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Version 0.6.182, fix X.UA.
[pettanr/clientJs.git] / 0.6.x / js / 07_audio / 02_XHTMLAudio.js
index 1ab50db..4095242 100644 (file)
@@ -83,6 +83,14 @@ if( X_Audio_constructor ){
                        _ready            : false,\r
                        _src                      : '',\r
                        \r
+                       //  0:\r
+                       //  1: touch 要求完了\r
+                       //  2: touch による play 中\r
+                       //  4: duration 取得完了 currentTime へのセット\r
+                       //  8: playing || loadeddata or canplaythrought\r
+                       // 16: READY 発火済\r
+                       _readyState       : 0,\r
+                       \r
                        _touchRequested   : false,\r
                        _touched          : false,\r
                        \r
@@ -125,13 +133,6 @@ if( X_Audio_constructor ){
                                } else {\r
                                        raw = X_TEMP.rawAudio || new X_Audio_constructor( '' );\r
                                        // X_Doc_create( 'audio', { src : source } )[ 'appendTo' ]( X.Doc.body );\r
-                                       \r
-                                       raw.preload  = 'auto';\r
-                                       //if( X_UA[ 'AOSP' ] < 4.2 ){\r
-                                               raw.autoplay = true; //raw.autobuffer = true; // Android 4.0-4.1.x で必要\r
-                                       //} else {\r
-                                       //      raw.autoplay = raw.autobuffer = false;\r
-                                       //};\r
                                        //raw.autoplay = raw.autobuffer = raw.loop = false; // loop を使えば ended で止まること回避できるかも 但し ended イベントが起きなくなる\r
                                        \r
                                        if( X_TEMP.rawAudio ) delete X_TEMP.rawAudio;\r
@@ -143,7 +144,7 @@ if( X_Audio_constructor ){
                                                X_EVENT_KILL_INSTANCE,\r
                                                X_HTMLAudio_playTrigger,\r
                                                //'loadstart', 'load',\r
-                                               'progress', 'error',\r
+                                               'progress', //'error',\r
                                                // 'suspend', 'abort', 'emptied', 'stalled',\r
                                                // 'play', 'pause', 'seeked', 'ratechange', 'volumechange',\r
                                                'loadedmetadata', 'loadeddata', 'canplay', 'canplaythrough',\r
@@ -159,8 +160,15 @@ if( X_Audio_constructor ){
                                                'playing', 'waiting', 'seeking',\r
                                                'durationchange', 'timeupdate', 'ended' ], this.onDebug );\r
 \r
-                               raw.src = source;\r
-                               raw.load(); // Android4.1.1 HTL21 では必要!\r
+                               if( X_HTMLAudio_need1stTouch ){\r
+                                       raw.src = source;\r
+                               } else {\r
+                                       raw.preload  = 'auto';\r
+                                       raw.autoplay = true; // Android 4.0-4.1.x で必要\r
+                                       //raw.autobuffer = true;\r
+                                       raw.src = source;\r
+                                       raw.load(); // Android4.1.1 HTL21 では必要!\r
+                               };\r
                        },\r
                        \r
                        onDebug : function( e ){\r
@@ -215,9 +223,7 @@ if( X_Audio_constructor ){
                                                };\r
                                        case 'canplay' :                //      今すぐに再生を再開できるが、バッファリングが不十分でコンテンツを最後まで表示できないと予測している場合に発生\r
                                                if( X_HTMLAudio_durationFix && !X_HTMLAudio_need1stTouch && this._durationFixPhase === 1 ){\r
-                                                       console.log( '▲ DurationFix の開始 @' + e.type );\r
-                                                       this._durationFixPhase = 2;\r
-                                                       raw.play();\r
+                                                       this.actualPlay();\r
                                                        raw.currentTime = 0; // 必要!\r
                                                };\r
                                                if( this._endedFixON ){\r
@@ -271,10 +277,10 @@ if( X_Audio_constructor ){
                                        //case 'abort' :                  //    ダウンロードの完了前にコンテンツの取得を停止した場合に発生(この停止はエラーによるものではない)\r
                                        //      break;\r
                                                \r
-                                       case 'error' :            //    コンテンツの取得実行中にエラーが発生した場合に発生\r
+                                       //case 'error' :                  //    コンテンツの取得実行中にエラーが発生した場合に発生\r
                                                // Opera12 src = '' で error が発生、無視する\r
                                                // eventType = X_EVENT_ERROR;\r
-                                               break;\r
+                                               //break;\r
                                                \r
                                        case 'playing' :                //      再生が開始された場合に発生\r
                                                if( X_HTMLAudio_volumeFix ){\r
@@ -329,9 +335,10 @@ if( X_Audio_constructor ){
                                this._loaded  = this._loaded || ready;\r
 \r
                                //\r
-                               if( X_HTMLAudio_need1stTouch && !this._touchRequested ){\r
+                               if( X_HTMLAudio_need1stTouch && !this._touchRequested ){ // !this._readyState\r
                                        if( e.type === X_HTMLAudio_playTrigger ){\r
                                                this._touchRequested = true;\r
+                                               this._readyState     = 1;\r
                                                this.disatcher[ 'asyncDispatch' ]( X_EVENT_MEDIA_CAN_TOUCH_LOAD );                                              \r
                                        };\r
                                } else\r
@@ -354,12 +361,12 @@ if( X_Audio_constructor ){
                                if( this._loaded && this.duration && !this._ready ){\r
                                        this._ready = true;\r
                                        this.disatcher[ 'asyncDispatch' ]( X_EVENT_READY );\r
-                                       this.autoplay && !X_WebAudio_need1stTouch && X_Timer_once( 16, this, this.play );\r
+                                       this.autoplay && !X_HTMLAudio_need1stTouch && X_Timer_once( 16, this, this.actualPlay );\r
                                        console.log( '> Audio Loaded!! ' + e.type + ' d:' + ( this.duration | 0 ) );\r
                                } else\r
                                if( eventType ){\r
                                        this.disatcher[ 'dispatch' ]( eventType );\r
-                                       eventType === X_EVENT_ERROR && this[ 'kill' ]();\r
+                                       // eventType === X_EVENT_ERROR && this[ 'kill' ]();\r
                                };\r
                        },\r
 \r
@@ -377,15 +384,16 @@ if( X_Audio_constructor ){
                                        //return;\r
                                };                              \r
                                \r
-                               if( this._touchRequested && !this._touched ){\r
+                               if( this._touchRequested && !this._touched ){ // this._readyState === 1\r
                                        e = X_EventDispatcher_CURRENT_EVENTS[ X_EventDispatcher_CURRENT_EVENTS.length - 1 ];\r
                                        if( !e || !e[ 'pointerType' ] ){\r
                                                alert( 'タッチイベント以外での play! ' + e.type );\r
                                                return;\r
                                        };\r
                                        this._touched = true;\r
+                                       this._readyState = 2;\r
                                } else\r
-                               if( !this._ready && ( !X_HTMLAudio_durationFix || !X_HTMLAudio_need1stTouch ) ){\r
+                               if( !this._ready && ( !X_HTMLAudio_durationFix || !X_HTMLAudio_need1stTouch ) ){ // this._readyState < 2\r
                                        this.autoplay = true;\r
                                        return;\r
                                };\r
@@ -429,7 +437,7 @@ if( X_Audio_constructor ){
                                        //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
 \r
                                        // iOS で duration が 0 の時に触ると error\r
-                                       if( !X_HTMLAudio_durationFix || this.duration ) raw.currentTime = this._lastCurrentTime;\r
+                                       if( !X_HTMLAudio_durationFix || this.duration ) raw.currentTime = this._lastCurrentTime; // 2 < this._readyState\r
 \r
                                        console.log( '[HTMLAudio] play ' + begin + ' -> ' + end + ' crt:' + ( raw.currentTime | 0 ) + ' last:' + this._lastCurrentTime );\r
 \r