mirror of
https://github.com/hiloteam/Hilo.git
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185 lines
5.0 KiB
JavaScript
185 lines
5.0 KiB
JavaScript
/**
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* Hilo
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* Copyright 2015 alibaba.com
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* Licensed under the MIT License
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*/
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/**
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* @class HTMLAudio is an audio playing module, which uses HTMLAudioElement to play audio.
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* Limits: iOS platform requires user action events to start playing, and many Android browser can only play one audio at a time.
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* @param {Object} properties create object properties, include all writable properties of this class.
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* @module hilo/media/HTMLAudio
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* @requires hilo/core/Class
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* @requires hilo/util/util
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* @requires hilo/event/EventMixin
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* @property {String} src The source of the playing audio.
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* @property {Boolean} loop Is loop playback, default value is false.
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* @property {Boolean} autoPlay Is the audio autoplay, default value is false.
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* @property {Boolean} loaded Is the audio resource loaded, readonly!
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* @property {Boolean} playing Is the audio playing, readonly!
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* @property {Number} duration The duration of the audio, readonly!
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* @property {Number} volume The volume of the audio, value between 0 to 1.
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* @property {Boolean} muted Is the audio muted, default value is false.
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*/
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var HTMLAudio = Class.create(/** @lends HTMLAudio.prototype */{
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Mixes: EventMixin,
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constructor: function(properties){
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util.copy(this, properties, true);
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this._onAudioEvent = this._onAudioEvent.bind(this);
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},
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src: null,
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loop: false,
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autoPlay: false,
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loaded: false,
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playing: false,
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duration: 0,
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volume: 1,
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muted: false,
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_element: null, //HTMLAudioElement对象
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/**
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* Load audio file.
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*/
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load: function(){
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if(!this._element){
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var elem;
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try{
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elem = this._element = new Audio();
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elem.addEventListener('canplaythrough', this._onAudioEvent, false);
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elem.addEventListener('ended', this._onAudioEvent, false);
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elem.addEventListener('error', this._onAudioEvent, false);
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elem.src = this.src;
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elem.volume = this.volume;
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elem.load();
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}
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catch(err){
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//ie9 某些版本有Audio对象,但是执行play,pause会报错!
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elem = this._element = {};
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elem.play = elem.pause = function(){
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};
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}
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}
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return this;
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},
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/**
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* @private
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*/
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_onAudioEvent: function(e){
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// console.log('onAudioEvent:', e.type);
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var type = e.type;
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switch(type){
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case 'canplaythrough':
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e.target.removeEventListener(type, this._onAudioEvent);
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this.loaded = true;
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this.duration = this._element.duration;
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this.fire('load');
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if(this.autoPlay) this._doPlay();
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break;
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case 'ended':
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this.playing = false;
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this.fire('end');
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if(this.loop) this._doPlay();
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break;
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case 'error':
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this.fire('error');
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break;
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}
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},
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/**
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* @private
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*/
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_doPlay: function(){
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if(!this.playing){
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this._element.volume = this.muted ? 0 : this.volume;
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this._element.play();
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this.playing = true;
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}
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},
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/**
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* Start playing the audio. And play the audio from the beginning if the audio is already playing.
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* Note: To prevent failing to play at the first time, play when the audio is loaded.
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*/
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play: function(){
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if(this.playing) this.stop();
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if(!this._element){
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this.autoPlay = true;
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this.load();
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}else if(this.loaded){
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this._doPlay();
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}
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return this;
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},
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/**
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* Pause (halt) the currently playing audio.
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*/
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pause: function(){
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if(this.playing){
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this._element.pause();
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this.playing = false;
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}
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return this;
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},
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/**
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* Continue to play the audio.
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*/
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resume: function(){
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if(!this.playing){
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this._doPlay();
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}
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return this;
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},
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/**
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* Stop playing the audio.
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*/
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stop: function(){
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if(this.playing){
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this._element.pause();
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this._element.currentTime = 0;
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this.playing = false;
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}
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return this;
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},
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/**
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* Set the volume. Note: iOS devices cannot set volume.
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*/
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setVolume: function(volume){
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if(this.volume != volume){
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this.volume = volume;
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this._element.volume = volume;
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}
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return this;
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},
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/**
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* Set mute mode. Note: iOS devices cannot set mute mode.
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*/
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setMute: function(muted){
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if(this.muted != muted){
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this.muted = muted;
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this._element.volume = muted ? 0 : this.volume;
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}
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return this;
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},
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Statics: /** @lends HTMLAudio */ {
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/**
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* Does the browser supports HTMLAudio.
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*/
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isSupported: window.Audio !== null
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}
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}); |