if( X[ 'Pulgin' ][ 'SilverlightEnabled' ] ){\r
\r
// X.Node.inherits はできない。_rawObject は <object> でなく silverlight\r
- X_Audio_SLAudioWrapper = X_EventDispatcher[ 'inherits' ](\r
+ X_Audio_SLAudioWrapper = X_Audio_AbstractAudioBackend[ 'inherits' ](\r
'X.AV.SilverlightAudioWrapper',\r
X_Class.POOL_OBJECT,\r
{\r
- '_rawType' : X_EventDispatcher_EVENT_TARGET_TYPE.SILVER_LIGHT,\r
- proxy : null,\r
- \r
- startTime : 0,\r
- endTime : -1,\r
- loopStartTime : -1,\r
- loopEndTime : -1,\r
- seekTime : -1,\r
- duration : 0,\r
- \r
- playing : false,\r
- error : 0, \r
- loop : false,\r
- looped : false,\r
- autoplay : false,\r
- volume : 0.5,\r
- \r
+ '_rawType' : X_EventDispatcher_EVENT_TARGET_SILVER_LIGHT,\r
+\r
_onload : '',\r
_callback : null, \r
xnodeObject : null,\r
_lastState : '',\r
_interval : 0, // setInterval timer id\r
\r
- Constructor : function( proxy, source, option ){\r
+ Constructor : function( target, source, option ){\r
+ var xnodeScript;\r
\r
if( !X_Audio_SLAudio_uid ){\r
// source\r
- // X_Node_systemNode[ 'create' ]( 'script', { type : 'text/xaml', id : 'silverlightaudio' } )\r
- // [ 'text' ]( '<Canvas xmlns="http://schemas.microsoft.com/client/2007" ' +\r
- // 'xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"></Canvas>');\r
+ //xnodeScript = X_Node_head[ 'create' ]( 'script', { type : 'text/xaml', id : 'silverlightaudio' } );\r
+ //xnodeScript[ '_rawObject' ].innerHTML = '<Canvas xmlns="http://schemas.microsoft.com/client/2007" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"></Canvas>';\r
\r
// html に以下を書いた \r
// <script id="silverlightaudio" type="text/xaml"><Canvas xmlns="http://schemas.microsoft.com/client/2007" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"></Canvas></script>\r
*/\r
\r
// TODO embed\r
- this.proxy = proxy;\r
+ this.target = target || this;\r
this._source = source;\r
// X.Audio._slOnload_ は不可\r
this._onload = 'XAudioSilverlightOnLoad' + ( ++X_Audio_SLAudio_uid );\r
//'<param value="true" name="autoUpgrade">' +\r
//'<param name="onerror" value="slerror">' // bond to global\r
);\r
- X_AudioWrapper_updateStates( this, option );\r
+ this.setState( option );\r
\r
this[ 'listenOnce' ]( X_EVENT_KILL_INSTANCE );\r
},\r
\r
- onSLReady : function( sender ){\r
- if( !this._onload ) return;\r
- \r
- window[ this._onload ] = null;\r
- delete this._onload;\r
- X_Callback_correct( this._callback );\r
- delete this._callback;\r
-\r
- sender.children.add(\r
- sender.GetHost().\r
- content.\r
- CreateFromXaml(\r
- '<Canvas xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml">' +\r
- '<MediaElement x:Name="media" Source="' + this._source + '" Volume="' + this.volume + '" AutoPlay="false" />' +\r
- '</Canvas>'));\r
- \r
- this[ '_rawObject' ] = sender.findName('media'); // x:Name='media'\r
-\r
- this[ 'listen' ]( [ 'MediaFailed', 'MediaOpened', 'MediaEnded', 'CurrentStateChanged' ] );\r
- },\r
+ onSLReady : function( sender ){\r
+ if( !this._onload ) return;\r
+ \r
+ window[ this._onload ] = null;\r
+ delete this._onload;\r
+ X_Callback_correct( this._callback );\r
+ delete this._callback;\r
+ \r
+ sender[ 'children' ][ 'add' ](\r
+ sender[ 'GetHost' ]()[ 'content' ][ 'CreateFromXaml' ](\r
+ '<Canvas xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml">' +\r
+ '<MediaElement x:Name="media" Source="' + this._source + '" Volume="' + this.gain + '" AutoPlay="false" />' +\r
+ '</Canvas>'));\r
+ \r
+ this[ '_rawObject' ] = sender[ 'findName' ]( 'media' ); // x:Name='media'\r
+ \r
+ this[ 'listen' ]( [ 'MediaFailed', 'MediaOpened', 'MediaEnded', 'CurrentStateChanged' ] );\r
+ },\r
\r
handleEvent : function( e ){\r
var lastState, currentState;\r
this.playing = false;\r
this._ended = true;\r
this._paused = false;\r
- this.proxy[ 'dispatch' ]( X_EVENT_ERROR ); // open failed\r
+ if( this.playing ){\r
+ //X_Timer_once( 16, this, this.actualPlay );\r
+ } else {\r
+ this.target[ 'dispatch' ]( X_EVENT_ERROR ); // open failed\r
+ this[ 'kill' ](); \r
+ };\r
break;\r
\r
case 'MediaOpened' :\r
// http://msdn.microsoft.com/ja-jp/library/bb979710(VS.95).aspx\r
- this.duration = this[ '_rawObject' ].NaturalDuration.Seconds * 1000;\r
- // TODO 'canplaythrough'\r
- //this.proxy[ 'asyncDispatch' ]( 'loadstart' );\r
- //this.proxy[ 'asyncDispatch' ]( 'loadedmetadata' );\r
- //this.proxy[ 'asyncDispatch' ]( 'loadeddata' );\r
- //this.proxy[ 'asyncDispatch' ]( 'canplay' );\r
- //this.proxy[ 'asyncDispatch' ]( 'canplaythrough' );\r
- this.proxy[ 'asyncDispatch' ]( X_EVENT_READY );\r
+ this.duration = this[ '_rawObject' ][ 'NaturalDuration' ][ 'Seconds' ] * 1000;\r
+ this.target[ 'asyncDispatch' ]( X_EVENT_READY );\r
\r
- this.autoplay && X_Timer_once( 16, this, this.play );\r
+ this.autoplay && X_Timer_once( 16, this, this.actualPlay );\r
break;\r
\r
- case 'MediaEnded' : \r
- this.loop && this.playing && this.play();\r
+ case 'MediaEnded' :\r
+ //console.log( ' > ' + this.autoLoop + ' error:' + this.error );\r
+ //this.autoLoop && /* this.playing && */ this.actualPlay();\r
+ this._ended = true;\r
break;\r
\r
case 'CurrentStateChanged' :\r
lastState = this._lastState,\r
- currentState = this[ '_rawObject' ].CurrentState;\r
+ currentState = this[ '_rawObject' ][ 'CurrentState' ];\r
\r
// ignore consecutive events or 'Closed' == 'Error'\r
if( lastState === currentState\r
};\r
this._lastState = currentState; // update last state\r
\r
+ console.log( ' > ' + currentState + ' - ' + this._lastUserAction );\r
+ \r
switch( currentState ){\r
case 'Buffering' :\r
case 'Opening' :\r
switch( this._lastUserAction ){\r
case 'play' :\r
- this.proxy[ 'dispatch' ]( X_EVENT_MEDIA_WAITING );\r
+ this.target[ 'dispatch' ]( X_EVENT_MEDIA_WAITING );\r
break;\r
case 'seek' :\r
- this.proxy[ 'dispatch' ]( X_EVENT_MEDIA_SEEKING );\r
+ this.target[ 'dispatch' ]( X_EVENT_MEDIA_SEEKING );\r
break;\r
case 'pause' :\r
break;\r
this.playing = false;\r
this._ended = true;\r
this._paused = false;\r
- this.proxy[ 'dispatch' ]( X_EVENT_ERROR );\r
+ this.target[ 'dispatch' ]( X_EVENT_ERROR );\r
+ this[ 'kill' ]();\r
break;\r
\r
// userAction.pause() -> MediaState('Paused') -> x\r
// userAction.stop() -> MediaState('Paused') -> x\r
// userAction.play() + file end -> MediaState('Paused') -> uueventfire('ended')\r
case 'Paused':\r
- this.playing = false;\r
+ \r
+ this.playing && X_Timer_once( 16, this, this.actualPlay );\r
+ //this.playing = false;\r
\r
switch( this._lastUserAction ){\r
case 'play': // play() -> file end -> event('ended')\r
case 'seek':\r
- this.seekTime = 0;\r
+ //this.seekTime = 0;\r
this._ended = true;\r
this._paused = false;\r
- this.proxy[ 'dispatch' ]( X_EVENT_MEDIA_ENDED );\r
- this._currentTime( this.startTime );\r
+ //this.target[ 'dispatch' ]( X_EVENT_MEDIA_ENDED );\r
+ //this.setCurrentTime( this.startTime );\r
break;\r
case 'pause':\r
this._ended = false;\r
// media.play -> 'Playing'\r
case 'Playing':\r
this.error = 0;\r
- this.playing = true;\r
+ //this.playing = true;\r
this._ended = false;\r
this._paused = false;\r
- this.proxy[ 'dispatch' ]( X_EVENT_MEDIA_PLAYING );\r
+ this.target[ 'dispatch' ]( X_EVENT_MEDIA_PLAYING );\r
break;\r
\r
// stop()\r
case 'Stopped':\r
- this.playing = false;\r
+ this.playing && X_Timer_once( 16, this, this.actualPlay );\r
+ return;\r
+ \r
+ //this.playing = false;\r
this._ended = true;\r
this._paused = false;\r
- this._currentTime( this.startTime );\r
+ //this.setCurrentTime( this.startTime );\r
break;\r
};\r
break;\r
\r
case X_EVENT_KILL_INSTANCE :\r
+ this.playing && this.target[ 'dispatch' ]( X_EVENT_MEDIA_ENDED );\r
+ this.playing && this.actualPause();\r
+ \r
if( this._onload ){\r
// window への delete に ie5 は対応しないが、そもそも ie5 は Silverlight に非対応\r
window[ this._onload ] = null;\r
};\r
},\r
\r
- close : function(){\r
- this.playing && this.pause();\r
- this.proxy[ 'dispatch' ]( X_EVENT_MEDIA_ENDED );\r
- this[ 'kill' ]();\r
- },\r
- \r
// SilverlightAudio.play\r
- play : function(){\r
- var begin, end;\r
- \r
+ actualPlay : function(){\r
+ var begin, offset, end;\r
+\r
// もし kill 後に autoplayTimer で呼ばれても、_closed==true なので平気\r
if( this.error ) return;\r
if( !this.duration ){\r
\r
end = X_AudioWrapper_getEndTime( this );\r
begin = X_AudioWrapper_getStartTime( this, end, true ) | 0;\r
- \r
- console.log( '[SLAudio] play ' + begin + ' -> ' + end );\r
- \r
- this[ '_rawObject' ].Volume = this.volume;\r
- this._beginTime = begin;\r
- this._currentTime( begin );\r
+\r
+ // 1 秒以下は指定できないため四捨五入\r
+ begin = ( begin / 1000 | 0 ) * 1000 + ( 500 < begin % 1000 ? 1000 : 0 ); \r
+\r
+ this[ '_rawObject' ][ 'Volume' ] = this.gain;\r
\r
- if( !this.playing ){\r
+ this.setCurrentTime( this._beginTime = begin );\r
+ \r
+ console.log( '[play] ' + begin + ' -> ' + end );\r
+ \r
+ /*\r
+ if( offset = begin - this.getActualCurrentTime() ){\r
+ this.setCurrentTime( begin + offset );\r
+ console.log( ' [差補正] ' + offset + ' ct:' + this.getActualCurrentTime() + ' begin:' + begin );\r
+ this._beginTime = begin = this.getActualCurrentTime();\r
+ };*/\r
+ \r
+ if( !this.playing || this._ended ){\r
+ console.log( '[play] play()' + begin + ' -> ' + end );\r
this[ '_rawObject' ].play();\r
- //this.proxy[ 'dispatch' ]( 'play' );\r
- \r
this.playing = true;\r
+ this._ended = false;\r
};\r
\r
this._timerID && X_Timer_remove( this._timerID );\r
\r
- if( end < this.duration ){\r
- this._timerID = X_Timer_once( end - begin, this, this._onEnded );\r
- } else {\r
- delete this._timerID;\r
- };\r
+ this._timerID = X_Timer_once( end - begin, this, this._onEnded );\r
\r
if( !this._interval ){\r
this._interval = X_Timer_add( 1000, 0, this, this._onInterval );\r
delete this._interval;\r
return X_Callback_UN_LISTEN;\r
};\r
- this.proxy[ 'dispatch' ]( X_EVENT_MEDIA_PLAYING );\r
+ this.target[ 'dispatch' ]( X_EVENT_MEDIA_PLAYING );\r
},\r
\r
_onEnded : function(){\r
delete this._timerID;\r
\r
if( this.playing ){\r
- console.log( '> end ' + X_AudioWrapper_getEndTime( this ) + ' current:' + ( this[ '_rawObject' ].Position.Seconds * 1000 | 0 ) );\r
- time = this[ '_rawObject' ].Position.Seconds * 1000 | 0;\r
+ //console.log( '> end ' + X_AudioWrapper_getEndTime( this ) + ' current:' + ( this.getActualCurrentTime() ) );\r
+ time = this.getActualCurrentTime();\r
\r
- if( time <= this._beginTime ){\r
- console.log( '== waiting' );\r
- this.proxy[ 'dispatch' ]( X_EVENT_MEDIA_WAITING );\r
- this._timerID = X_Timer_once( X_AudioWrapper_getEndTime( this ) - this._beginTime, this, this._onEnded );\r
+ if( time < this._beginTime ){\r
+ console.log( '== waiting ' + time + ' < begin:' + this._beginTime );\r
+ this.setCurrentTime( this._beginTime );\r
+ time = this.getActualCurrentTime();\r
+ console.log( ' > ' + time );\r
+ this._ended && this[ '_rawObject' ].play();\r
+ this._ended = false;\r
+ this.target[ 'dispatch' ]( X_EVENT_MEDIA_WAITING );\r
+ this._timerID = X_Timer_once( X_AudioWrapper_getEndTime( this ) - time, this, this._onEnded );\r
return;\r
};\r
\r
time -= X_AudioWrapper_getEndTime( this );\r
if( time < 0 ){\r
- console.log( '> onEnd ' + time );\r
+ console.log( ' > まだ終わらない ' + time );\r
+ this._ended && this[ '_rawObject' ].play();\r
+ this._ended = false;\r
this._timerID = X_Timer_once( -time, this, this._onEnded );\r
return;\r
};\r
\r
- if( this.loop ){\r
- if( !( this.proxy[ 'dispatch' ]( X_EVENT_MEDIA_BEFORE_LOOP ) & X_Callback_PREVENT_DEFAULT ) ){\r
+ if( this.autoLoop ){\r
+ console.log( '========= loop?' );\r
+ if( !( this.target[ 'dispatch' ]( X_EVENT_MEDIA_BEFORE_LOOP ) & X_Callback_PREVENT_DEFAULT ) ){\r
+ console.log( '========== loopした' );\r
this.looped = true;\r
- this.proxy[ 'dispatch' ]( X_EVENT_MEDIA_LOOPED );\r
- this.play();\r
+ this.target[ 'dispatch' ]( X_EVENT_MEDIA_LOOPED );\r
+ this.actualPlay();\r
};\r
} else {\r
- this.pause();\r
- this.proxy[ 'dispatch' ]( X_EVENT_MEDIA_ENDED );\r
+ console.log( '========= pause' );\r
+ this.actualPause();\r
+ this.target[ 'dispatch' ]( X_EVENT_MEDIA_ENDED );\r
};\r
};\r
},\r
\r
// SilverlightAudio.pause\r
- pause : function(){\r
+ actualPause : function(){\r
if( this.error || !this.playing ) return;\r
\r
this._lastUserAction = 'pause';\r
- this.seekTime = this.state().currentTime;\r
+ this.seekTime = this.getActualCurrentTime();\r
this.playing = false;\r
this._paused = true;\r
this._ended = false;\r
- \r
+ \r
this[ '_rawObject' ].pause();\r
- //this.proxy[ 'dispatch' ]( 'pause' );\r
+ //this.target[ 'dispatch' ]( 'pause' );\r
},\r
- \r
- // SilverlightAudio.state\r
- state : function( obj ){ // @return Hash: { loop, error, paused, ended, source, duration }\r
- var result, end;\r
- \r
- if( obj === undefined ){\r
- return {\r
- startTime : this.startTime,\r
- endTime : this.endTime < 0 ? this.duration : this.endTime,\r
- loopStartTime : this.loopStartTime < 0 ? this.startTime : this.loopStartTime,\r
- loopEndTime : this.loopEndTime < 0 ? ( this.endTime || this.duration ) : this.loopEndTime,\r
- \r
- // 整数化 しておかないと seek 時に不具合がある。\r
- currentTime : this.playing ? this[ '_rawObject' ].Position.Seconds * 1000 | 0 : this.seekTime,\r
\r
- loop : this.loop,\r
- looped : this.looped,\r
- volume : this.volume,\r
- error : this.error,\r
- playing : this.playing,\r
- duration : this.duration // this[ '_rawObject' ].NaturalDuration.Seconds;\r
- };\r
- };\r
+ getActualCurrentTime : function(){\r
+ return this[ '_rawObject' ][ 'Position' ][ 'Seconds' ] * 1000 | 0;\r
+ },\r
\r
- result = X_AudioWrapper_updateStates( this, obj );\r
- \r
- if( result & 2 ){ // seek\r
- this.play();\r
- } else {\r
- if( result & 1 ){\r
- end = X_AudioWrapper_getEndTime( this );\r
- halfway = end < this.duration;\r
- this._timerID && X_Timer_remove( this._timerID );\r
- \r
- if( halfway ){\r
- this._timerID = X_Timer_once( end - this[ '_rawObject' ].Position.Seconds * 1000 | 0, this, this._onEnded );\r
- } else {\r
- delete this._timerID;\r
- };\r
-\r
- };\r
- if( result & 4 ){\r
- this[ '_rawObject' ].Volume = this.volume;\r
+ afterUpdateState : function( result ){\r
+ if( result & 3 ){ // seek\r
+ this.actualPlay();\r
+ } else\r
+ if( result & 1 ){\r
+ end = X_AudioWrapper_getEndTime( this );\r
+ halfway = end < this.duration;\r
+ this._timerID && X_Timer_remove( this._timerID );\r
+ \r
+ if( halfway ){\r
+ this._timerID = X_Timer_once( end - this.getActualCurrentTime(), this, this._onEnded );\r
+ } else {\r
+ delete this._timerID;\r
};\r
- };\r
+ } else\r
+ if( result & 4 ){\r
+ this[ '_rawObject' ][ 'Volume' ] = this.gain;\r
+ }; \r
},\r
\r
// SilverlightAudio.currentTime\r
- _currentTime : function( time ){ // @param Number: time\r
- var position = this[ '_rawObject' ].Position; // [!] create instance\r
+ setCurrentTime : function( time ){ // @param Number: time\r
+ var position = this[ '_rawObject' ][ 'Position' ]; // [!] create instance\r
\r
- position.Seconds = time / 1000 | 0; // set current time\r
+ position[ 'Seconds' ] = time / 1000 | 0; // set current time\r
\r
- this[ '_rawObject' ].Position = position; // [!] reattach instance\r
+ this[ '_rawObject' ][ 'Position' ] = position; // [!] reattach instance\r
}\r
\r
}\r