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Version 0.6.133, fix for closure compiler - ADVANCED_OPTIMIZATIONS
[pettanr/clientJs.git] / 0.6.x / js / 07_audio / 10_XAudioSprite.js
index 4681b61..289d319 100644 (file)
@@ -4,12 +4,13 @@
  * Mobile Opera11 は Audio をサポートするがイベントが取れない\r
  * iframe 内で生成して、Audio Sprite の preset で再生できないか?\r
  */\r
-var X_Audio_Sprite_shouldUse        = window.HTMLAudioElement && ( X_UA.iOS || X_UA.AndroidBrowser || X_UA.OperaMobile || X_UA.OperaTablet ),\r
-       X_Audio_Sprite_needTouchFirst   = !!X_UA.iOS,\r
-       X_Audio_Sprite_enableMultiTrack = !X_UA.iOS,\r
-       X_Audio_Sprite_enableVolume     = window.HTMLAudioElement && ( !X_UA.iOS && !X_UA.AndroidBrowser && !X_UA.OperaMobile && !X_UA.OperaTablet ),\r
-       X_Audio_Sprite_useVideoForMulti = 4 <= X_UA.AndroidBrowser,\r
-       X_Audio_Sprite_maxTracks        = X_UA.iOS < 6 ? 1 : X_Audio_Sprite_useVideoForMulti ? 2 : 9,\r
+var X_Audio_Sprite_shouldUse        = window.HTMLAudioElement && ( X_UA[ 'iOS' ] || X_UA[ 'AndroidBrowser' ] || X_UA[ 'OperaMobile' ] || X_UA[ 'OperaTablet' ] ), // Flash がない\r
+       X_Audio_Sprite_useVideoForMulti = 4 <= X_UA[ 'AndroidBrowser' ] && 534.3 < X_UA[ 'AndroidBrowserWebkit' ], // ドスパラパッドはビデオのインライン再生が不可 \r
+       X_Audio_Sprite_needTouchAndroid = X_Audio_Sprite_useVideoForMulti,      \r
+       X_Audio_Sprite_needTouchFirst   = X_UA[ 'iOS' ] || X_Audio_Sprite_needTouchAndroid || ( X_UA[ 'WinPhone' ] && X_UA[ 'IE9' ] ),\r
+       X_Audio_Sprite_enableMultiTrack = !( X_UA[ 'iOS' ] && !X_Audio_WebAudio_context ) && !( X_UA[ 'AndroidBrowser4' ] && X_UA[ 'AndroidBrowserWebkit' ] <= 534.3 ),\r
+       X_Audio_Sprite_enableVolume     = window.HTMLAudioElement && ( !X_UA[ 'iOS' ] && !X_UA[ 'AndroidBrowser' ] && !X_UA[ 'OperaMobile' ] && !X_UA[ 'OperaTablet' ] ), // TODO fennec は 25以上\r
+       X_Audio_Sprite_maxTracks        = !X_Audio_Sprite_enableMultiTrack ? 1 : X_Audio_Sprite_useVideoForMulti ? 2 : 9,\r
        X_Audio_Sprite_lengthSilence    = 10000, // 一番最初の無音部分の長さ\r
        X_Audio_Sprite_lengthDistance   = 5000,  // 音間の無音の長さ\r
        X_Audio_Sprite_uid              = 0,\r
@@ -18,6 +19,7 @@ var X_Audio_Sprite_shouldUse        = window.HTMLAudioElement && ( X_UA.iOS || X
                presets     : {},\r
                BGMs        : {},\r
                tracks      : [],\r
+               pauseTracks : [], // X_Event.DEACTIVATE によって pause した再生中のトラックたち。\r
                volume      : 1,\r
                bgmTrack    : null,\r
                bgmPosition : 0,\r
@@ -41,6 +43,7 @@ X.Audio.Sprite = {
                        X_Audio_Sprite_instance.close();\r
                } else {\r
                        X_Audio_Sprite_instance = X_Class_override( new X.EventDispatcher(), X_Audio_Sprite_members );\r
+                       X_ViewPort.listen( [ X_Event.VIEW_ACTIVATE, X_Event.VIEW_DEACTIVATE ], X_Audio_Sprite_instance, X_Audio_Sprite_handleEvent );\r
                };\r
                X_Audio_Sprite_instance.setup( setting );\r
                return X_Audio_Sprite_instance;\r
@@ -49,6 +52,7 @@ X.Audio.Sprite = {
 };\r
 \r
 // 再生が終わっているもの、終わりかけのものを探す\r
+// TODO 終わりかけのもの、と一番古いもの、どちらを再利用するか?これ以上に細かい実装を望む場合は X.Audio.Sprite は使わず自力で実装\r
 function X_Audio_Sprite_getTrackEnded(){\r
        var tracks  = X_Audio_Sprite_TEMP.tracks,\r
                l = tracks.length,\r
@@ -78,6 +82,14 @@ function X_Audio_Sprite_getTrackEnded(){
  *      BGM_01 : [ '15.00', '45.500', true, '17.666', '50.999' ],\r
  *   BGM_02 : [ '56.00', '1:15.230', true ]\r
  * }\r
+ * \r
+ * X_Event.BACKEND_READY\r
+ * X_Event.BACKEND_NONE\r
+ * \r
+ * X_Event.READY\r
+ * X_Event.MEDIA_LOOPED\r
+ * X_Event.MEDIA_ENDED\r
+ * \r
  */\r
 \r
 X_Audio_Sprite_members = {\r
@@ -88,8 +100,8 @@ X_Audio_Sprite_members = {
                                bgms    = X_Audio_Sprite_TEMP.BGMs,\r
                                presets = X_Audio_Sprite_TEMP.presets,\r
                                urls    = setting[ 'urls' ],\r
-                               n       = setting[ 'numTracks' ] || 1,\r
                                video   = setting[ 'useVideo' ],\r
+                               n       = video ? 1 : setting[ 'numTracks' ] || 1,\r
                                option  = {\r
                                        volume    : setting[ 'volume' ] || 0.5,\r
                                        autoplay  : false,\r
@@ -97,15 +109,13 @@ X_Audio_Sprite_members = {
                                        endTime   : X_Audio_Sprite_lengthSilence,\r
                                        loop      : true\r
                                },\r
-                               k, i;\r
+                               k, i, v, track;\r
                        \r
                        n = n <= X_Audio_Sprite_maxTracks ? n : X_Audio_Sprite_maxTracks;\r
                        \r
-                       video = video || ( 1 < n && X_Audio_Sprite_useVideoForMulti );\r
-                       \r
                        for( k in setting ){\r
                                v = setting[ k ];\r
-                               if( X.Type.isArray( v ) && v !== urls){\r
+                               if( X_Type_isArray( v ) && v !== urls ){\r
                                        v = X.Object.cloneArray( v );\r
                                        for( i = v.length; i; ){\r
                                                --i;\r
@@ -117,14 +127,15 @@ X_Audio_Sprite_members = {
                        };\r
                        \r
                        for( i = 0; i < n; ++i ){\r
-                               if( i === 1 && X_Audio_Sprite_useVideoForMulti ){\r
-                                       // use <Video>\r
-                               } else {\r
-                                       tracks.push( X.Audio.create( urls, option ) );\r
+                               if( video || ( i === 1 && X_Audio_Sprite_useVideoForMulti ) ){\r
+                                       option[ 'useVideo' ] = true;\r
                                };\r
+                               tracks.push( X.Audio( urls, X.Object.clone( option ) ) );\r
                        };\r
                        \r
-                       tracks[ n - 1 ].listenOnce( [ 'backendfound', 'nobackend' ], this, X_Audio_Sprite_handleEvent );\r
+                       tracks[ n - 1 ].listenOnce( [ X_Event.BACKEND_READY, X_Event.BACKEND_NONE ], this, X_Audio_Sprite_handleEvent );\r
+                       \r
+                       X_Audio_Sprite_instance.numTracks = n;\r
                },\r
                \r
                close : function(){\r
@@ -152,7 +163,17 @@ X_Audio_Sprite_members = {
                },\r
                \r
                load : function(){\r
-                       tracks[ 0 ].play( 0, X_Audio_Sprite_lengthSilence, true );\r
+                       var tracks = X_Audio_Sprite_TEMP.tracks,\r
+                               i = 0, l = tracks.length;\r
+                       for( ; i < l; ++i ){\r
+                               if( X_UA[ 'WinPhone' ] ){\r
+                                       console.log( 'touch -> play()' );\r
+                                       //tracks[ i ].play( 0, X_Audio_Sprite_lengthSilence, true, 0, X_Audio_Sprite_lengthSilence ).seek( 0 );\r
+                                       this.pause( i );\r
+                               } else {\r
+                                       X_Audio_getAudioWrapper( tracks[ i ] )._rawObject.load();\r
+                               };\r
+                       };\r
                },\r
                \r
                /*\r
@@ -164,7 +185,7 @@ X_Audio_Sprite_members = {
                                bgms    = X_Audio_Sprite_TEMP.BGMs,\r
                                presets = X_Audio_Sprite_TEMP.presets,\r
                                preset  = presets[ name ],\r
-                               i, k;\r
+                               track, i, k;\r
                        \r
                        if( preset ){\r
                                if( bgms[ name ] ){\r
@@ -183,29 +204,55 @@ X_Audio_Sprite_members = {
                                        } else {\r
                                                track = X_Audio_Sprite_TEMP.bgmTrack = tracks[ 0 ];\r
                                        };\r
-                                       track\r
-                                               .state( { looped : X_Audio_Sprite_TEMP.bgmLooped } )\r
-                                               .play( preset[ 0 ], preset[ 1 ], true, preset[ 3 ], preset[ 4 ] )\r
-                                               .seek( X_Audio_Sprite_TEMP.bgmPosition )\r
-                                               .listen( 'looped', this, X_Audio_Sprite_handleEvent );\r
+                                       \r
+                                       if( track.listen( [ X_Event.MEDIA_PLAYING, X_Event.MEDIA_BEFORE_LOOP ], this, X_Audio_Sprite_handleEvent ).isPlaying() ){\r
+                                               track\r
+                                                       .state( {\r
+                                                               loop          : true,\r
+                                                               looped        : X_Audio_Sprite_TEMP.bgmLooped,\r
+                                                               currentTime   : X_Audio_Sprite_TEMP.bgmPosition,\r
+                                                               startTime     : preset[ 0 ],\r
+                                                               endTime       : preset[ 1 ],\r
+                                                               loopStartTime : preset[ 3 ],\r
+                                                               loopEndTime   : preset[ 4 ]\r
+                                                       } );\r
+                                       } else {\r
+                                               track\r
+                                                       .state( { looped : X_Audio_Sprite_TEMP.bgmLooped } )\r
+                                                       .play( preset[ 0 ], preset[ 1 ], true, preset[ 3 ], preset[ 4 ] )\r
+                                                       .seek( X_Audio_Sprite_TEMP.bgmPosition );\r
+                                       };\r
+                                       \r
                                } else {\r
                                        if( 1 < tracks.length ){\r
                                                track = X_Audio_Sprite_getTrackEnded( X_Audio_Sprite_TEMP.bgmPlaying );\r
                                                track\r
-                                                       .listen( 'looped', this, X_Audio_Sprite_handleEvent )\r
+                                                       .listen( [ X_Event.MEDIA_PLAYING, X_Event.MEDIA_BEFORE_LOOP ], this, X_Audio_Sprite_handleEvent )\r
                                                        .state( { looped : false } )\r
                                                        .play( preset[ 0 ], preset[ 1 ], true, 0, X_Audio_Sprite_lengthSilence );\r
                                        } else {\r
                                                // single track, iOS\r
                                                if( bgm ){\r
                                                        X_Audio_Sprite_TEMP.bgmPosition = bgm.currentTime();\r
+                                                       console.log( 'bgm position : ' + X_Audio_Sprite_TEMP.bgmPosition + ' isPlay:' +  bgm.isPlaying() );\r
                                                        X_Audio_Sprite_TEMP.bgmTrack    = null;\r
                                                };\r
                                                track = tracks[ 0 ];\r
-                                               track\r
-                                                       .listen( 'looped', this, X_Audio_Sprite_handleEvent )\r
-                                                       .state( { looped : false } )\r
-                                                       .play( preset[ 0 ], preset[ 1 ], true, 0, X_Audio_Sprite_lengthSilence );\r
+                                       \r
+                                               if( track.listen( [ X_Event.MEDIA_PLAYING, X_Event.MEDIA_BEFORE_LOOP ], this, X_Audio_Sprite_handleEvent ).isPlaying() ){\r
+                                                       track\r
+                                                               .state( {\r
+                                                                       loop          : true,\r
+                                                                       looped        : false,\r
+                                                                       startTime     : preset[ 0 ],\r
+                                                                       endTime       : preset[ 1 ],\r
+                                                                       loopStartTime : 0,\r
+                                                                       loopEndTime   : X_Audio_Sprite_lengthSilence\r
+                                                               } );\r
+                                               } else {\r
+                                                       track\r
+                                                               .play( preset[ 0 ], preset[ 1 ], true, 0, X_Audio_Sprite_lengthSilence );       \r
+                                               };\r
                                        };\r
                                };\r
                                return tracks.indexOf( track );\r
@@ -220,8 +267,8 @@ X_Audio_Sprite_members = {
                                X_Audio_Sprite_TEMP.bgmPlaying  = false;\r
                                X_Audio_Sprite_TEMP.bgmTrack    = null;\r
                        };\r
-                       console.log( 'pause' );\r
                        track && track.play( 0, X_Audio_Sprite_lengthSilence, true, 0, X_Audio_Sprite_lengthSilence ).seek( 0 );\r
+                       this.asyncDispatch( X_Event.MEDIA_PAUSED );\r
                        return this;\r
                },\r
                \r
@@ -268,30 +315,98 @@ X_Audio_Sprite_members = {
 };\r
 \r
 function X_Audio_Sprite_handleEvent( e ){\r
+       var i, tracks, track, _e;\r
+       \r
        switch( e.type ){\r
-               case 'backendfound' :\r
-                       this.asyncDispatch( e );\r
-                       e.target.unlisten( 'nobackend', this, X_Audio_Sprite_handleEvent );\r
+               case X_Event.BACKEND_READY :\r
+                       _e = {\r
+                               type        : X_Event.BACKEND_READY,\r
+                               source      : e.source,\r
+                               backendName : e.backendName\r
+                       };\r
+                       \r
+                       if( X_Audio_Sprite_needTouchFirst ){\r
+                               if( e.backendName === 'Web Audio' ){\r
+                                       _e[ 'needTouchForPlay' ] = true;\r
+                               } else {\r
+                                       _e[ 'needTouchForLoad' ] = true;\r
+                               };\r
+                       };\r
+                       this.asyncDispatch( _e );\r
+                       \r
+                       e.target\r
+                               .unlisten( X_Event.BACKEND_NONE, this, X_Audio_Sprite_handleEvent )\r
+                               .listenOnce( X_Event.READY, this, X_Audio_Sprite_handleEvent );\r
+\r
+                       // READY, needTouchForPlay, needTouchForLoad\r
+                       if( X_Audio_HTMLAudioWrapper_durationFix ){\r
+                               for( i = 0; i < X_Audio_Sprite_TEMP.tracks.length; ++i ){\r
+                                       X_Audio_Sprite_instance.pause( i );\r
+                               };\r
+                       };\r
                        break;\r
 \r
-               case 'nobackend' :\r
-                       this.asyncDispatch( e );\r
-                       e.target.unlisten( 'backendfound', this, X_Audio_Sprite_handleEvent );\r
+               case X_Event.BACKEND_NONE :\r
+                       this.asyncDispatch( X_Event.BACKEND_NONE );\r
+                       e.target.unlisten( X_Event.BACKEND_READY, this, X_Audio_Sprite_handleEvent );\r
+                       break;\r
+               \r
+               case X_Event.READY :\r
+                       console.log( 'X.AudioSprite - Ready!' );\r
+                       if( X_Audio_Sprite_needTouchAndroid ){\r
+                               for( i = 0; i < X_Audio_Sprite_TEMP.tracks.length; ++i ){\r
+                                       X_Audio_Sprite_instance.pause( i );\r
+                               };\r
+                               e.target.listenOnce( X_Event.MEDIA_PLAYING, this, this.asyncDispatch, [ X_Event.READY ] ); // Android 標準ブラウザ\r
+                               return;\r
+                       };\r
+                       this.asyncDispatch( X_Event.READY );\r
+                       break;\r
+                       \r
+               case X_Event.MEDIA_PLAYING :\r
+                       ( e.target === X_Audio_Sprite_TEMP.bgmTrack || !e.target.state().looped ) && this.asyncDispatch( X_Event.MEDIA_PLAYING );\r
                        break;\r
                \r
-               case 'looped' :\r
+               case X_Event.MEDIA_BEFORE_LOOP :\r
                        if( e.target === X_Audio_Sprite_TEMP.bgmTrack ){\r
                                X_Audio_Sprite_TEMP.bgmLooped = true;\r
+                               this.asyncDispatch( X_Event.MEDIA_LOOPED ); // TODO uid\r
                        } else {\r
+                               if( e.target.state().looped ){\r
+                                       //this.asyncDispatch( X_Event.MEDIA_LOOPED ); // TODO uid\r
+                               } else {\r
+                                       this.asyncDispatch( X_Event.MEDIA_ENDED ); // TODO uid\r
+                               };\r
+                               \r
                                // single track | iOS\r
                                if( X_Audio_Sprite_TEMP.bgmPlaying && !X_Audio_Sprite_TEMP.bgmTrack ){\r
                                        X_Audio_Sprite_TEMP.bgmTrack = e.target;\r
                                        this.play( X_Audio_Sprite_TEMP.bgmName );\r
+                                       return X.Callback.PREVENT_DEFAULT;\r
                                };\r
                        };\r
                        break;\r
                \r
-               case X.Event.KILL_INSTANCE :\r
+               case X_Event.VIEW_ACTIVATE :\r
+                       console.log( '■ アクティブ' );\r
+                       // track.play(); or iOS need touch??\r
+                       tracks = X_Audio_Sprite_TEMP.pauseTracks;\r
+                       while( tracks.length ) tracks.pop().play();\r
+                       break;\r
+\r
+               case X_Event.VIEW_DEACTIVATE :\r
+                       console.log( '■ デアクティブ' );\r
+                       // track.pause();\r
+                       tracks = X_Audio_Sprite_TEMP.tracks;\r
+                       i      = tracks.length;\r
+                       for( ; i; ){\r
+                               track = tracks[ --i ];\r
+                               track.isPlaying() && X_Audio_Sprite_TEMP.pauseTracks.push( track.pause() );\r
+                       };\r
+                       break;\r
+               \r
+               case X_Event.KILL_INSTANCE :\r
+                       X_ViewPort.unlisten( [ X_Event.VIEW_ACTIVATE, X_Event.VIEW_DEACTIVATE ], this, X_Audio_Sprite_handleEvent );\r
                        this.close();\r
                        break;\r
        };\r