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buffaudio.js
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buffaudio.js
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/**
* BuffAudio.js - http://github.com/eipark/buffaudio
* A wrapper around the HTML5 Web Audio API to easily play, pause,
* and skip around an AudioBuffer.
*
* https://developer.mozilla.org/en-US/docs/Web/API/AudioBuffer
* https://developer.mozilla.org/en-US/docs/Web/API/AudioBufferSourceNode
*
* The MIT License (MIT)
*
* Copyright (c) 2013 Ernie Park
*
* 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.
*/
(function(window, undefined) {
var BuffAudio = function(audioContext, buffer) {
this._audioContext = audioContext;
this._buffer = buffer; // AudioBuffer
this._source; // AudioBufferSourceNode
this._playbackTime = 0; // time of the audio playback, seconds
this._startTimestamp = 0; // timestamp of last playback start, milliseconds
this._isPlaying = false;
this._bufferDuration = 0; // seconds
// Whenever we get a new AudioBuffer, we create a new AudioBufferSourceNode and reset
// the playback time. Make sure any existing audio is stopped beforehand.
this.initNewBuffer = function(buffer) {
this.stop();
this._buffer = buffer;
this._playbackTime = 0;
}
// Create a new AudioBufferSourceNode
this.initSource = function() {
this._source = this._audioContext.createBufferSource();
this._source.buffer = this._buffer;
this._source.connect(this._audioContext.destination);
// Bind the callback to this
var endOfPlayback = this.endOfPlayback.bind(this);
this._source.onended = endOfPlayback;
}
// Play the currently loaded buffer
this.play = function() {
console.log("Play");
if (this._isPlaying) return;
var when = 0; // when to schedule playback, 0 is immediately
this.initSource();
this._source.start(0, this._playbackTime);
this._startTimestamp = Date.now();
this._isPlaying = true;
}
// Seek to a specific playbackTime (seconds) in the audio buffer. Do not change
// playback state.
this.seek = function(playbackTime) {
if (playbackTime === undefined) return;
if (playbackTime > this._buffer.duration) {
console.log("[ERROR] Seek time is greater than duration of audio buffer.");
return;
}
if (this._isPlaying) {
this.stop(); // Stop any existing playback if there is any
this._playbackTime = playbackTime;
this.play(); // Resume playback at new time
} else {
this._playbackTime = playbackTime;
}
}
// Pause playback, keep track of where playback stopped
this.pause = function() {
this.stop(true);
}
// Stops or pauses playback and sets playbackTime accordingly
this.stop = function(pause) {
console.log("Stop");
if (!this._isPlaying) return;
this._isPlaying = false; // Set to flag to endOfPlayback callback that this was set manually
this._source.stop(0);
// If paused, calculate time where we stopped. Otherwise go back to beginning of playback (0).
this._playbackTime = pause ? (Date.now() - this._startTimestamp)/1000 + this._playbackTime : 0;
}
// Callback for any time playback stops/pauses
this.endOfPlayback = function(endEvent) {
console.log("end of playback");
// If playback stopped because end of buffer was reached
if (this._isPlaying) this._playbackTime = 0;
this._isPlaying = false;
}
this.init = (function() {
this.initNewBuffer(this._buffer);
});
};
// Set BuffAudio on the global window object
window.BuffAudio = BuffAudio;
})(window);