/% -------------------------------------------------------------------------------------- % HOWLER.JS LIBRARY. % -------------------------------------------------------------------------------------%/ :: howlerjs [script] /*! * howler.js v2.0.0 * howlerjs.com * * (c) 2013-2016, James Simpson of GoldFire Studios * goldfirestudios.com * * MIT License */ (function() { 'use strict'; /** Global Methods **/ /***************************************************************************/ /** * Create the global controller. All contained methods and properties apply * to all sounds that are currently playing or will be in the future. */ var HowlerGlobal = function() { this.init(); }; HowlerGlobal.prototype = { /** * Initialize the global Howler object. * @return {Howler} */ init: function() { var self = this || Howler; // Internal properties. self._codecs = {}; self._howls = []; self._muted = false; self._volume = 1; self._canPlayEvent = 'canplaythrough'; self._navigator = (typeof window !== 'undefined' && window.navigator) ? window.navigator : null; // Public properties. self.masterGain = null; self.noAudio = false; self.usingWebAudio = true; self.autoSuspend = true; self.ctx = null; // Set to false to disable the auto iOS enabler. self.mobileAutoEnable = true; // Setup the various state values for global tracking. self._setup(); return self; }, /** * Get/set the global volume for all sounds. * @param {Float} vol Volume from 0.0 to 1.0. * @return {Howler/Float} Returns self or current volume. */ volume: function(vol) { var self = this || Howler; vol = parseFloat(vol); // If we don't have an AudioContext created yet, run the setup. if (!self.ctx) { setupAudioContext(); } if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) { self._volume = vol; // Don't update any of the nodes if we are muted. if (self._muted) { return self; } // When using Web Audio, we just need to adjust the master gain. if (self.usingWebAudio) { self.masterGain.gain.value = vol; } // Loop through and change volume for all HTML5 audio nodes. for (var i=0; i=0; i--) { self._howls[i].unload(); } // Create a new AudioContext to make sure it is fully reset. if (self.usingWebAudio && typeof self.ctx.close !== 'undefined') { self.ctx.close(); self.ctx = null; setupAudioContext(); } return self; }, /** * Check for codec support of specific extension. * @param {String} ext Audio file extention. * @return {Boolean} */ codecs: function(ext) { return (this || Howler)._codecs[ext]; }, /** * Setup various state values for global tracking. * @return {Howler} */ _setup: function() { var self = this || Howler; // Keeps track of the suspend/resume state of the AudioContext. self.state = self.ctx ? self.ctx.state || 'running' : 'running'; // Automatically begin the 30-second suspend process self._autoSuspend(); // Check for supported codecs. if (!self.noAudio) { self._setupCodecs(); } return self; }, /** * Check for browser support for various codecs and cache the results. * @return {Howler} */ _setupCodecs: function() { var self = this || Howler; var audioTest = (typeof Audio !== 'undefined') ? new Audio() : null; if (!audioTest || typeof audioTest.canPlayType !== 'function') { return self; } var mpegTest = audioTest.canPlayType('audio/mpeg;').replace(/^no$/, ''); // Opera version <33 has mixed MP3 support, so we need to check for and block it. var checkOpera = self._navigator && self._navigator.userAgent.match(/OPR\/([0-6].)/g); var isOldOpera = (checkOpera && parseInt(checkOpera[0].split('/')[1], 10) < 33); self._codecs = { mp3: !!(!isOldOpera && (mpegTest || audioTest.canPlayType('audio/mp3;').replace(/^no$/, ''))), mpeg: !!mpegTest, opus: !!audioTest.canPlayType('audio/ogg; codecs="opus"').replace(/^no$/, ''), ogg: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''), oga: !!audioTest.canPlayType('audio/ogg; codecs="vorbis"').replace(/^no$/, ''), wav: !!audioTest.canPlayType('audio/wav; codecs="1"').replace(/^no$/, ''), aac: !!audioTest.canPlayType('audio/aac;').replace(/^no$/, ''), caf: !!audioTest.canPlayType('audio/x-caf;').replace(/^no$/, ''), m4a: !!(audioTest.canPlayType('audio/x-m4a;') || audioTest.canPlayType('audio/m4a;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''), mp4: !!(audioTest.canPlayType('audio/x-mp4;') || audioTest.canPlayType('audio/mp4;') || audioTest.canPlayType('audio/aac;')).replace(/^no$/, ''), weba: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, ''), webm: !!audioTest.canPlayType('audio/webm; codecs="vorbis"').replace(/^no$/, ''), dolby: !!audioTest.canPlayType('audio/mp4; codecs="ec-3"').replace(/^no$/, '') }; return self; }, /** * Mobile browsers will only allow audio to be played after a user interaction. * Attempt to automatically unlock audio on the first user interaction. * Concept from: http://paulbakaus.com/tutorials/html5/web-audio-on-ios/ * @return {Howler} */ _enableMobileAudio: function() { var self = this || Howler; // Only run this on mobile devices if audio isn't already eanbled. var isMobile = /iPhone|iPad|iPod|Android|BlackBerry|BB10|Silk|Mobi/i.test(self._navigator && self._navigator.userAgent); var isTouch = !!(('ontouchend' in window) || (self._navigator && self._navigator.maxTouchPoints > 0) || (self._navigator && self._navigator.msMaxTouchPoints > 0)); if (self._mobileEnabled || !self.ctx || (!isMobile && !isTouch)) { return; } self._mobileEnabled = false; // Some mobile devices/platforms have distortion issues when opening/closing tabs and/or web views. // Bugs in the browser (especially Mobile Safari) can cause the sampleRate to change from 44100 to 48000. // By calling Howler.unload(), we create a new AudioContext with the correct sampleRate. if (!self._mobileUnloaded && self.ctx.sampleRate !== 44100) { self._mobileUnloaded = true; self.unload(); } // Scratch buffer for enabling iOS to dispose of web audio buffers correctly, as per: // http://stackoverflow.com/questions/24119684 self._scratchBuffer = self.ctx.createBuffer(1, 1, 22050); // Call this method on touch start to create and play a buffer, // then check if the audio actually played to determine if // audio has now been unlocked on iOS, Android, etc. var unlock = function() { // Create an empty buffer. var source = self.ctx.createBufferSource(); source.buffer = self._scratchBuffer; source.connect(self.ctx.destination); // Play the empty buffer. if (typeof source.start === 'undefined') { source.noteOn(0); } else { source.start(0); } // Setup a timeout to check that we are unlocked on the next event loop. source.onended = function() { source.disconnect(0); // Update the unlocked state and prevent this check from happening again. self._mobileEnabled = true; self.mobileAutoEnable = false; // Remove the touch start listener. document.removeEventListener('touchend', unlock, true); }; }; // Setup a touch start listener to attempt an unlock in. document.addEventListener('touchend', unlock, true); return self; }, /** * Automatically suspend the Web Audio AudioContext after no sound has played for 30 seconds. * This saves processing/energy and fixes various browser-specific bugs with audio getting stuck. * @return {Howler} */ _autoSuspend: function() { var self = this; if (!self.autoSuspend || !self.ctx || typeof self.ctx.suspend === 'undefined' || !Howler.usingWebAudio) { return; } // Check if any sounds are playing. for (var i=0; i 0 ? sound._seek : self._sprite[sprite][0] / 1000; var duration = ((self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000) - seek; var timeout = (duration * 1000) / Math.abs(sound._rate); // Update the parameters of the sound sound._paused = false; sound._ended = false; sound._sprite = sprite; sound._seek = seek; sound._start = self._sprite[sprite][0] / 1000; sound._stop = (self._sprite[sprite][0] + self._sprite[sprite][1]) / 1000; sound._loop = !!(sound._loop || self._sprite[sprite][2]); // Begin the actual playback. var node = sound._node; if (self._webAudio) { // Fire this when the sound is ready to play to begin Web Audio playback. var playWebAudio = function() { self._refreshBuffer(sound); // Setup the playback params. var vol = (sound._muted || self._muted) ? 0 : sound._volume; node.gain.setValueAtTime(vol, Howler.ctx.currentTime); sound._playStart = Howler.ctx.currentTime; // Play the sound using the supported method. if (typeof node.bufferSource.start === 'undefined') { sound._loop ? node.bufferSource.noteGrainOn(0, seek, 86400) : node.bufferSource.noteGrainOn(0, seek, duration); } else { sound._loop ? node.bufferSource.start(0, seek, 86400) : node.bufferSource.start(0, seek, duration); } // Start a new timer if none is present. if (timeout !== Infinity) { self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); } if (!internal) { setTimeout(function() { self._emit('play', sound._id); }, 0); } }; if (self._state === 'loaded') { playWebAudio(); } else { // Wait for the audio to load and then begin playback. self.once('load', playWebAudio, sound._id); // Cancel the end timer. self._clearTimer(sound._id); } } else { // Fire this when the sound is ready to play to begin HTML5 Audio playback. var playHtml5 = function() { node.currentTime = seek; node.muted = sound._muted || self._muted || Howler._muted || node.muted; node.volume = sound._volume * Howler.volume(); node.playbackRate = sound._rate; setTimeout(function() { node.play(); // Setup the new end timer. if (timeout !== Infinity) { self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); } if (!internal) { self._emit('play', sound._id); } }, 0); }; // Play immediately if ready, or wait for the 'canplaythrough'e vent. var loadedNoReadyState = (self._state === 'loaded' && (window && window.ejecta || !node.readyState && Howler._navigator.isCocoonJS)); if (node.readyState === 4 || loadedNoReadyState) { playHtml5(); } else { var listener = function() { // Begin playback. playHtml5(); // Clear this listener. node.removeEventListener(Howler._canPlayEvent, listener, false); }; node.addEventListener(Howler._canPlayEvent, listener, false); // Cancel the end timer. self._clearTimer(sound._id); } } return sound._id; }, /** * Pause playback and save current position. * @param {Number} id The sound ID (empty to pause all in group). * @return {Howl} */ pause: function(id) { var self = this; // If the sound hasn't loaded, add it to the load queue to pause when capable. if (self._state !== 'loaded') { self._queue.push({ event: 'pause', action: function() { self.pause(id); } }); return self; } // If no id is passed, get all ID's to be paused. var ids = self._getSoundIds(id); for (var i=0; i Returns the group's volume value. * volume(id) -> Returns the sound id's current volume. * volume(vol) -> Sets the volume of all sounds in this Howl group. * volume(vol, id) -> Sets the volume of passed sound id. * @return {Howl/Number} Returns self or current volume. */ volume: function() { var self = this; var args = arguments; var vol, id; // Determine the values based on arguments. if (args.length === 0) { // Return the value of the groups' volume. return self._volume; } else if (args.length === 1) { // First check if this is an ID, and if not, assume it is a new volume. var ids = self._getSoundIds(); var index = ids.indexOf(args[0]); if (index >= 0) { id = parseInt(args[0], 10); } else { vol = parseFloat(args[0]); } } else if (args.length >= 2) { vol = parseFloat(args[0]); id = parseInt(args[1], 10); } // Update the volume or return the current volume. var sound; if (typeof vol !== 'undefined' && vol >= 0 && vol <= 1) { // If the sound hasn't loaded, add it to the load queue to change volume when capable. if (self._state !== 'loaded') { self._queue.push({ event: 'volume', action: function() { self.volume.apply(self, args); } }); return self; } // Set the group volume. if (typeof id === 'undefined') { self._volume = vol; } // Update one or all volumes. id = self._getSoundIds(id); for (var i=0; i to ? 'out' : 'in'; var steps = diff / 0.01; var stepLen = len / steps; // If the sound hasn't loaded, add it to the load queue to fade when capable. if (self._state !== 'loaded') { self._queue.push({ event: 'fade', action: function() { self.fade(from, to, len, id); } }); return self; } // Set the volume to the start position. self.volume(from, id); // Fade the volume of one or all sounds. var ids = self._getSoundIds(id); for (var i=0; i Returns the group's loop value. * loop(id) -> Returns the sound id's loop value. * loop(loop) -> Sets the loop value for all sounds in this Howl group. * loop(loop, id) -> Sets the loop value of passed sound id. * @return {Howl/Boolean} Returns self or current loop value. */ loop: function() { var self = this; var args = arguments; var loop, id, sound; // Determine the values for loop and id. if (args.length === 0) { // Return the grou's loop value. return self._loop; } else if (args.length === 1) { if (typeof args[0] === 'boolean') { loop = args[0]; self._loop = loop; } else { // Return this sound's loop value. sound = self._soundById(parseInt(args[0], 10)); return sound ? sound._loop : false; } } else if (args.length === 2) { loop = args[0]; id = parseInt(args[1], 10); } // If no id is passed, get all ID's to be looped. var ids = self._getSoundIds(id); for (var i=0; i Returns the first sound node's current playback rate. * rate(id) -> Returns the sound id's current playback rate. * rate(rate) -> Sets the playback rate of all sounds in this Howl group. * rate(rate, id) -> Sets the playback rate of passed sound id. * @return {Howl/Number} Returns self or the current playback rate. */ rate: function() { var self = this; var args = arguments; var rate, id; // Determine the values based on arguments. if (args.length === 0) { // We will simply return the current rate of the first node. id = self._sounds[0]._id; } else if (args.length === 1) { // First check if this is an ID, and if not, assume it is a new rate value. var ids = self._getSoundIds(); var index = ids.indexOf(args[0]); if (index >= 0) { id = parseInt(args[0], 10); } else { rate = parseFloat(args[0]); } } else if (args.length === 2) { rate = parseFloat(args[0]); id = parseInt(args[1], 10); } // Update the playback rate or return the current value. var sound; if (typeof rate === 'number') { // If the sound hasn't loaded, add it to the load queue to change playback rate when capable. if (self._state !== 'loaded') { self._queue.push({ event: 'rate', action: function() { self.rate.apply(self, args); } }); return self; } // Set the group rate. if (typeof id === 'undefined') { self._rate = rate; } // Update one or all volumes. id = self._getSoundIds(id); for (var i=0; i Returns the first sound node's current seek position. * seek(id) -> Returns the sound id's current seek position. * seek(seek) -> Sets the seek position of the first sound node. * seek(seek, id) -> Sets the seek position of passed sound id. * @return {Howl/Number} Returns self or the current seek position. */ seek: function() { var self = this; var args = arguments; var seek, id; // Determine the values based on arguments. if (args.length === 0) { // We will simply return the current position of the first node. id = self._sounds[0]._id; } else if (args.length === 1) { // First check if this is an ID, and if not, assume it is a new seek position. var ids = self._getSoundIds(); var index = ids.indexOf(args[0]); if (index >= 0) { id = parseInt(args[0], 10); } else { id = self._sounds[0]._id; seek = parseFloat(args[0]); } } else if (args.length === 2) { seek = parseFloat(args[0]); id = parseInt(args[1], 10); } // If there is no ID, bail out. if (typeof id === 'undefined') { return self; } // If the sound hasn't loaded, add it to the load queue to seek when capable. if (self._state !== 'loaded') { self._queue.push({ event: 'seek', action: function() { self.seek.apply(self, args); } }); return self; } // Get the sound. var sound = self._soundById(id); if (sound) { if (typeof seek === 'number' && seek >= 0) { // Pause the sound and update position for restarting playback. var playing = self.playing(id); if (playing) { self.pause(id, true); } // Move the position of the track and cancel timer. sound._seek = seek; sound._ended = false; self._clearTimer(id); // Restart the playback if the sound was playing. if (playing) { self.play(id, true); } // Update the seek position for HTML5 Audio. if (!self._webAudio && sound._node) { sound._node.currentTime = seek; } self._emit('seek', id); } else { if (self._webAudio) { var realTime = self.playing(id) ? Howler.ctx.currentTime - sound._playStart : 0; var rateSeek = sound._rateSeek ? sound._rateSeek - sound._seek : 0; return sound._seek + (rateSeek + realTime * Math.abs(sound._rate)); } else { return sound._node.currentTime; } } } return self; }, /** * Check if a specific sound is currently playing or not (if id is provided), or check if at least one of the sounds in the group is playing or not. * @param {Number} id The sound id to check. If none is passed, the whole sound group is checked. * @return {Boolean} True if playing and false if not. */ playing: function(id) { var self = this; // Check the passed sound ID (if any). if (typeof id === 'number') { var sound = self._soundById(id); return sound ? !sound._paused : false; } // Otherwise, loop through all sounds and check if any are playing. for (var i=0; i= 0) { Howler._howls.splice(index, 1); } } // Delete this sound from the cache (if no other Howl is using it). var remCache = true; for (i=0; i=0; i--) { if (!events[i].id || events[i].id === id || event === 'load') { setTimeout(function(fn) { fn.call(this, id, msg); }.bind(self, events[i].fn), 0); // If this event was setup with `once`, remove it. if (events[i].once) { self.off(event, events[i].fn, events[i].id); } } } return self; }, /** * Queue of actions initiated before the sound has loaded. * These will be called in sequence, with the next only firing * after the previous has finished executing (even if async like play). * @return {Howl} */ _loadQueue: function() { var self = this; if (self._queue.length > 0) { var task = self._queue[0]; // don't move onto the next task until this one is done self.once(task.event, function() { self._queue.shift(); self._loadQueue(); }); task.action(); } return self; }, /** * Fired when playback ends at the end of the duration. * @param {Sound} sound The sound object to work with. * @return {Howl} */ _ended: function(sound) { var self = this; var sprite = sound._sprite; // Should this sound loop? var loop = !!(sound._loop || self._sprite[sprite][2]); // Fire the ended event. self._emit('end', sound._id); // Restart the playback for HTML5 Audio loop. if (!self._webAudio && loop) { self.stop(sound._id, true).play(sound._id); } // Restart this timer if on a Web Audio loop. if (self._webAudio && loop) { self._emit('play', sound._id); sound._seek = sound._start || 0; sound._rateSeek = 0; sound._playStart = Howler.ctx.currentTime; var timeout = ((sound._stop - sound._start) * 1000) / Math.abs(sound._rate); self._endTimers[sound._id] = setTimeout(self._ended.bind(self, sound), timeout); } // Mark the node as paused. if (self._webAudio && !loop) { sound._paused = true; sound._ended = true; sound._seek = sound._start || 0; sound._rateSeek = 0; self._clearTimer(sound._id); // Clean up the buffer source. self._cleanBuffer(sound._node); // Attempt to auto-suspend AudioContext if no sounds are still playing. Howler._autoSuspend(); } // When using a sprite, end the track. if (!self._webAudio && !loop) { self.stop(sound._id); } return self; }, /** * Clear the end timer for a sound playback. * @param {Number} id The sound ID. * @return {Howl} */ _clearTimer: function(id) { var self = this; if (self._endTimers[id]) { clearTimeout(self._endTimers[id]); delete self._endTimers[id]; } return self; }, /** * Return the sound identified by this ID, or return null. * @param {Number} id Sound ID * @return {Object} Sound object or null. */ _soundById: function(id) { var self = this; // Loop through all sounds and find the one with this ID. for (var i=0; i=0; i--) { if (cnt <= limit) { return; } if (self._sounds[i]._ended) { // Disconnect the audio source when using Web Audio. if (self._webAudio && self._sounds[i]._node) { self._sounds[i]._node.disconnect(0); } // Remove sounds until we have the pool size. self._sounds.splice(i, 1); cnt--; } } }, /** * Get all ID's from the sounds pool. * @param {Number} id Only return one ID if one is passed. * @return {Array} Array of IDs. */ _getSoundIds: function(id) { var self = this; if (typeof id === 'undefined') { var ids = []; for (var i=0; i 0) { cache[self._src] = buffer; loadSound(self, buffer); } }, function() { self._emit('loaderror', null, 'Decoding audio data failed.'); }); }; /** * Sound is now loaded, so finish setting everything up and fire the loaded event. * @param {Howl} self * @param {Object} buffer The decoded buffer sound source. */ var loadSound = function(self, buffer) { // Set the duration. if (buffer && !self._duration) { self._duration = buffer.duration; } // Setup a sprite if none is defined. if (Object.keys(self._sprite).length === 0) { self._sprite = {__default: [0, self._duration * 1000]}; } // Fire the loaded event. if (self._state !== 'loaded') { self._state = 'loaded'; self._emit('load'); self._loadQueue(); } // Begin playback if specified. if (self._autoplay) { self.play(); } }; /** * Setup the audio context when available, or switch to HTML5 Audio mode. */ var setupAudioContext = function() { Howler.noAudio = false; // Check if we are using Web Audio and setup the AudioContext if we are. try { if (typeof AudioContext !== 'undefined') { Howler.ctx = new AudioContext(); } else if (typeof webkitAudioContext !== 'undefined') { Howler.ctx = new webkitAudioContext(); } else { Howler.usingWebAudio = false; } } catch(e) { Howler.usingWebAudio = false; } if (!Howler.usingWebAudio) { // No audio is available on this system if noAudio is set to true. if (typeof Audio !== 'undefined') { try { var test = new Audio(); // Check if the canplaythrough event is available. if (typeof test.oncanplaythrough === 'undefined') { Howler._canPlayEvent = 'canplay'; } } catch(e) { Howler.noAudio = true; } } else { Howler.noAudio = true; } } // Test to make sure audio isn't disabled in Internet Explorer try { var test = new Audio(); if (test.muted) { Howler.noAudio = true; } } catch (e) {} // Check if a webview is being used on iOS8 or earlier (rather than the browser). // If it is, disable Web Audio as it causes crashing. var iOS = (/iP(hone|od|ad)/.test(Howler._navigator && Howler._navigator.platform)); var appVersion = Howler._navigator && Howler._navigator.appVersion.match(/OS (\d+)_(\d+)_?(\d+)?/); var version = appVersion ? parseInt(appVersion[1], 10) : null; if (iOS && version && version < 9) { var safari = /safari/.test(Howler._navigator && Howler._navigator.userAgent.toLowerCase()); if (Howler._navigator && Howler._navigator.standalone && !safari || Howler._navigator && !Howler._navigator.standalone && !safari) { Howler.usingWebAudio = false; } } // Create and expose the master GainNode when using Web Audio (useful for plugins or advanced usage). if (Howler.usingWebAudio) { Howler.masterGain = (typeof Howler.ctx.createGain === 'undefined') ? Howler.ctx.createGainNode() : Howler.ctx.createGain(); Howler.masterGain.gain.value = 1; Howler.masterGain.connect(Howler.ctx.destination); } // Re-run the setup on Howler. Howler._setup(); }; // Add support for AMD (Asynchronous Module Definition) libraries such as require.js. if (typeof define === 'function' && define.amd) { define([], function() { return { Howler: Howler, Howl: Howl }; }); } // Add support for CommonJS libraries such as browserify. if (typeof exports !== 'undefined') { exports.Howler = Howler; exports.Howl = Howl; } // Define globally in case AMD is not available or unused. if (typeof window !== 'undefined') { window.HowlerGlobal = HowlerGlobal; window.Howler = Howler; window.Howl = Howl; window.Sound = Sound; } else if (typeof global !== 'undefined') { // Add to global in Node.js (for testing, etc). global.HowlerGlobal = HowlerGlobal; global.Howler = Howler; global.Howl = Howl; global.Sound = Sound; } })(); /*! * Spatial Plugin - Adds support for stereo and 3D audio where Web Audio is supported. * * howler.js v2.0.0 * howlerjs.com * * (c) 2013-2016, James Simpson of GoldFire Studios * goldfirestudios.com * * MIT License */ (function() { 'use strict'; // Setup default properties. HowlerGlobal.prototype._pos = [0, 0, 0]; HowlerGlobal.prototype._orientation = [0, 0, -1, 0, 1, 0]; /** Global Methods **/ /***************************************************************************/ /** * Helper method to update the stereo panning position of all current Howls. * Future Howls will not use this value unless explicitely set. * @param {Number} pan A value of -1.0 is all the way left and 1.0 is all the way right. * @return {Howler/Number} Self or current stereo panning value. */ HowlerGlobal.prototype.stereo = function(pan) { var self = this; // Stop right here if not using Web Audio. if (!self.ctx || !self.ctx.listener) { return self; } // Loop through all Howls and update their stereo panning. for (var i=self._howls.length-1; i>=0; i--) { self._howls[i].stereo(pan); } return self; }; /** * Get/set the position of the listener in 3D cartesian space. Sounds using * 3D position will be relative to the listener's position. * @param {Number} x The x-position of the listener. * @param {Number} y The y-position of the listener. * @param {Number} z The z-position of the listener. * @return {Howler/Array} Self or current listener position. */ HowlerGlobal.prototype.pos = function(x, y, z) { var self = this; // Stop right here if not using Web Audio. if (!self.ctx || !self.ctx.listener) { return self; } // Set the defaults for optional 'y' & 'z'. y = (typeof y !== 'number') ? self._pos[1] : y; z = (typeof z !== 'number') ? self._pos[2] : z; if (typeof x === 'number') { self._pos = [x, y, z]; self.ctx.listener.setPosition(self._pos[0], self._pos[1], self._pos[2]); } else { return self._pos; } return self; }; /** * Get/set the direction the listener is pointing in the 3D cartesian space. * A front and up vector must be provided. The front is the direction the * face of the listener is pointing, and up is the direction the top of the * listener is pointing. Thus, these values are expected to be at right angles * from each other. * @param {Number} x The x-orientation of the listener. * @param {Number} y The y-orientation of the listener. * @param {Number} z The z-orientation of the listener. * @param {Number} xUp The x-orientation of the top of the listener. * @param {Number} yUp The y-orientation of the top of the listener. * @param {Number} zUp The z-orientation of the top of the listener. * @return {Howler/Array} Returns self or the current orientation vectors. */ HowlerGlobal.prototype.orientation = function(x, y, z, xUp, yUp, zUp) { var self = this; // Stop right here if not using Web Audio. if (!self.ctx || !self.ctx.listener) { return self; } // Set the defaults for optional 'y' & 'z'. var or = self._orientation; y = (typeof y !== 'number') ? or[1] : y; z = (typeof z !== 'number') ? or[2] : z; xUp = (typeof xUp !== 'number') ? or[3] : xUp; yUp = (typeof yUp !== 'number') ? or[4] : yUp; zUp = (typeof zUp !== 'number') ? or[5] : zUp; if (typeof x === 'number') { self._orientation = [x, y, z, xUp, yUp, zUp]; self.ctx.listener.setOrientation(x, y, z, xUp, yUp, zUp); } else { return or; } return self; }; /** Group Methods **/ /***************************************************************************/ /** * Add new properties to the core init. * @param {Function} _super Core init method. * @return {Howl} */ Howl.prototype.init = (function(_super) { return function(o) { var self = this; // Setup user-defined default properties. self._orientation = o.orientation || [1, 0, 0]; self._stereo = o.stereo || null; self._pos = o.pos || null; self._pannerAttr = { coneInnerAngle: typeof o.coneInnerAngle !== 'undefined' ? o.coneInnerAngle : 360, coneOuterAngle: typeof o.coneOuterAngle !== 'undefined' ? o.coneOuterAngle : 360, coneOuterGain: typeof o.coneOuterGain !== 'undefined' ? o.coneOuterGain : 0, distanceModel: typeof o.distanceModel !== 'undefined' ? o.distanceModel : 'inverse', maxDistance: typeof o.maxDistance !== 'undefined' ? o.maxDistance : 10000, panningModel: typeof o.panningModel !== 'undefined' ? o.panningModel : 'HRTF', refDistance: typeof o.refDistance !== 'undefined' ? o.refDistance : 1, rolloffFactor: typeof o.rolloffFactor !== 'undefined' ? o.rolloffFactor : 1 }; // Setup event listeners. self._onstereo = o.onstereo ? [{fn: o.onstereo}] : []; self._onpos = o.onpos ? [{fn: o.onpos}] : []; self._onorientation = o.onorientation ? [{fn: o.onorientation}] : []; // Complete initilization with howler.js core's init function. return _super.call(this, o); }; })(Howl.prototype.init); /** * Get/set the stereo panning of the audio source for this sound or all in the group. * @param {Number} pan A value of -1.0 is all the way left and 1.0 is all the way right. * @param {Number} id (optional) The sound ID. If none is passed, all in group will be updated. * @return {Howl/Number} Returns self or the current stereo panning value. */ Howl.prototype.stereo = function(pan, id) { var self = this; // Stop right here if not using Web Audio. if (!self._webAudio) { return self; } // If the sound hasn't loaded, add it to the load queue to change stereo pan when capable. if (self._state !== 'loaded') { self._queue.push({ event: 'stereo', action: function() { self.stereo(pan, id); } }); return self; } // Check for PannerStereoNode support and fallback to PannerNode if it doesn't exist. var pannerType = (typeof Howler.ctx.createStereoPanner === 'undefined') ? 'spatial' : 'stereo'; // Setup the group's stereo panning if no ID is passed. if (typeof id === 'undefined') { // Return the group's stereo panning if no parameters are passed. if (typeof pan === 'number') { self._stereo = pan; self._pos = [pan, 0, 0]; } else { return self._stereo; } } // Change the streo panning of one or all sounds in group. var ids = self._getSoundIds(id); for (var i=0; i Returns the group's values. * pannerAttr(id) -> Returns the sound id's values. * pannerAttr(o) -> Set's the values of all sounds in this Howl group. * pannerAttr(o, id) -> Set's the values of passed sound id. * * Attributes: * coneInnerAngle - (360 by default) There will be no volume reduction inside this angle. * coneOuterAngle - (360 by default) The volume will be reduced to a constant value of * `coneOuterGain` outside this angle. * coneOuterGain - (0 by default) The amount of volume reduction outside of `coneOuterAngle`. * distanceModel - ('inverse' by default) Determines algorithm to use to reduce volume as audio moves * away from listener. Can be `linear`, `inverse` or `exponential`. * maxDistance - (10000 by default) Volume won't reduce between source/listener beyond this distance. * panningModel - ('HRTF' by default) Determines which spatialization algorithm is used to position audio. * Can be `HRTF` or `equalpower`. * refDistance - (1 by default) A reference distance for reducing volume as the source * moves away from the listener. * rolloffFactor - (1 by default) How quickly the volume reduces as source moves from listener. * * @return {Howl/Object} Returns self or current panner attributes. */ Howl.prototype.pannerAttr = function() { var self = this; var args = arguments; var o, id, sound; // Stop right here if not using Web Audio. if (!self._webAudio) { return self; } // Determine the values based on arguments. if (args.length === 0) { // Return the group's panner attribute values. return self._pannerAttr; } else if (args.length === 1) { if (typeof args[0] === 'object') { o = args[0]; // Set the grou's panner attribute values. if (typeof id === 'undefined') { self._pannerAttr = { coneInnerAngle: typeof o.coneInnerAngle !== 'undefined' ? o.coneInnerAngle : self._coneInnerAngle, coneOuterAngle: typeof o.coneOuterAngle !== 'undefined' ? o.coneOuterAngle : self._coneOuterAngle, coneOuterGain: typeof o.coneOuterGain !== 'undefined' ? o.coneOuterGain : self._coneOuterGain, distanceModel: typeof o.distanceModel !== 'undefined' ? o.distanceModel : self._distanceModel, maxDistance: typeof o.maxDistance !== 'undefined' ? o.maxDistance : self._maxDistance, panningModel: typeof o.panningModel !== 'undefined' ? o.panningModel : self._panningModel, refDistance: typeof o.refDistance !== 'undefined' ? o.refDistance : self._refDistance, rolloffFactor: typeof o.rolloffFactor !== 'undefined' ? o.rolloffFactor : self._rolloffFactor }; } } else { // Return this sound's panner attribute values. sound = self._soundById(parseInt(args[0], 10)); return sound ? sound._pannerAttr : self._pannerAttr; } } else if (args.length === 2) { o = args[0]; id = parseInt(args[1], 10); } // Update the values of the specified sounds. var ids = self._getSoundIds(id); for (var i=0; i