OSDN Git Service

Version 0.6.178, fix X.KB for IE5-, X.HTMLAudio for ChromeWV & AOSP.
[pettanr/clientJs.git] / 0.6.x / js / 07_audio / 02_XHTMLAudio.js
index e792bcd..154e4ac 100644 (file)
@@ -8,10 +8,11 @@
  * 1. iOS4(iPod 2G) で ended に達すると音が鳴らなくなる fix で解決\r
  * 2. iOS6(iPod 4G) で ended に達すると音が鳴らなくなる fix で頻度が改善 emded イベントは発しないので、timeupdate 時に currentTime で判断する\r
  * 3. WP7(IS12T) で最後の方にある音が鳴らない? mp3 cbr を使えばいい? 裏に回っても音が鳴り続ける\r
- * 4. Android 3.x で ended に達すると音が鳴らなくなる -> リロード(audio.src='';audio.sr=src)で解決、但し 2.x 4.x より遅延が大きく 1 秒弱程度ある\r
- * 5. Android 2.x で ended に達すると音が鳴らなくなる -> リロード(audio.src='';audio.src=src;audio.load())でで解決\r
- * 6. Android 4.4.2- は ended に達した際に currentTime が変更できなくなり、リロードが必要になる, 4.0, 4.1, 4.2, 4.3 で確認\r
- * 7. Blink5 Opera32 Win8 は HTMLAudio が壊れている、WebAudio は mp3 がデコードに失敗、ogg が動作\r
+ * 4. AOSP 2.x で ended に達すると音が鳴らなくなる -> リロード(audio.src='';audio.src=src;audio.load())でで解決\r
+ * 5. AOSP 3.x で ended に達すると音が鳴らなくなる -> リロード(audio.src='';audio.sr=src)で解決、但し 2.x 4.x より遅延が大きく 1 秒弱程度ある\r
+ * 6. AOSP 4.4.2- は ended に達した際に currentTime が変更できなくなり、リロードが必要になる, 4.0, 4.1, 4.2, 4.3 で確認, play() で頻度低下\r
+ * 7. Android 4.4.4 Chrome WebView は ended に達した際に play() が必要\r
+ * 8. BlinkOpera32 Win8 は HTMLAudio が壊れている、WebAudio は mp3 がデコードに失敗、ogg が動作\r
  * \r
  * memo\r
  * 1. Android4.1 iframe 内の Audio は親に focus が移っても再生を継続する\r
@@ -36,7 +37,7 @@ var X_HTMLAudio_playTrigger =
        // Android 3.1 で ended 時に src='';src=src を実施。\r
        X_HTMLAudio_endedFixAOSP3   = !X_HTMLAudio_endedFixAOSP2 && X_UA[ 'AOSP' ] < 4,\r
        // ended 時に play() を実施, currentTime が duration に張り付き更新されなければ  src='';src=src を実施。\r
-       X_HTMLAudio_endedFixAOSP4   = 4 <= X_UA[ 'AOSP' ],\r
+       X_HTMLAudio_endedFixAOSP4   = 4 <= X_UA[ 'AOSP' ] || X_UA[ 'ChromeWV' ],\r
        \r
        // Opera Mobile 12 は 2回目以降の currentTime へのセットで currentTime が更新されなくなるため、タイマーを使用する\r
        X_HTMLAudio_currentTimeFix  = !!X_UA[ 'OperaMobile' ] || !!X_UA[ 'OperaTablet' ],\r
@@ -52,7 +53,7 @@ var X_HTMLAudio_playTrigger =
        X_HTMLAudio_pauseFix            = ( X_UA[ 'Windows' ] && 12 <= X_UA[ 'Opera' ] && 0 < ' XP XPSP2 2003|XP64'.indexOf( X_UA[ 'Windows' ] ) ), // XP + Opera12 のみ?\r
        /*\r
         * durationFix\r
-        *  duration が取得できるタイミングが遅くそれまでは infinity(PC Opera12), NaN(WP9), 0(Android 標準ブラウザ ChromeWebkit 系) が入っている\r
+        *  duration が取得できるタイミングが遅くそれまでは infinity(PC Opera12), NaN(WP9), 0(Android 標準ブラウザ ChromeWebView) が入っている\r
         * \r
         *   1. touch が不要の場合、自動で再生を開始して duration を取得するまで再生する\r
         *        -> 取得後に pause or 通常再生\r
@@ -95,12 +96,15 @@ if( X_Audio_constructor ){
                        \r
                        _endedFixON               : false,\r
                        \r
-                       'Constructor' : function( target, source, option ){\r
+                       _kickTimerID      : false, // 処理が混み入ると AOSP で音声が再生されない\r
+                       _lastKickTime     : 0,\r
+                       \r
+                       'Constructor' : function( disatcher, source, option ){\r
                                var raw;\r
                                \r
-                               this.target  = target || this;\r
-                               this._closed = false;\r
-                               this._src       = source;\r
+                               this.disatcher = disatcher || this;\r
+                               this._closed   = false;\r
+                               this._src          = source;\r
                                \r
                                if( X_HTMLAudio_shortPlayFix ){\r
                                        this._shortPlayFixON = X_URL_getEXT( source ) === 'm4a';\r
@@ -119,7 +123,7 @@ if( X_Audio_constructor ){
                                        raw.controls              = false;\r
                                        raw.WebKitPlaysInline = true;\r
                                        raw.src                       = source;\r
-                                       document.body.appendChild( raw );\r
+                                       X_elmBody.appendChild( raw );\r
                                } else {\r
                                        raw = X_TEMP.rawAudio || new X_Audio_constructor( source );\r
                                        // X_Doc_create( 'audio', { src : source } )[ 'appendTo' ]( X.Doc.body );\r
@@ -305,9 +309,9 @@ if( X_Audio_constructor ){
                                // \r
                                if( ended ){\r
                                        if( !this._closed && this.autoLoop ){\r
-                                               if( !( this.target[ 'dispatch' ]( X_EVENT_MEDIA_BEFORE_LOOP ) & X_CALLBACK_PREVENT_DEFAULT ) ){\r
+                                               if( !( this.disatcher[ 'dispatch' ]( X_EVENT_MEDIA_BEFORE_LOOP ) & X_CALLBACK_PREVENT_DEFAULT ) ){\r
                                                        this.looped = true;\r
-                                                       this.target[ 'dispatch' ]( X_EVENT_MEDIA_LOOPED );\r
+                                                       this.disatcher[ 'dispatch' ]( X_EVENT_MEDIA_LOOPED );\r
                                                        ( X_HTMLAudio_endedFixAOSP3 || X_HTMLAudio_endedFixAOSP4 || X_HTMLAudio_endedFixIOS ) && actualEnded && console.log( '☆★☆ 音声の継続用の play() @ended' );\r
                                                        this.actualPlay(\r
                                                                ( X_HTMLAudio_endedFixAOSP4 || X_HTMLAudio_endedFixIOS ) && actualEnded,\r
@@ -316,17 +320,17 @@ if( X_Audio_constructor ){
                                        } else {\r
                                                this.seekTime = 0;\r
                                                delete this.playing;\r
-                                               this.target[ 'dispatch' ]( X_EVENT_MEDIA_ENDED );\r
+                                               this.disatcher[ 'dispatch' ]( X_EVENT_MEDIA_ENDED );\r
                                        };\r
                                } else\r
                                if( this._loaded && this.duration && !this._ready ){\r
                                        this._ready = true;\r
                                        this.autoplay && X_Timer_once( 16, this, this.play );\r
-                                       this.target[ 'asyncDispatch' ]( X_EVENT_READY );\r
+                                       this.disatcher[ 'asyncDispatch' ]( X_EVENT_READY );\r
                                        console.log( '> Audio Loaded!! ' + e.type + ' d:' + ( this.duration | 0 ) );\r
                                } else\r
                                if( eventType ){\r
-                                       this.target[ 'dispatch' ]( eventType );\r
+                                       this.disatcher[ 'dispatch' ]( eventType );\r
                                        eventType === X_EVENT_ERROR && this[ 'kill' ]();\r
                                };\r
                        },\r
@@ -378,6 +382,10 @@ if( X_Audio_constructor ){
                                                };\r
                                                raw.play();\r
                                                this.playing = true;\r
+                                               \r
+                                               if( X_UA[ 'AOSP' ] && !this._kickTimerID ){\r
+                                                       this._kickTimerID = X_Timer_add( 100, 0, this, this._kick );\r
+                                               };\r
                                        } else\r
                                        if( X_HTMLAudio_needPlayForSeek || forcePlay ){\r
                                                raw.play();\r
@@ -387,18 +395,18 @@ if( X_Audio_constructor ){
                                        //http://himaxoff.blog111.fc2.com/blog-entry-97.html\r
                                        //Firefox3.6では一度も play() していない状態で currentTime = 0 を実行するとエラーになる。\r
                                        //また、GoogleChrome7 では currentTime = 0 直後に play() すると、pause()した位置前後の音が混ざることがある。(少なくとも自分の環境では)                                                                        \r
-                                       raw.currentTime = this._lastCurrentTime;\r
+                                       raw.currentTime = this._lastKickTime = this._lastCurrentTime;\r
                                        console.log( '[HTMLAudio] play ' + begin + ' -> ' + end + ' crt:' + ( raw.currentTime | 0 ) + ' last:' + this._lastCurrentTime );\r
                                        \r
                                        // Android4.0.5 で ended イベント時に currentTime が duration に張り付いたまま変更できない\r
-                                       if( forceReload || ( raw.duration && raw.currentTime === raw.duration ) ){\r
+                                       if( forceReload || ( X_HTMLAudio_endedFixAOSP4 && raw.duration && raw.currentTime === raw.duration ) ){\r
                                                raw.src          = '';\r
                                                raw.src          = this._src;\r
                                                this.playing     = false;\r
                                                this._endedFixON = true;\r
                                                console.log( '△ onEndedFix の開始' );\r
                                                raw.currentTime  = this._lastCurrentTime;\r
-                                               this.target[ 'dispatch' ]( X_EVENT_MEDIA_WAITING );                                                                                             \r
+                                               this.disatcher[ 'dispatch' ]( X_EVENT_MEDIA_WAITING );\r
                                                X_HTMLAudio_endedFixAOSP2 && raw.load();\r
                                        };                                                      \r
                                };\r
@@ -409,6 +417,20 @@ if( X_Audio_constructor ){
                                };\r
                        },\r
                        \r
+                               _kick : function(){\r
+                                       var raw = this[ '_rawObject' ];\r
+                                       \r
+                                       console.log( ' >> KICK ? ct:' + ( raw.currentTime ) + ' lkt:' + this._lastKickTime );\r
+                                       if( this.playing && raw.currentTime === this._lastKickTime ){\r
+                                               this.disatcher[ 'dispatch' ]( X_EVENT_MEDIA_WAITING );\r
+                                               console.log( ' >> KICK !!' );\r
+                                               raw.play();\r
+                                       } else {\r
+                                               delete this._kickTimerID;\r
+                                               return X_CALLBACK_UN_LISTEN;\r
+                                       };\r
+                               },\r
+                       \r
                        actualPause : function(){\r
                                console.log( '[HTMLAudio] pause' );\r
                                \r