152 lines
4.0 KiB
JavaScript
152 lines
4.0 KiB
JavaScript
/*!
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* Howler.js Audio Sprite Demo
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* howlerjs.com
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*
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* (c) 2013-2020, James Simpson of GoldFire Studios
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* goldfirestudios.com
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*
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* MIT License
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*/
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// Cache references to DOM elements.
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var elms = ['waveform', 'sprite0', 'sprite1', 'sprite2', 'sprite3', 'sprite4', 'sprite5'];
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elms.forEach(function(elm) {
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window[elm] = document.getElementById(elm);
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});
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/**
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* Sprite class containing the state of our sprites to play and their progress.
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* @param {Object} options Settings to pass into and setup the sound and visuals.
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*/
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var Sprite = function(options) {
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var self = this;
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self.sounds = [];
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// Setup the options to define this sprite display.
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self._width = options.width;
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self._left = options.left;
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self._spriteMap = options.spriteMap;
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self._sprite = options.sprite;
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self.setupListeners();
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// Create our audio sprite definition.
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self.sound = new Howl({
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src: options.src,
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sprite: options.sprite
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});
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// Setup a resize event and fire it to setup our sprite overlays.
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window.addEventListener('resize', function() {
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self.resize();
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}, false);
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self.resize();
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// Begin the progress step tick.
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requestAnimationFrame(self.step.bind(self));
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};
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Sprite.prototype = {
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/**
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* Setup the listeners for each sprite click area.
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*/
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setupListeners: function() {
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var self = this;
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var keys = Object.keys(self._spriteMap);
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keys.forEach(function(key) {
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window[key].addEventListener('click', function() {
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self.play(key);
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}, false);
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});
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},
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/**
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* Play a sprite when clicked and track the progress.
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* @param {String} key Key in the sprite map object.
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*/
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play: function(key) {
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var self = this;
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var sprite = self._spriteMap[key];
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// Play the sprite sound and capture the ID.
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var id = self.sound.play(sprite);
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// Create a progress element and begin visually tracking it.
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var elm = document.createElement('div');
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elm.className = 'progress';
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elm.id = id;
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elm.dataset.sprite = sprite;
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window[key].appendChild(elm);
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self.sounds.push(elm);
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// When this sound is finished, remove the progress element.
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self.sound.once('end', function() {
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var index = self.sounds.indexOf(elm);
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if (index >= 0) {
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self.sounds.splice(index, 1);
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window[key].removeChild(elm);
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}
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}, id);
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},
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/**
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* Called on window resize to correctly position and size the click overlays.
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*/
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resize: function() {
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var self = this;
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// Calculate the scale of our window from "full" size.
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var scale = window.innerWidth / 3600;
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// Resize and reposition the sprite overlays.
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var keys = Object.keys(self._spriteMap);
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for (var i=0; i<keys.length; i++) {
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var sprite = window[keys[i]];
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sprite.style.width = Math.round(self._width[i] * scale) + 'px';
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if (self._left[i]) {
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sprite.style.left = Math.round(self._left[i] * scale) + 'px';
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}
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}
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},
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/**
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* The step called within requestAnimationFrame to update the playback positions.
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*/
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step: function() {
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var self = this;
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// Loop through all active sounds and update their progress bar.
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for (var i=0; i<self.sounds.length; i++) {
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var id = parseInt(self.sounds[i].id, 10);
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var offset = self._sprite[self.sounds[i].dataset.sprite][0];
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var seek = (self.sound.seek(id) || 0) - (offset / 1000);
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self.sounds[i].style.width = (((seek / self.sound.duration(id)) * 100) || 0) + '%';
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}
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requestAnimationFrame(self.step.bind(self));
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}
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};
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// Setup our new sprite class and pass in the options.
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var sprite = new Sprite({
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width: [78, 60, 62, 70, 62, 1895],
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left: [0, 342, 680, 1022, 1361],
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src: ['../../tests/audio/sound2.webm', '../../tests/audio/sound2.mp3'],
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sprite: {
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one: [0, 450],
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two: [2000, 250],
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three: [4000, 350],
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four: [6000, 380],
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five: [8000, 340],
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beat: [10000, 11163]
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},
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spriteMap: {
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sprite0: 'one',
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sprite1: 'two',
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sprite2: 'three',
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sprite3: 'four',
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sprite4: 'five',
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sprite5: 'beat'
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}
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});
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