/*
* WebAudioPlugin
* Visit http://createjs.com/ for documentation, updates and examples.
*
*
* Copyright (c) 2012 gskinner.com, inc.
*
* Permission is hereby granted, free of charge, to any person
* obtaining a copy of this software and associated documentation
* files (the "Software"), to deal in the Software without
* restriction, including without limitation the rights to use,
* copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following
* conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
* OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
* NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
* WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
* FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
* OTHER DEALINGS IN THE SOFTWARE.
*/
/**
* @module SoundJS
*/
// namespace:
this.createjs = this.createjs || {};
(function () {
"use strict";
/**
* 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");
}());