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/bower_components/SoundJS/lib/cordovaaudioplugin-0.6.2.combined.js
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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.
*/
 
 
//##############################################################################
// CordovaAudioLoader.js
//##############################################################################
 
this.createjs = this.createjs || {};
 
(function () {
"use strict";
 
/**
* Loader provides a mechanism to preload Cordova 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.
* Currently files are assumed to be local and no loading actually takes place. This class exists to more easily support
* the existing architecture.
*
* @class CordovaAudioLoader
* @param {String} loadItem The item to be loaded
* @extends XHRRequest
* @protected
*/
function Loader(loadItem) {
this.AbstractLoader_constructor(loadItem, true, createjs.AbstractLoader.SOUND);
 
/**
* A Media object used to determine if src exists and to get duration
* @property _media
* @type {Media}
* @protected
*/
this._media = null;
 
/**
* A time counter that triggers timeout if loading takes too long
* @property _loadTime
* @type {number}
* @protected
*/
this._loadTime = 0;
 
/**
* The frequency to fire the loading timer until duration can be retrieved
* @property _TIMER_FREQUENCY
* @type {number}
* @protected
*/
this._TIMER_FREQUENCY = 100;
};
var p = createjs.extend(Loader, createjs.AbstractLoader);
 
 
// public methods
p.load = function() {
this._media = new Media(this._item.src, null, createjs.proxy(this._mediaErrorHandler,this));
this._media.seekTo(0); // needed to get duration
 
this._getMediaDuration();
};
 
p.toString = function () {
return "[CordovaAudioLoader]";
};
 
 
// private methods
/**
* Fires if audio cannot seek, indicating that src does not exist.
* @method _mediaErrorHandler
* @param error
* @protected
*/
p._mediaErrorHandler = function(error) {
this._media.release();
this._sendError();
};
 
/**
* will attempt to get duration of audio until successful or time passes this._item.loadTimeout
* @method _getMediaDuration
* @protected
*/
p._getMediaDuration = function() {
this._result = this._media.getDuration() * 1000;
if (this._result < 0) {
this._loadTime += this._TIMER_FREQUENCY;
if (this._loadTime > this._item.loadTimeout) {
this.handleEvent({type:"timeout"});
} else {
setTimeout(createjs.proxy(this._getMediaDuration, this), this._TIMER_FREQUENCY);
}
} else {
this._media.release();
this._sendComplete();
}
};
 
createjs.CordovaAudioLoader = createjs.promote(Loader, "AbstractLoader");
}());
 
//##############################################################################
// CordovaAudioSoundInstance.js
//##############################################################################
 
this.createjs = this.createjs || {};
 
(function () {
"use strict";
 
/**
* CordovaAudioSoundInstance extends the base api of {{#crossLink "AbstractSoundInstance"}}{{/crossLink}} and is used by
* {{#crossLink "CordovaAudioPlugin"}}{{/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 CordovaAudioSoundInstance
* @extends AbstractSoundInstance
* @constructor
*/
function CordovaAudioSoundInstance(src, startTime, duration, playbackResource) {
this.AbstractSoundInstance_constructor(src, startTime, duration, playbackResource);
 
// Public Properties
/**
* Sets the playAudioWhenScreenIsLocked property for play calls on iOS devices.
* @property playWhenScreenLocked
* @type {boolean}
*/
this.playWhenScreenLocked = null;
 
// Private Properties
/**
* Used to approximate the playback position by storing the number of milliseconds elapsed since
* 1 January 1970 00:00:00 UTC when playing
* Note that if js clock is out of sync with Media playback, this will become increasingly inaccurate.
* @property _playStartTime
* @type {Number}
* @protected
*/
this._playStartTime = null;
 
/**
* A TimeOut used to trigger the end and possible loop of audio sprites.
* @property _audioSpriteTimeout
* @type {null}
* @protected
*/
this._audioSpriteTimeout = null;
 
/**
* Boolean value that indicates if we are using an audioSprite
* @property _audioSprite
* @type {boolean}
* @protected
*/
this._audioSprite = false;
 
// Proxies, make removing listeners easier.
this._audioSpriteEndHandler = createjs.proxy(this._handleAudioSpriteComplete, this);
this._mediaPlayFinishedHandler = createjs.proxy(this._handleSoundComplete, this);
this._mediaErrorHandler = createjs.proxy(this._handleMediaError, this);
this._mediaProgressHandler = createjs.proxy(this._handleMediaProgress, this);
 
this._playbackResource = new Media(src, this._mediaPlayFinishedHandler, this._mediaErrorHandler, this._mediaProgressHandler);
 
if (duration) {
this._audioSprite = true;
} else {
this._setDurationFromSource();
}
}
var p = createjs.extend(CordovaAudioSoundInstance, 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.destroy = function() {
// call parent function, then release
this.AbstractSoundInstance_destroy();
this._playbackResource.release();
};
 
/**
* Maps to <a href="http://plugins.cordova.io/#/package/org.apache.cordova.media" target="_blank">Media.getCurrentPosition</a>,
* which is curiously asynchronus and requires a callback.
* @method getCurrentPosition
* @param {Method} mediaSuccess The callback that is passed the current position in seconds.
* @param {Method} [mediaError=null] (Optional) The callback to execute if an error occurs.
*/
p.getCurrentPosition = function (mediaSuccess, mediaError) {
this._playbackResource.getCurrentPosition(mediaSuccess, mediaError);
};
 
p.toString = function () {
return "[CordovaAudioSoundInstance]";
};
 
//Private Methods
/**
* media object has failed and likely will never work
* @method _handleMediaError
* @param error
* @private
*/
p._handleMediaError = function(error) {
clearTimeout(this.delayTimeoutId); // clear timeout that plays delayed sound
 
this.playState = createjs.Sound.PLAY_FAILED;
this._sendEvent("failed");
};
 
p._handleMediaProgress = function(state) {
// do nothing
};
 
p._handleAudioSpriteComplete = function() {
this._playbackResource.pause();
this._handleSoundComplete();
};
/* don't need these for current looping approach
p._removeLooping = function() {
};
 
p._addLooping = function() {
};
*/
 
p._handleCleanUp = function () {
clearTimeout(this._audioSpriteTimeout);
this._playbackResource.pause(); // OJR cannot use .stop as it prevents .seekTo from working
// todo consider media.release
};
 
p._handleSoundReady = function (event) {
this._playbackResource.seekTo(this._startTime + this._position);
 
if (this._audioSprite) {
this._audioSpriteTimeout = setTimeout(this._audioSpriteEndHandler, this._duration - this._position)
}
 
this._playbackResource.play({playAudioWhenScreenIsLocked: this.playWhenScreenLocked});
this._playStartTime = Date.now();
};
 
p._pause = function () {
clearTimeout(this._audioSpriteTimeout);
this._playbackResource.pause();
if (this._playStartTime) {
this._position = Date.now() - this._playStartTime;
this._playStartTime = null;
}
this._playbackResource.getCurrentPosition(createjs.proxy(this._updatePausePos, this));
};
 
/**
* Synchronizes the best guess position with the actual current position.
* @method _updatePausePos
* @param {Number} pos The current position in seconds
* @private
*/
p._updatePausePos = function (pos) {
this._position = pos * 1000 - this._startTime;
if(this._playStartTime) {
this._playStartTime = Date.now();
}
};
 
p._resume = function () {
if (this._audioSprite) {
this._audioSpriteTimeout = setTimeout(this._audioSpriteEndHandler, this._duration - this._position)
}
 
this._playbackResource.play({playAudioWhenScreenIsLocked: this.playWhenScreenLocked});
this._playStartTime = Date.now();
};
 
p._handleStop = function() {
clearTimeout(this._audioSpriteTimeout);
this._playbackResource.pause(); // cannot use .stop because it prevents .seekTo from working
this._playbackResource.seekTo(this._startTime);
if (this._playStartTime) {
this._position = 0;
this._playStartTime = null;
}
};
 
p._updateVolume = function () {
var newVolume = (this._muted || createjs.Sound._masterMute) ? 0 : this._volume * createjs.Sound._masterVolume;
this._playbackResource.setVolume(newVolume);
};
 
p._calculateCurrentPosition = function() {
// return best guess position.
// Note if Media and js clock are out of sync, this value will become increasingly inaccurate over time
if (this._playStartTime) {
this._position = Date.now() - this._playStartTime + this._position;
this._playStartTime = Date.now();
}
return this._position;
};
 
p._updatePosition = function() {
this._playbackResource.seekTo(this._startTime + this._position);
this._playStartTime = Date.now();
if (this._audioSprite) {
clearTimeout(this._audioSpriteTimeout);
this._audioSpriteTimeout = setTimeout(this._audioSpriteEndHandler, this._duration - this._position)
}
};
 
p._handleLoop = function (event) {
this._handleSoundReady();
};
 
p._updateStartTime = function () {
this._audioSprite = true;
 
if(this.playState == createjs.Sound.PLAY_SUCCEEDED) {
// do nothing
}
};
 
p._updateDuration = function () {
this._audioSprite
 
if(this.playState == createjs.Sound.PLAY_SUCCEEDED) {
clearTimeout(this._audioSpriteTimeout);
this._audioSpriteTimeout = setTimeout(this._audioSpriteEndHandler, this._duration - this.position)
}
};
 
p._setDurationFromSource = function () {
this._duration = createjs.Sound.activePlugin.getSrcDuration(this.src); // TODO find a better way to do this that does not break flow
};
 
createjs.CordovaAudioSoundInstance = createjs.promote(CordovaAudioSoundInstance, "AbstractSoundInstance");
}());
 
//##############################################################################
// CordovaAudioPlugin.js
//##############################################################################
 
this.createjs = this.createjs || {};
 
(function () {
 
"use strict";
 
/**
* Play sounds using Cordova Media plugin, which will work with a Cordova app and tools that utilize Cordova such as PhoneGap or Ionic.
* This plugin is not used by default, and must be registered manually in {{#crossLink "Sound"}}{{/crossLink}}
* using the {{#crossLink "Sound/registerPlugins"}}{{/crossLink}} method.
* This plugin is recommended when building a Cordova based app, but is not required.
*
* <b>NOTE the <a href="http://plugins.cordova.io/#/package/org.apache.cordova.media" target="_blank">Cordova Media plugin</a> is required</b>
*
* cordova plugin add org.apache.cordova.media
*
* <h4>Known Issues</h4>
* <b>Audio Position</b>
* <ul>Audio position is calculated asynchronusly by Media. The SoundJS solution to this problem is two-fold:
* <li>Provide {{#crossLink "CordovaAudioSoundInstance/getCurrentPosition"}}{{/crossLink}} that maps directly to media.getCurrentPosition.</li>
* <li>Provide a best guess position based on elapsed time since playback started, which is synchronized with actual position when the audio is paused or stopped.
* Testing showed this to be fairly reliable within 200ms.</li></ul>
* <b>Cordova Media Docs</b>
* <ul><li>See the <a href="http://plugins.cordova.io/#/package/org.apache.cordova.media" target="_blank">Cordova Media Docs</a> for various known OS issues.</li></ul>
* <br />
*
* @class CordovaAudioPlugin
* @extends AbstractPlugin
* @constructor
*/
function CordovaAudioPlugin() {
this.AbstractPlugin_constructor();
 
this._capabilities = s._capabilities;
 
this._loaderClass = createjs.CordovaAudioLoader;
this._soundInstanceClass = createjs.CordovaAudioSoundInstance;
 
this._srcDurationHash = {};
}
 
var p = createjs.extend(CordovaAudioPlugin, createjs.AbstractPlugin);
var s = CordovaAudioPlugin;
 
 
// Static Properties
/**
* Sets a default playAudioWhenScreenIsLocked property for play calls on iOS devices.
* Individual SoundInstances can alter the default with {{#crossLink "CordovaAudioSoundInstance/playWhenScreenLocked"}}{{/crossLink}}.
* @property playWhenScreenLocked
* @type {boolean}
* @static
*/
s.playWhenScreenLocked = false;
 
/**
* The capabilities of the plugin. This is generated via the {{#crossLink "CordovaAudioPlugin/_generateCapabilities"}}{{/crossLink}}
* method. Please see the Sound {{#crossLink "Sound/getCapabilities"}}{{/crossLink}} method for an overview of all
* of the available properties.
* @property _capabilities
* @type {Object}
* @protected
* @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/getCapabilities"}}{{/crossLink}}
* method for an overview of plugin capabilities.
* @method _generateCapabilities
* @static
* @protected
*/
s._generateCapabilities = function () {
if (s._capabilities != null || !(window.cordova || window.PhoneGap || window.phonegap) || !window.Media) {return;}
 
// OJR my best guess is that Cordova will have the same limits on playback that the audio tag has, but this could be wrong
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.create = function (src, startTime, duration) {
var si = this.AbstractPlugin_create(src, startTime, duration);
si.playWhenScreenLocked = this.playWhenScreenLocked;
return si;
};
 
p.toString = function () {
return "[CordovaAudioPlugin]";
};
 
// plugin does not support these
p.setVolume = p.getVolume = p.setMute = null;
 
/**
* Get the duration for a src. Intended for internal use by CordovaAudioSoundInstance.
* @method getSrcDuration
* @param src
* @returns {Number} The duration of the src or null if it does not exist
*/
p.getSrcDuration = function(src) {
return this._srcDurationHash[src];
};
 
// Private Methods
p._handlePreloadComplete = function (event) {
var src = event.target.getItem().src;
this._srcDurationHash[src] = event.result;
this._audioSources[src] = event.result;
//this.AbstractPlugin__handlePreloadComplete(event); // we don't want to do the rest of this
};
 
p.removeSound = function (src) {
delete(this._srcDurationHash[src]);
this.AbstractPlugin_removeSound(src);
};
 
createjs.CordovaAudioPlugin = createjs.promote(CordovaAudioPlugin, "AbstractPlugin");
}());
 
//##############################################################################
// version_cordovaplugin.js
//##############################################################################
 
this.createjs = this.createjs || {};
 
(function () {
 
var s = createjs.CordovaAudioPlugin = createjs.CordovaAudioPlugin || {};
 
/**
* The version string for this release.
* @for CordovaAudioPlugin
* @property version
* @type String
* @static
**/
s.version = /*=version*/"0.6.2"; // injected by build process
 
/**
* The build date for this release in UTC format.
* @for CordovaAudioPlugin
* @property buildDate
* @type String
* @static
**/
s.buildDate = /*=date*/"Thu, 26 Nov 2015 20:44:31 GMT"; // injected by build process
 
})();