Package Exports
- waud.js
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Readme
Web Audio Library with HTML5 audio fallback.
Installation
npm install waud.js
For haxe users:
haxelib install waud
API Documentation
Waud.init(?dom) - To initialise the library, make sure you call this first. You can also pass an optional parent DOM element to it where all the HTML5 sonds will be appended and also used for touch events to unlock audio on iOS devices.
Waud.enableTouchUnlock(?callback) - Helper function to unlock audio on iOS devices. You can pass an optional callback which will be called on touchend event.
Waud.isWebAudioSupported & Waud.isHTML5AudioSupported to check web audio and HTML5 audio support.
The following functions can be used to check format support (returns true or false):
Waud.isOGGSupported()Waud.isWAVSupported()Waud.isMP3Supported()Waud.isAACSupported()Waud.isM4ASupported()
Waud.getFormatSupportString() return a string with all the above support information.
There are 3 classes available for audio playback.
WaudSound(recommended) - to automatically use web audio api with HTML5 audio fallback.WebAudioAPISound- to force web audio apiHTML5Sound- to force HTML5 audio
HTML5Sound on iOS devices have some limitations you should be aware of. Setting volume audio is not possible and mute is implemented by pausing and replaying the sound if it's already playing.
The following are the options available when creating sound instabce:
autoplay- true or false (default: false)loop- true or false (default: false)volume- between 0 and 1 (default: 1)onload- callback function when the sounad is loaded with sound instance as parameter (default: none)onend- callback function when the sound playback ends with sound instance as parameter (default: none)onerror- callback function when there is an error in loading/decoding with sound instance as parameter (default: none)
Example: new WaudSound("assets/loop.mp3", { autoplay: false, loop: true, volume: 0.5, onload: _playBgSound });
Available functions on sound instance:
play()stop()mute(val)- true or falseloop(val)- true or falsesetVolume(val)- between 0 and 1getVolume()- returna value between 0 and 1isPlaying()- returns true or false
Waud.sounds will hold all the sounds that are loaded. To access any sound use Waud.sounds.get(url) where url is the path used to load the sound.
Issues
Found any bug? Please create a new issue.
Demo
Usage
Haxe
class Main {
var _bgSnd:IWaudSound;
var _snd2:IWaudSound;
public function new() {
Waud.init();
Waud.enableTouchUnlock(touchUnlock);
_bgSnd = new WaudSound("assets/loop.mp3", { autoplay: false, loop: true, volume: 0.5, onload: _playBgSound });
_snd2 = new WaudSound("assets/sound1.wav", {
autoplay: false,
loop: false,
onload: function (snd) { snd.play(); },
onend: function (snd) { trace("ended"); },
onerror: function (snd) { trace("error"); }
});
}
// for iOS devices
function touchUnlock() {
if (!_bgSnd.isPlaying()) _bgSnd.play();
}
function _playBgSound(snd:IWaudSound) {
if (!snd.isPlaying()) snd.play();
}
static function main() {
new Main();
}
}JavaScript
Waud.init();
Waud.enableTouchUnlock(touchUnlock);
var _bgSnd = new WaudSound("assets/loop.mp3", {
"autoplay": false, "loop":true, "volume": 0.5, "onload": _playBgSound
});
var snd2 = new WaudSound("assets/sound1.wav", {
"autoplay": false,
"loop":true,
"onload": function (snd) { snd.play(); },
"onend": function (snd) { console.log("ended"); },
"onerror": function (snd) { console.log("error"); }
});
//Touch unlock event for iOS devices
function touchUnlock() {
if (!_bgSnd.isPlaying()) _bgSnd.play();
}
function _playBgSound(snd) {
if (!snd.isPlaying()) snd.play();
}Licensing Information
This content is released under the MIT License.
