*/\r
X_HTMLAudio_volumeEnabled = !( X_UA[ 'WinPhone' ] && X_UA[ 'IE9' ] ) && !X_UA[ 'Opera' ],\r
// Gecko PC + Android でseek時に再生がしばしば止まる問題の修正\r
- X_HTMLAudio_needPlayForSeek = X_UA[ 'Gecko' ],\r
+ X_HTMLAudio_needPlayForSeek = X_UA[ 'iOS' ] || X_UA[ 'Gecko' ],\r
// \r
X_HTMLAudio_pauseFix = 12 <= X_UA[ 'Opera' ] && 0 < ' XP XPSP2 2003|XP64'.indexOf( X_UA[ 'Windows' ] ), // XP + Opera12 のみ?\r
\r
X_elmBody.appendChild( raw );\r
} else {\r
raw = X_TEMP.rawAudio || new X_Audio_constructor( '' );\r
- // 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
};\r
'playing', 'waiting', 'seeking',\r
'durationchange', 'timeupdate', 'ended' ], this.onDebug );\r
\r
+ if( X_HTMLAudio_endedFixAOSP2 || X_HTMLAudio_endedFixAOSP4 ){\r
+ raw.loop = true; // 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
+\r
if( X_HTMLAudio_need1stTouch ){\r
raw.src = source;\r
} else {\r
// if( this.autoplay ){\r
raw.preload = 'auto';\r
raw.autoplay = true; // Android 4.0-4.1.x で必要\r
+ //raw.autobuffer = true;\r
//};\r
- //raw.autobuffer = true;\r
raw.src = source;\r
raw.load(); // Android4.1.1 HTL21 では必要!\r
};\r
this.disatcher[ 'dispatch' ]( {\r
type : X_EVENT_DEBUG,\r
'rawEvent' : e.type,\r
- current : this[ '_rawObject' ].currentTime,\r
+ 'current' : this[ '_rawObject' ].currentTime,\r
duration : this[ '_rawObject' ].duration } );\r
},\r
\r
handleEvent : function( e ){\r
- if( !e || !e.type ) alert( 888 );\r
- \r
var raw = this[ '_rawObject' ],\r
actualEnded = e.type === 'ended',\r
ended = actualEnded,\r
+ i, l, buf, time,\r
ready,\r
eventType, duration, end, now;\r
\r
if( this._closed ) return;\r
- \r
- // global に公開\r
- //window[ '__rawAudio' ] = this[ '_rawObject' ];\r
- \r
- e.type !== 'timeupdate' && console.log( ' > ' + e.type );\r
+\r
+ //e.type !== 'timeupdate' && console.log( ' > ' + e.type );\r
\r
switch( e.type ){\r
\r
\r
// 【javascript】モバイル向けブラウザでも音を鳴らしたい【WebAudio】\r
// http://ingaouhou.com/archives/3633\r
- // ・使い終わったインスタンスはload()しておくとやや安定 \r
+ // ・使い終わったインスタンスはload()しておくとやや安定\r
raw.src = '';\r
raw.load();\r
\r
// console.log( e.loaded + ' ' + e.total * 100 + '%' );\r
// iem9 で常に0 raw.networkState;\r
// opera Android 12 で buffered.end() へのアクセスはエラー try catch も無効、iem9 は常に end(0) = 0\r
- //console.log( 'buffered.end ' + raw.buffered && raw.buffered.end(0) ); \r
+ if( !( X_UA[ 'Opera' ] && X_UA[ 'Android' ] ) && !( X_UA[ 'WinPhones' ] && X_UA[ 'IE9' ] ) && this.duration ){\r
+ buf = raw.buffered;\r
+ time = 0;\r
+ for( i = 0, l = buf.length; i < l; ++i ){\r
+ time += buf[ 'end' ]( i ) - buf[ 'start' ]( i );\r
+ };\r
+ this.disatcher[ 'dispatch' ]( { type : X_EVENT_PROGRESS, 'percent' : time * 1000 / this.duration } );\r
+ };\r
break;\r
\r
case 'loadeddata' : // コンテンツの表示を現在の再生位置で初めて行えるようになった場合に発生\r
duration = raw.duration;\r
eventType = X_EVENT_MEDIA_WAITING;\r
} else\r
- if( !X_HTMLAudio_durationFix && X_HTMLAudio_need1stTouch && this._touchState === 3 ){\r
+ if( this._touchState === 3 && !X_HTMLAudio_durationFix ){\r
this._touchState = 0;\r
this._readyState |= 1;\r
} else\r
if( this.playing ){\r
end = X_Audio_getEndTime( this ) + this._shortPlayFixTime;\r
//console.log( now + ' / ' + end );\r
- // || now < this._lastCurrentTime // loop した場合\r
- if( 0 + end <= 0 + now ){ // 0+ なぜか iem9 で必要,,,\r
+ if( ( 0 + end <= 0 + now ) || // 0+ なぜか iem9 で必要,,,\r
+ ( now < this._lastCurrentTime ) ){ // loop した場合\r
if( this.autoLoop ){\r
console.log( '☆★☆ 曲の最後に到達 @timeupdate now-end:' + ( now - end ) );\r
ended = true;\r
- if( X_HTMLAudio_endedFixIOS ) actualEnded = true;\r
+ //if( X_HTMLAudio_endedFixIOS ) actualEnded = true;\r
} else {\r
this.actualPause();\r
eventType = X_EVENT_MEDIA_ENDED;\r
console.log( '▼ DurationFix の終了 @' + e.type );\r
this._durationFixPhase = 8;\r
\r
- if( this.autoplay ){\r
+ if( this.autoplay || this._playReserved ){\r
console.log( '☆ 再生 <- DurationFix の終了' );\r
+ delete this._playReserved;\r
this.actualPlay();\r
} else\r
if( X_HTMLAudio_pauseFix ){\r
console.log( '☆ PAUSE <- DurationFix の終了' );\r
- //raw.src = '';\r
- //raw.load();\r
- this.actualPause(); \r
+ this.actualPause();\r
};\r
} else\r
if( this._durationFixPhase & 3 ){ // === 1 | 2\r
if( !( this.disatcher[ 'dispatch' ]( X_EVENT_MEDIA_BEFORE_LOOP ) & X_CALLBACK_PREVENT_DEFAULT ) ){\r
this.looped = true;\r
this.disatcher[ 'dispatch' ]( X_EVENT_MEDIA_LOOPED );\r
- ( X_HTMLAudio_endedFixAOSP3 || X_HTMLAudio_endedFixAOSP4 || X_HTMLAudio_endedFixCWV || X_HTMLAudio_endedFixIOS ) && actualEnded && console.log( '☆★☆ 音声の継続用の play() @ended' );\r
- this.actualPlay(\r
- ( X_HTMLAudio_endedFixAOSP4 || X_HTMLAudio_endedFixCWV || X_HTMLAudio_endedFixIOS ) && actualEnded,\r
- ( X_HTMLAudio_endedFixAOSP3 || X_HTMLAudio_endedFixAOSP2 ) && actualEnded );\r
+ this.actualPlay( X_HTMLAudio_endedFixCWV && actualEnded, X_HTMLAudio_endedFixAOSP3 && actualEnded );\r
};\r
} else {\r
this.seekTime = 0;\r
if( this._readyState === 1 && this.duration ){\r
this._readyState = 3;\r
this.disatcher[ 'asyncDispatch' ]( X_EVENT_READY );\r
- this.autoplay && 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._touchState = 3;\r
} else\r
if( this._readyState !== 3 && this._durationFixPhase < 2 ){\r
- this.autoplay = true;\r
+ this._playReserved = true;\r
return;\r
};\r
\r
} else\r
if( X_HTMLAudio_needPlayForSeek || forcePlay ){\r
raw.play();\r
- console.log( '[HTMLAudio] currentTime より先.' );\r
+ //console.log( '[HTMLAudio] currentTime より先.' );\r
};\r
\r
//http://himaxoff.blog111.fc2.com/blog-entry-97.html\r
\r
console.log( '[HTMLAudio] play ' + begin + ' -> ' + end + ' crt:' + ( raw.currentTime | 0 ) + ' last:' + this._lastCurrentTime );\r
\r
- if( forceReload || ( X_HTMLAudio_endedFixAOSP4 && raw.duration && raw.currentTime === raw.duration ) ){\r
- raw.src = '';\r
- raw.src = this._src;\r
+ if( forceReload ){\r
this.playing = false;\r
this._endedFixON = true;\r
+ raw.src = this._src;\r
console.log( '△ onEndedFix の開始' );\r
- raw.currentTime = this._lastCurrentTime;\r
this.disatcher[ 'dispatch' ]( X_EVENT_MEDIA_WAITING );\r
- X_HTMLAudio_endedFixAOSP2 && raw.load();\r
};\r
};\r
\r
var raw = this[ '_rawObject' ];\r
\r
console.log( '[HTMLAudio] pause' );\r
- \r
- this.seekTime = this.getActualCurrentTime();\r
\r
delete this._currentFixStart;\r
\r