mpc.js |
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SoundManager 2: MPC (Drum Machine) demo |
var MPC = function() {
var self = this;
this.idPrefix = 'btn-'; // HTML ID prefix
this.statusWidth = 6;
this.progressWidth = 256;
this.keys = {'1':0,'2':1,'3':2,'4':3,'q':4,'w':5,'e':6,'r':7,'a':8,'s':9,'d':10,'f':11,'z':12,'x':13,'c':14,'v':15} |
scope within these event handler methods: “this” = SMSound() object instance (see SMSound() in soundmanager.js for reference) |
this.showProgress = function() { |
sound is loading, update bytes received using this.bytesLoaded / this.bytesTotal |
if (self._getButton(this.id).className != 'loading') self._getButton(this.id).className = 'loading'; // a bit inefficient here..
self._showStatus(this.id,this.bytesLoaded,this.bytesTotal);
}
this.onid3 = function() {
soundManager._writeDebug('mpc.onid3()');
var oName = null;
for (var oName in this.id3) {
soundManager._writeDebug(oName+': '+this.id3[oName]) // write out name/value ID3 pairs (eg. "artist: Beck")
}
}
this.onload = function() {
var sID = this.id;
self._getButton(this.id).className = '';
self._getButton(this.id).title = ('Sound ID: '+this.id+' ('+this.url+')');
}
this.onfinish = function() {
self._getButton(this.id).className = '';
self._reset(this.id);
}
this.onplay = function() {
self._getButton(this.id).className = 'active';
}
this.whileplaying = function() {
self._showStatus(this.id,this.position,this.duration);
}
this._keyHandler = function(e) {
var oEvt = e?e:event;
var sChar = String.fromCharCode(oEvt.keyCode).toLowerCase();
if (typeof self.keys[sChar] != 'undefined') soundManager.play('s'+self.keys[sChar]);
}
this._showStatus = function(sID,n1,n2) {
var o = self._getButton(sID).getElementsByTagName('div')[0];
var offX = (n2>0?(-self.progressWidth+parseInt((n1/n2)*o.offsetWidth)):-self.progressWidth);
o.style.backgroundPosition = offX+'px 0px';
}
this._getButton = function(sID) {
return document.getElementById(self.idPrefix+sID);
}
this._reset = function(sID) {
var id = sID;
self._showStatus(sID,1,1);
setTimeout(function(){self._showStatus(sID,0,0);},200);
}
this.init = function() {
document.onkeydown = self._keyHandler;
}
}
var mpc = new MPC();
soundManager.flashVersion = (window.location.toString().match(/#flash8/i)?8:9);
if (soundManager.flashVersion != 8) {
soundManager.useHighPerformance = true;
}
soundManager.setup({
url: '../../swf/', // path to load SWF from (overriding default)
bgColor: '#333333',
wmode: 'transparent',
debugMode: false,
consoleOnly: false,
useFlashBlock: true
});
soundManager.onready(function() { |
This is the “onload” equivalent which is called when SoundManager has been initialised (sounds can be created, etc.) |
mpc.init(); |
set up some default options / event handlers – so all sounds created are given these handlers |
soundManager.setup({
defaultOptions: {
autoLoad: true,
whileloading: mpc.showProgress,
onid3: mpc.onid3,
onload: mpc.onload,
onplay: mpc.onplay,
whileplaying: mpc.whileplaying,
onfinish: mpc.onfinish
}
});
if (!soundManager.html5.needsFlash) {
document.getElementById('isHTML5').style.display = 'inline';
}
var soundURLs = 'AMB_BD_1,AMB_FTM2,AMB_HHCL,AMB_HHOP,AMB_HHPD,AMB_HTM,AMB_LTM2,AMB_MTM,AMB_RIM1,AMB_SN13,AMB_SN_5,CHINA_1,CRASH_1,CRASH_5,CRASH_6,RIDE_1'.split(',');
for (var i=0; i<soundURLs.length; i++) {
soundManager.createSound('s'+i, 'audio/'+soundURLs[i]+'.mp3');
} |
createSound options can also be set on a per-file basis, with specific option overrides. (Options not specified here will inherit defaults as defined in soundManager.defaultOptions.) eg. soundManager.createSound({ id: ‘mySound’, url: ‘/path/to/some.mp3’, stream: true, autoPlay: true, multiShot: false, whileloading: function() { alert(‘sound ’+this.id+‘: ’+this.bytesLoaded+‘ of ’+this.bytesTotal+‘ bytes loaded.’); } // event handler: “this” is scoped to SMSound() object instance for easy access to methods/properties });
If you just want a sound with all default options, you can also specify just the required id and URL as string parameters: soundManager.createSound(‘mySound’,‘/path/to/some.mp3’); |
}); |