the gain node, and starts playback.
- * @method _createAndPlayAudioNode
- * @param {Number} startTime The time to add this to the web audio context, in seconds.
- * @param {Number} offset The amount of time into the src audio to start playback, in seconds.
- * @return {audioNode}
- * @protected
- * @since 0.4.1
- */
- p._createAndPlayAudioNode = function(startTime, offset) {
- var audioNode = s.context.createBufferSource();
- audioNode.buffer = this.playbackResource;
- audioNode.connect(this.panNode);
- var dur = this._duration * 0.001;
- audioNode.startTime = startTime + dur;
- audioNode.start(audioNode.startTime, offset+(this._startTime*0.001), dur - offset);
- return audioNode;
- };
- p._pause = function () {
- this._position = (s.context.currentTime - this._playbackStartTime) * 1000; // * 1000 to give milliseconds, lets us restart at same point
- this.sourceNode = this._cleanUpAudioNode(this.sourceNode);
- this._sourceNodeNext = this._cleanUpAudioNode(this._sourceNodeNext);
- if (this.gainNode.numberOfOutputs != 0) {this.gainNode.disconnect(0);}
- clearTimeout(this._soundCompleteTimeout);
- };
- p._resume = function () {
- this._handleSoundReady();
- };
- /*
- p._handleStop = function () {
- // web audio does not need to do anything extra
- };
- */
- p._updateVolume = function () {
- var newVolume = this._muted ? 0 : this._volume;
- if (newVolume != this.gainNode.gain.value) {
- this.gainNode.gain.value = newVolume;
- }
- };
- p._calculateCurrentPosition = function () {
- return ((s.context.currentTime - this._playbackStartTime) * 1000); // pos in seconds * 1000 to give milliseconds
- };
- p._updatePosition = function () {
- this.sourceNode = this._cleanUpAudioNode(this.sourceNode);
- this._sourceNodeNext = this._cleanUpAudioNode(this._sourceNodeNext);
- clearTimeout(this._soundCompleteTimeout);
- if (!this._paused) {this._handleSoundReady();}
- };
- // OJR we are using a look ahead approach to ensure smooth looping.
- // We add _sourceNodeNext to the audio context so that it starts playing even if this callback is delayed.
- // This technique is described here: http://www.html5rocks.com/en/tutorials/audio/scheduling/
- // NOTE the cost of this is that our audio loop may not always match the loop event timing precisely.
- p._handleLoop = function () {
- this._cleanUpAudioNode(this.sourceNode);
- this.sourceNode = this._sourceNodeNext;
- this._playbackStartTime = this.sourceNode.startTime;
- this._sourceNodeNext = this._createAndPlayAudioNode(this._playbackStartTime, 0);
- this._soundCompleteTimeout = setTimeout(this._endedHandler, this._duration);
- };
- p._updateDuration = function () {
- if(this.playState == createjs.Sound.PLAY_SUCCEEDED) {
- this._pause();
- this._resume();
- }
- };
- createjs.WebAudioSoundInstance = createjs.promote(WebAudioSoundInstance, "AbstractSoundInstance");
- }());
- //##############################################################################
- // WebAudioPlugin.js
- //##############################################################################
- (function () {
- "use strict";
- /**
- * Play sounds using Web Audio in the browser. The WebAudioPlugin is currently the default plugin, and will be used
- * anywhere that it is supported. To change plugin priority, check out the Sound API
- * {{#crossLink "Sound/registerPlugins"}}{{/crossLink}} method.
- * <h4>Known Browser and OS issues for Web Audio</h4>
- * <b>Firefox 25</b>
- * <li>
- * mp3 audio files do not load properly on all windows machines, reported <a href="https://bugzilla.mozilla.org/show_bug.cgi?id=929969" target="_blank">here</a>.
- * <br />For this reason it is recommended to pass another FireFox-supported type (i.e. ogg) as the default
- * extension, until this bug is resolved
- * </li>
- *
- * <b>Webkit (Chrome and Safari)</b>
- * <li>
- * AudioNode.disconnect does not always seem to work. This can cause the file size to grow over time if you
- * are playing a lot of audio files.
- * </li>
- *
- * <b>iOS 6 limitations</b>
- * <ul>
- * <li>
- * Sound is initially muted and will only unmute through play being called inside a user initiated event
- * (touch/click). Please read the mobile playback notes in the the {{#crossLink "Sound"}}{{/crossLink}}
- * class for a full overview of the limitations, and how to get around them.
- * </li>
- * <li>
- * A bug exists that will distort un-cached audio when a video element is present in the DOM. You can avoid
- * this bug by ensuring the audio and video audio share the same sample rate.
- * </li>
- * </ul>
- * @class WebAudioPlugin
- * @extends AbstractPlugin
- * @constructor
- * @since 0.4.0
- */
- function WebAudioPlugin() {
- this.AbstractPlugin_constructor();
- // Private Properties
- /**
- * Value to set panning model to equal power for WebAudioSoundInstance. Can be "equalpower" or 0 depending on browser implementation.
- * @property _panningModel
- * @type {Number / String}
- * @protected
- */
- this._panningModel = s._panningModel;;
- /**
- * The web audio context, which WebAudio uses to play audio. All nodes that interact with the WebAudioPlugin
- * need to be created within this context.
- * @property context
- * @type {AudioContext}
- */
- this.context = s.context;
- /**
- * A DynamicsCompressorNode, which is used to improve sound quality and prevent audio distortion.
- * It is connected to <code>context.destination</code>.
- *
- * Can be accessed by advanced users through createjs.Sound.activePlugin.dynamicsCompressorNode.
- * @property dynamicsCompressorNode
- * @type {AudioNode}
- */
- this.dynamicsCompressorNode = this.context.createDynamicsCompressor();
- this.dynamicsCompressorNode.connect(this.context.destination);
- /**
- * A GainNode for controlling master volume. It is connected to {{#crossLink "WebAudioPlugin/dynamicsCompressorNode:property"}}{{/crossLink}}.
- *
- * Can be accessed by advanced users through createjs.Sound.activePlugin.gainNode.
- * @property gainNode
- * @type {AudioGainNode}
- */
- this.gainNode = this.context.createGain();
- this.gainNode.connect(this.dynamicsCompressorNode);
- createjs.WebAudioSoundInstance.destinationNode = this.gainNode;
- this._capabilities = s._capabilities;
- this._loaderClass = createjs.WebAudioLoader;
- this._soundInstanceClass = createjs.WebAudioSoundInstance;
- this._addPropsToClasses();
- }
- var p = createjs.extend(WebAudioPlugin, createjs.AbstractPlugin);
- // Static Properties
- var s = WebAudioPlugin;
- /**
- * The capabilities of the plugin. This is generated via the {{#crossLink "WebAudioPlugin/_generateCapabilities:method"}}{{/crossLink}}
- * method and is used internally.
- * @property _capabilities
- * @type {Object}
- * @default null
- * @private
- * @static
- */
- s._capabilities = null;
- /**
- * Value to set panning model to equal power for WebAudioSoundInstance. Can be "equalpower" or 0 depending on browser implementation.
- * @property _panningModel
- * @type {Number / String}
- * @private
- * @static
- */
- s._panningModel = "equalpower";
- /**
- * The web audio context, which WebAudio uses to play audio. All nodes that interact with the WebAudioPlugin
- * need to be created within this context.
- *
- * Advanced users can set this to an existing context, but <b>must</b> do so before they call
- * {{#crossLink "Sound/registerPlugins"}}{{/crossLink}} or {{#crossLink "Sound/initializeDefaultPlugins"}}{{/crossLink}}.
- *
- * @property context
- * @type {AudioContext}
- * @static
- */
- s.context = null;
- /**
- * The scratch buffer that will be assigned to the buffer property of a source node on close.
- * Works around an iOS Safari bug: https://github.com/CreateJS/SoundJS/issues/102
- *
- * Advanced users can set this to an existing source node, but <b>must</b> do so before they call
- * {{#crossLink "Sound/registerPlugins"}}{{/crossLink}} or {{#crossLink "Sound/initializeDefaultPlugins"}}{{/crossLink}}.
- *
- * @property _scratchBuffer
- * @type {AudioBuffer}
- * @private
- * @static
- */
- s._scratchBuffer = null;
- /**
- * Indicated whether audio on iOS has been unlocked, which requires a touchend/mousedown event that plays an
- * empty sound.
- * @property _unlocked
- * @type {boolean}
- * @since 0.6.2
- * @private
- */
- s._unlocked = false;
- /**
- * The default sample rate used when checking for iOS compatibility. See {{#crossLink "WebAudioPlugin/_createAudioContext"}}{{/crossLink}}.
- * @property DEFAULT_SAMPLE_REATE
- * @type {number}
- * @default 44100
- * @static
- */
- s.DEFAULT_SAMPLE_RATE = 44100;
- // Static Public Methods
- /**
- * Determine if the plugin can be used in the current browser/OS.
- * @method isSupported
- * @return {Boolean} If the plugin can be initialized.
- * @static
- */
- s.isSupported = function () {
- // check if this is some kind of mobile device, Web Audio works with local protocol under PhoneGap and it is unlikely someone is trying to run a local file
- var isMobilePhoneGap = createjs.BrowserDetect.isIOS || createjs.BrowserDetect.isAndroid || createjs.BrowserDetect.isBlackberry;
- // OJR isMobile may be redundant with _isFileXHRSupported available. Consider removing.
- if (location.protocol == "file:" && !isMobilePhoneGap && !this._isFileXHRSupported()) { return false; } // Web Audio requires XHR, which is not usually available locally
- s._generateCapabilities();
- if (s.context == null) {return false;}
- return true;
- };
- /**
- * Plays an empty sound in the web audio context. This is used to enable web audio on iOS devices, as they
- * require the first sound to be played inside of a user initiated event (touch/click). This is called when
- * {{#crossLink "WebAudioPlugin"}}{{/crossLink}} is initialized (by Sound {{#crossLink "Sound/initializeDefaultPlugins"}}{{/crossLink}}
- * for example).
- *
- * <h4>Example</h4>
- *
- * function handleTouch(event) {
- * createjs.WebAudioPlugin.playEmptySound();
- * }
- *
- * @method playEmptySound
- * @static
- * @since 0.4.1
- */
- s.playEmptySound = function() {
- if (s.context == null) {return;}
- var source = s.context.createBufferSource();
- source.buffer = s._scratchBuffer;
- source.connect(s.context.destination);
- source.start(0, 0, 0);
- };
- // Static Private Methods
- /**
- * Determine if XHR is supported, which is necessary for web audio.
- * @method _isFileXHRSupported
- * @return {Boolean} If XHR is supported.
- * @since 0.4.2
- * @private
- * @static
- */
- s._isFileXHRSupported = function() {
- // it's much easier to detect when something goes wrong, so let's start optimistically
- var supported = true;
- var xhr = new XMLHttpRequest();
- try {
- xhr.open("GET", "WebAudioPluginTest.fail", false); // loading non-existant file triggers 404 only if it could load (synchronous call)
- } catch (error) {
- // catch errors in cases where the onerror is passed by
- supported = false;
- return supported;
- }
- xhr.onerror = function() { supported = false; }; // cause irrelevant
- // with security turned off, we can get empty success results, which is actually a failed read (status code 0?)
- xhr.onload = function() { supported = this.status == 404 || (this.status == 200 || (this.status == 0 && this.response != "")); };
- try {
- xhr.send();
- } catch (error) {
- // catch errors in cases where the onerror is passed by
- supported = false;
- }
- return supported;
- };
- /**
- * Determine the capabilities of the plugin. Used internally. Please see the Sound API {{#crossLink "Sound/capabilities:property"}}{{/crossLink}}
- * method for an overview of plugin capabilities.
- * @method _generateCapabilities
- * @static
- * @private
- */
- s._generateCapabilities = function () {
- if (s._capabilities != null) {return;}
- // Web Audio can be in any formats supported by the audio element, from http://www.w3.org/TR/webaudio/#AudioContext-section
- var t = document.createElement("audio");
- if (t.canPlayType == null) {return null;}
- if (s.context == null) {
- s.context = s._createAudioContext();
- if (s.context == null) { return null; }
- }
- if (s._scratchBuffer == null) {
- s._scratchBuffer = s.context.createBuffer(1, 1, 22050);
- }
- s._compatibilitySetUp();
- // Listen for document level clicks to unlock WebAudio on iOS. See the _unlock method.
- if ("ontouchstart" in window && s.context.state != "running") {
- s._unlock(); // When played inside of a touch event, this will enable audio on iOS immediately.
- document.addEventListener("mousedown", s._unlock, true);
- document.addEventListener("touchstart", s._unlock, true);
- document.addEventListener("touchend", s._unlock, true);
- }
- s._capabilities = {
- panning:true,
- volume:true,
- tracks:-1
- };
- // determine which extensions our browser supports for this plugin by iterating through Sound.SUPPORTED_EXTENSIONS
- var supportedExtensions = createjs.Sound.SUPPORTED_EXTENSIONS;
- var extensionMap = createjs.Sound.EXTENSION_MAP;
- for (var i = 0, l = supportedExtensions.length; i < l; i++) {
- var ext = supportedExtensions[i];
- var playType = extensionMap[ext] || ext;
- s._capabilities[ext] = (t.canPlayType("audio/" + ext) != "no" && t.canPlayType("audio/" + ext) != "") || (t.canPlayType("audio/" + playType) != "no" && t.canPlayType("audio/" + playType) != "");
- } // OJR another way to do this might be canPlayType:"m4a", codex: mp4
- // 0=no output, 1=mono, 2=stereo, 4=surround, 6=5.1 surround.
- // See http://www.w3.org/TR/webaudio/#AudioChannelSplitter for more details on channels.
- if (s.context.destination.numberOfChannels < 2) {
- s._capabilities.panning = false;
- }
- };
- /**
- * Create an audio context for the sound.
- *
- * This method handles both vendor prefixes (specifically webkit support), as well as a case on iOS where
- * audio played with a different sample rate may play garbled when first started. The default sample rate is
- * 44,100, however it can be changed using the {{#crossLink "WebAudioPlugin/DEFAULT_SAMPLE_RATE:property"}}{{/crossLink}}.
- * @method _createAudioContext
- * @return {AudioContext | webkitAudioContext}
- * @private
- * @static
- * @since 1.0.0
- */
- s._createAudioContext = function() {
- // Slightly modified version of https://github.com/Jam3/ios-safe-audio-context
- // Resolves issues with first-run contexts playing garbled on iOS.
- var AudioCtor = (window.AudioContext || window.webkitAudioContext);
- if (AudioCtor == null) { return null; }
- var context = new AudioCtor();
- // Check if hack is necessary. Only occurs in iOS6+ devices
- // and only when you first boot the iPhone, or play a audio/video
- // with a different sample rate
- if (/(iPhone|iPad)/i.test(navigator.userAgent)
- && context.sampleRate !== s.DEFAULT_SAMPLE_RATE) {
- var buffer = context.createBuffer(1, 1, s.DEFAULT_SAMPLE_RATE),
- dummy = context.createBufferSource();
- dummy.buffer = buffer;
- dummy.connect(context.destination);
- dummy.start(0);
- dummy.disconnect();
- context.close() // dispose old context
- context = new AudioCtor();
- }
- return context;
- }
- /**
- * Set up compatibility if only deprecated web audio calls are supported.
- * See http://www.w3.org/TR/webaudio/#DeprecationNotes
- * Needed so we can support new browsers that don't support deprecated calls (Firefox) as well as old browsers that
- * don't support new calls.
- *
- * @method _compatibilitySetUp
- * @static
- * @private
- * @since 0.4.2
- */
- s._compatibilitySetUp = function() {
- s._panningModel = "equalpower";
- //assume that if one new call is supported, they all are
- if (s.context.createGain) { return; }
- // simple name change, functionality the same
- s.context.createGain = s.context.createGainNode;
- // source node, add to prototype
- var audioNode = s.context.createBufferSource();
- audioNode.__proto__.start = audioNode.__proto__.noteGrainOn; // note that noteGrainOn requires all 3 parameters
- audioNode.__proto__.stop = audioNode.__proto__.noteOff;
- // panningModel
- s._panningModel = 0;
- };
- /**
- * Try to unlock audio on iOS. This is triggered from either WebAudio plugin setup (which will work if inside of
- * a `mousedown` or `touchend` event stack), or the first document touchend/mousedown event. If it fails (touchend
- * will fail if the user presses for too long, indicating a scroll event instead of a click event.
- *
- * Note that earlier versions of iOS supported `touchstart` for this, but iOS9 removed this functionality. Adding
- * a `touchstart` event to support older platforms may preclude a `mousedown` even from getting fired on iOS9, so we
- * stick with `mousedown` and `touchend`.
- * @method _unlock
- * @since 0.6.2
- * @private
- */
- s._unlock = function() {
- if (s._unlocked) { return; }
- s.playEmptySound();
- if (s.context.state == "running") {
- document.removeEventListener("mousedown", s._unlock, true);
- document.removeEventListener("touchend", s._unlock, true);
- document.removeEventListener("touchstart", s._unlock, true);
- s._unlocked = true;
- }
- };
- // Public Methods
- p.toString = function () {
- return "[WebAudioPlugin]";
- };
- // Private Methods
- /**
- * Set up needed properties on supported classes WebAudioSoundInstance and WebAudioLoader.
- * @method _addPropsToClasses
- * @static
- * @protected
- * @since 0.6.0
- */
- p._addPropsToClasses = function() {
- var c = this._soundInstanceClass;
- c.context = this.context;
- c._scratchBuffer = s._scratchBuffer;
- c.destinationNode = this.gainNode;
- c._panningModel = this._panningModel;
- this._loaderClass.context = this.context;
- };
- /**
- * Set the gain value for master audio. Should not be called externally.
- * @method _updateVolume
- * @protected
- */
- p._updateVolume = function () {
- var newVolume = createjs.Sound._masterMute ? 0 : this._volume;
- if (newVolume != this.gainNode.gain.value) {
- this.gainNode.gain.value = newVolume;
- }
- };
- createjs.WebAudioPlugin = createjs.promote(WebAudioPlugin, "AbstractPlugin");
- }());
- //##############################################################################
- // HTMLAudioTagPool.js
- //##############################################################################
- (function () {
- "use strict";
- /**
- * HTMLAudioTagPool is an object pool for HTMLAudio tag instances.
- * @class HTMLAudioTagPool
- * @param {String} src The source of the channel.
- * @protected
- */
- function HTMLAudioTagPool() {
- throw "HTMLAudioTagPool cannot be instantiated";
- }
- var s = HTMLAudioTagPool;
- // Static Properties
- /**
- * A hash lookup of each base audio tag, indexed by the audio source.
- * @property _tags
- * @type {{}}
- * @static
- * @private
- */
- s._tags = {};
- /**
- * An object pool for html audio tags
- * @property _tagPool
- * @type {TagPool}
- * @static
- * @private
- */
- s._tagPool = new TagPool();
- /**
- * A hash lookup of if a base audio tag is available, indexed by the audio source
- * @property _tagsUsed
- * @type {{}}
- * @private
- * @static
- */
- s._tagUsed = {};
- // Static Methods
- /**
- * Get an audio tag with the given source.
- * @method get
- * @param {String} src The source file used by the audio tag.
- * @static
- */
- s.get = function (src) {
- var t = s._tags[src];
- if (t == null) {
- // create new base tag
- t = s._tags[src] = s._tagPool.get();
- t.src = src;
- } else {
- // get base or pool
- if (s._tagUsed[src]) {
- t = s._tagPool.get();
- t.src = src;
- } else {
- s._tagUsed[src] = true;
- }
- }
- return t;
- };
- /**
- * Return an audio tag to the pool.
- * @method set
- * @param {String} src The source file used by the audio tag.
- * @param {HTMLElement} tag Audio tag to set.
- * @static
- */
- s.set = function (src, tag) {
- // check if this is base, if yes set boolean if not return to pool
- if(tag == s._tags[src]) {
- s._tagUsed[src] = false;
- } else {
- s._tagPool.set(tag);
- }
- };
- /**
- * Delete stored tag reference and return them to pool. Note that if the tag reference does not exist, this will fail.
- * @method remove
- * @param {String} src The source for the tag
- * @return {Boolean} If the TagPool was deleted.
- * @static
- */
- s.remove = function (src) {
- var tag = s._tags[src];
- if (tag == null) {return false;}
- s._tagPool.set(tag);
- delete(s._tags[src]);
- delete(s._tagUsed[src]);
- return true;
- };
- /**
- * Gets the duration of the src audio in milliseconds
- * @method getDuration
- * @param {String} src The source file used by the audio tag.
- * @return {Number} Duration of src in milliseconds
- * @static
- */
- s.getDuration= function (src) {
- var t = s._tags[src];
- if (t == null || !t.duration) {return 0;} // OJR duration is NaN if loading has not completed
- return t.duration * 1000;
- };
- createjs.HTMLAudioTagPool = HTMLAudioTagPool;
- // ************************************************************************************************************
- /**
- * The TagPool is an object pool for HTMLAudio tag instances.
- * #class TagPool
- * @param {String} src The source of the channel.
- * @protected
- */
- function TagPool(src) {
- // Public Properties
- /**
- * A list of all available tags in the pool.
- * #property tags
- * @type {Array}
- * @protected
- */
- this._tags = [];
- };
- var p = TagPool.prototype;
- p.constructor = TagPool;
- // Public Methods
- /**
- * Get an HTMLAudioElement for immediate playback. This takes it out of the pool.
- * #method get
- * @return {HTMLAudioElement} An HTML audio tag.
- */
- p.get = function () {
- var tag;
- if (this._tags.length == 0) {
- tag = this._createTag();
- } else {
- tag = this._tags.pop();
- }
- if (tag.parentNode == null) {document.body.appendChild(tag);}
- return tag;
- };
- /**
- * Put an HTMLAudioElement back in the pool for use.
- * #method set
- * @param {HTMLAudioElement} tag HTML audio tag
- */
- p.set = function (tag) {
- // OJR this first step seems unnecessary
- var index = createjs.indexOf(this._tags, tag);
- if (index == -1) {
- this._tags.src = null;
- this._tags.push(tag);
- }
- };
- p.toString = function () {
- return "[TagPool]";
- };
- // Private Methods
- /**
- * Create an HTML audio tag.
- * #method _createTag
- * @param {String} src The source file to set for the audio tag.
- * @return {HTMLElement} Returns an HTML audio tag.
- * @protected
- */
- p._createTag = function () {
- var tag = document.createElement("audio");
- tag.autoplay = false;
- tag.preload = "none";
- //LM: Firefox fails when this the preload="none" for other tags, but it needs to be "none" to ensure PreloadJS works.
- return tag;
- };
- }());
- //##############################################################################
- // HTMLAudioSoundInstance.js
- //##############################################################################
- (function () {
- "use strict";
- /**
- * HTMLAudioSoundInstance extends the base api of {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} and is used by
- * {{#crossLink "HTMLAudioPlugin"}}{{/crossLink}}.
- *
- * @param {String} src The path to and file name of the sound.
- * @param {Number} startTime Audio sprite property used to apply an offset, in milliseconds.
- * @param {Number} duration Audio sprite property used to set the time the clip plays for, in milliseconds.
- * @param {Object} playbackResource Any resource needed by plugin to support audio playback.
- * @class HTMLAudioSoundInstance
- * @extends AbstractSoundInstance
- * @constructor
- */
- function HTMLAudioSoundInstance(src, startTime, duration, playbackResource) {
- this.AbstractSoundInstance_constructor(src, startTime, duration, playbackResource);
- // Private Properties
- this._audioSpriteStopTime = null;
- this._delayTimeoutId = null;
- // Proxies, make removing listeners easier.
- this._endedHandler = createjs.proxy(this._handleSoundComplete, this);
- this._readyHandler = createjs.proxy(this._handleTagReady, this);
- this._stalledHandler = createjs.proxy(this._playFailed, this);
- this._audioSpriteEndHandler = createjs.proxy(this._handleAudioSpriteLoop, this);
- this._loopHandler = createjs.proxy(this._handleSoundComplete, this);
- if (duration) {
- this._audioSpriteStopTime = (startTime + duration) * 0.001;
- } else {
- this._duration = createjs.HTMLAudioTagPool.getDuration(this.src);
- }
- }
- var p = createjs.extend(HTMLAudioSoundInstance, createjs.AbstractSoundInstance);
- // Public Methods
- /**
- * Called by {{#crossLink "Sound"}}{{/crossLink}} when plugin does not handle master volume.
- * undoc'd because it is not meant to be used outside of Sound
- * #method setMasterVolume
- * @param value
- */
- p.setMasterVolume = function (value) {
- this._updateVolume();
- };
- /**
- * Called by {{#crossLink "Sound"}}{{/crossLink}} when plugin does not handle master mute.
- * undoc'd because it is not meant to be used outside of Sound
- * #method setMasterMute
- * @param value
- */
- p.setMasterMute = function (isMuted) {
- this._updateVolume();
- };
- p.toString = function () {
- return "[HTMLAudioSoundInstance]";
- };
- //Private Methods
- p._removeLooping = function() {
- if(this._playbackResource == null) {return;}
- this._playbackResource.loop = false;
- this._playbackResource.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false);
- };
- p._addLooping = function() {
- if(this._playbackResource == null || this._audioSpriteStopTime) {return;}
- this._playbackResource.addEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false);
- this._playbackResource.loop = true;
- };
- p._handleCleanUp = function () {
- var tag = this._playbackResource;
- if (tag != null) {
- tag.pause();
- tag.loop = false;
- tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_ENDED, this._endedHandler, false);
- tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_READY, this._readyHandler, false);
- tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_STALLED, this._stalledHandler, false);
- tag.removeEventListener(createjs.HTMLAudioPlugin._AUDIO_SEEKED, this._loopHandler, false);
- tag.removeEventListener(createjs.HTMLAudioPlugin._TIME_UPDATE, this._audioSpriteEndHandler, false);
- try {
- tag.currentTime = this._startTime;
- } catch (e) {
- } // Reset Position
- createjs.HTMLAudioTagPool.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);
- }
- };
- p._setDurationFromSource = function () {
- this._duration = createjs.HTMLAudioTagPool.getDuration(this.src);
- this._playbackResource = null;
- };
- createjs.HTMLAudioSoundInstance = createjs.promote(HTMLAudioSoundInstance, "AbstractSoundInstance");
- }());
- //##############################################################################
- // HTMLAudioPlugin.js
- //##############################################################################
- (function () {
- "use strict";
- /**
- * Play sounds using HTML <audio> tags in the browser. This plugin is the second priority plugin installed
- * by default, after the {{#crossLink "WebAudioPlugin"}}{{/crossLink}}. For older browsers that do not support html
- * audio, include and install the {{#crossLink "FlashAudioPlugin"}}{{/crossLink}}.
- *
- * <h4>Known Browser and OS issues for HTML Audio</h4>
- * <b>All browsers</b><br />
- * Testing has shown in all browsers there is a limit to how many audio tag instances you are allowed. If you exceed
- * this limit, you can expect to see unpredictable results. Please use {{#crossLink "Sound.MAX_INSTANCES"}}{{/crossLink}} as
- * a guide to how many total audio tags you can safely use in all browsers. This issue is primarily limited to IE9.
- *
- * <b>IE html limitations</b><br />
- * <ul><li>There is a delay in applying volume changes to tags that occurs once playback is started. So if you have
- * muted all sounds, they will all play during this delay until the mute applies internally. This happens regardless of
- * when or how you apply the volume change, as the tag seems to need to play to apply it.</li>
- * <li>MP3 encoding will not always work for audio tags if it's not default. We've found default encoding with
- * 64kbps works.</li>
- * <li>Occasionally very short samples will get cut off.</li>
- * <li>There is a limit to how many audio tags you can load or play at once, which appears to be determined by
- * hardware and browser settings. See {{#crossLink "HTMLAudioPlugin.MAX_INSTANCES"}}{{/crossLink}} for a safe estimate.
- * Note that audio sprites can be used as a solution to this issue.</li></ul>
- *
- * <b>Safari limitations</b><br />
- * <ul><li>Safari requires Quicktime to be installed for audio playback.</li></ul>
- *
- * <b>iOS 6 limitations</b><br />
- * <ul><li>can only have one <audio> tag</li>
- * <li>can not preload or autoplay the audio</li>
- * <li>can not cache the audio</li>
- * <li>can not play the audio except inside a user initiated event.</li>
- * <li>Note it is recommended to use {{#crossLink "WebAudioPlugin"}}{{/crossLink}} for iOS (6+)</li>
- * <li>audio sprites can be used to mitigate some of these issues and are strongly recommended on iOS</li>
- * </ul>
- *
- * <b>Android Native Browser limitations</b><br />
- * <ul><li>We have no control over audio volume. Only the user can set volume on their device.</li>
- * <li>We can only play audio inside a user event (touch/click). This currently means you cannot loop sound or use a delay.</li></ul>
- * <b> Android Chrome 26.0.1410.58 specific limitations</b><br />
- * <ul> <li>Can only play 1 sound at a time.</li>
- * <li>Sound is not cached.</li>
- * <li>Sound can only be loaded in a user initiated touch/click event.</li>
- * <li>There is a delay before a sound is played, presumably while the src is loaded.</li>
- * </ul>
- *
- * See {{#crossLink "Sound"}}{{/crossLink}} for general notes on known issues.
- *
- * @class HTMLAudioPlugin
- * @extends AbstractPlugin
- * @constructor
- */
- function HTMLAudioPlugin() {
- this.AbstractPlugin_constructor();
- // Public Properties
- this._capabilities = s._capabilities;
- this._loaderClass = createjs.SoundLoader;
- this._soundInstanceClass = createjs.HTMLAudioSoundInstance;
- }
- var p = createjs.extend(HTMLAudioPlugin, createjs.AbstractPlugin);
- var s = HTMLAudioPlugin;
- // Static Properties
- /**
- * The maximum number of instances that can be loaded or played. This is a browser limitation, primarily limited to IE9.
- * The actual number varies from browser to browser (and is largely hardware dependant), but this is a safe estimate.
- * Audio sprites work around this limitation.
- * @property MAX_INSTANCES
- * @type {Number}
- * @default 30
- * @static
- */
- s.MAX_INSTANCES = 30;
- /**
- * Event constant for the "canPlayThrough" event for cleaner code.
- * @property _AUDIO_READY
- * @type {String}
- * @default canplaythrough
- * @static
- * @private
- */
- s._AUDIO_READY = "canplaythrough";
- /**
- * Event constant for the "ended" event for cleaner code.
- * @property _AUDIO_ENDED
- * @type {String}
- * @default ended
- * @static
- * @private
- */
- s._AUDIO_ENDED = "ended";
- /**
- * Event constant for the "seeked" event for cleaner code. We utilize this event for maintaining loop events.
- * @property _AUDIO_SEEKED
- * @type {String}
- * @default seeked
- * @static
- * @private
- */
- s._AUDIO_SEEKED = "seeked";
- /**
- * Event constant for the "stalled" event for cleaner code.
- * @property _AUDIO_STALLED
- * @type {String}
- * @default stalled
- * @static
- * @private
- */
- s._AUDIO_STALLED = "stalled";
- /**
- * Event constant for the "timeupdate" event for cleaner code. Utilized for looping audio sprites.
- * This event callsback ever 15 to 250ms and can be dropped by the browser for performance.
- * @property _TIME_UPDATE
- * @type {String}
- * @default timeupdate
- * @static
- * @private
- */
- s._TIME_UPDATE = "timeupdate";
- /**
- * The capabilities of the plugin. This is generated via the {{#crossLink "HTMLAudioPlugin/_generateCapabilities"}}{{/crossLink}}
- * method. Please see the Sound {{#crossLink "Sound/capabilities:property"}}{{/crossLink}} method for an overview of all
- * of the available properties.
- * @property _capabilities
- * @type {Object}
- * @private
- * @static
- */
- s._capabilities = null;
- // Static Methods
- /**
- * Determine if the plugin can be used in the current browser/OS. Note that HTML audio is available in most modern
- * browsers, but is disabled in iOS because of its limitations.
- * @method isSupported
- * @return {Boolean} If the plugin can be initialized.
- * @static
- */
- s.isSupported = function () {
- s._generateCapabilities();
- return (s._capabilities != null);
- };
- /**
- * Determine the capabilities of the plugin. Used internally. Please see the Sound API {{#crossLink "Sound/capabilities:property"}}{{/crossLink}}
- * method for an overview of plugin capabilities.
- * @method _generateCapabilities
- * @static
- * @private
- */
- s._generateCapabilities = function () {
- if (s._capabilities != null) {return;}
- var t = document.createElement("audio");
- if (t.canPlayType == null) {return null;}
- s._capabilities = {
- panning:false,
- volume:true,
- tracks:-1
- };
- // determine which extensions our browser supports for this plugin by iterating through Sound.SUPPORTED_EXTENSIONS
- var supportedExtensions = createjs.Sound.SUPPORTED_EXTENSIONS;
- var extensionMap = createjs.Sound.EXTENSION_MAP;
- for (var i = 0, l = supportedExtensions.length; i < l; i++) {
- var ext = supportedExtensions[i];
- var playType = extensionMap[ext] || ext;
- s._capabilities[ext] = (t.canPlayType("audio/" + ext) != "no" && t.canPlayType("audio/" + ext) != "") || (t.canPlayType("audio/" + playType) != "no" && t.canPlayType("audio/" + playType) != "");
- } // OJR another way to do this might be canPlayType:"m4a", codex: mp4
- };
- // public methods
- p.register = function (loadItem) {
- var tag = createjs.HTMLAudioTagPool.get(loadItem.src);
- var loader = this.AbstractPlugin_register(loadItem);
- loader.setTag(tag);
- return loader;
- };
- p.removeSound = function (src) {
- this.AbstractPlugin_removeSound(src);
- createjs.HTMLAudioTagPool.remove(src);
- };
- p.create = function (src, startTime, duration) {
- var si = this.AbstractPlugin_create(src, startTime, duration);
- si.playbackResource = null;
- return si;
- };
- p.toString = function () {
- return "[HTMLAudioPlugin]";
- };
- // plugin does not support these
- p.setVolume = p.getVolume = p.setMute = null;
- createjs.HTMLAudioPlugin = createjs.promote(HTMLAudioPlugin, "AbstractPlugin");
- }());
- export default createjs
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