* 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_inTouchAction = false,\r
- X_Audio_Sprite_enableMultiTrack = !( X_UA.iOS < 6 ),\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
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
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
};\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
* 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
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
\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
};\r
\r
for( i = 0; i < n; ++i ){\r
- if( i === 1 && X_Audio_Sprite_useVideoForMulti ){\r
- // TODO use <Video>\r
- tracks.push( X.Audio.create( urls, option ) );\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
var tracks = X_Audio_Sprite_TEMP.tracks,\r
i = 0, l = tracks.length;\r
for( ; i < l; ++i ){\r
- X_AudioProxy_getAudioWrapper( tracks[ i ] )._rawObject.load();\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
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
} 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_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_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_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
};\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 : e.type,\r
+ source : e.source,\r
+ backendName : e.backendName\r
+ };\r
\r
- if( e.backendName === 'HTML Audio' ){\r
- e.target.listen( [ X_Audio_HTMLAudio_playTrigger, 'loadeddata' ], this, X_Audio_Sprite_handleEvent );\r
- } else {\r
- e.target.listen( 'canplaythrough', this, X_Audio_Sprite_handleEvent );\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 'canplaythrough' :\r
- case X_Audio_HTMLAudio_playTrigger :\r
- case 'loadeddata' :\r
- this.asyncDispatch( 'audioSpriteCanPlay' );\r
+ case X.Event.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, X_Audio_Sprite_handleEvent ); // Android 標準ブラウザ\r
+ return;\r
+ };\r
+ case X.Event.MEDIA_PLAYING :\r
+ this.asyncDispatch( X.Event.READY );\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.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