Sound Class
The Sound class is the public API for creating sounds, controlling the overall sound levels, and managing plugins. All Sound APIs on this class are static.
Registering and Preloading
Before you can play a sound, it must be registered. You can do this with registerSound,
or register multiple sounds using registerSounds. If you don't register a
sound prior to attempting to play it using play or create it using createInstance,
the sound source will be automatically registered but playback will fail as the source will not be ready. If you use
PreloadJS, registration is handled for you when the sound is
preloaded. It is recommended to preload sounds either internally using the register functions or externally using
PreloadJS so they are ready when you want to use them.
Playback
To play a sound once it's been registered and preloaded, use the play method.
This method returns a AbstractSoundInstance which can be paused, resumed, muted, etc.
Please see the AbstractSoundInstance documentation for more on the instance control APIs.
Plugins
By default, the WebAudioPlugin or the HTMLAudioPlugin
are used (when available), although developers can change plugin priority or add new plugins (such as the
provided FlashAudioPlugin). Please see the Sound API
methods for more on the playback and plugin APIs. To install plugins, or specify a different plugin order, see
Sound/installPlugins.
Example
createjs.FlashAudioPlugin.swfPath = "../src/soundjs/flashaudio";
createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.FlashAudioPlugin]);
createjs.Sound.alternateExtensions = ["mp3"];
createjs.Sound.on("fileload", this.loadHandler, this);
createjs.Sound.registerSound("path/to/mySound.ogg", "sound");
function loadHandler(event) {
// This is fired for each sound that is registered.
var instance = createjs.Sound.play("sound"); // play using id. Could also use full source path or event.src.
instance.on("complete", this.handleComplete, this);
instance.volume = 0.5;
}
The maximum number of concurrently playing instances of the same sound can be specified in the "data" argument of registerSound. Note that if not specified, the active plugin will apply a default limit. Currently HTMLAudioPlugin sets a default limit of 2, while WebAudioPlugin and FlashAudioPlugin set a default limit of 100.
createjs.Sound.registerSound("sound.mp3", "soundId", 4);
Sound can be used as a plugin with PreloadJS to help preload audio properly. Audio preloaded with PreloadJS is automatically registered with the Sound class. When audio is not preloaded, Sound will do an automatic internal load. As a result, it may fail to play the first time play is called if the audio is not finished loading. Use the fileload event to determine when a sound has finished internally preloading. It is recommended that all audio is preloaded before it is played.
var queue = new createjs.LoadQueue();
queue.installPlugin(createjs.Sound);
Audio Sprites
SoundJS has added support for AudioSprite, available as of version 0.6.0.
For those unfamiliar with audio sprites, they are much like CSS sprites or sprite sheets: multiple audio assets
grouped into a single file.
Example
var assetsPath = "./assets/";
var sounds = [{
src:"MyAudioSprite.ogg", data: {
audioSprite: [
{id:"sound1", startTime:0, duration:500},
{id:"sound2", startTime:1000, duration:400},
{id:"sound3", startTime:1700, duration: 1000}
]}
}
];
createjs.Sound.alternateExtensions = ["mp3"];
createjs.Sound.on("fileload", loadSound);
createjs.Sound.registerSounds(sounds, assetsPath);
// after load is complete
createjs.Sound.play("sound2");
Mobile Playback
Devices running iOS require the WebAudio context to be "unlocked" by playing at least one sound inside of a user-
initiated event (such as touch/click). Earlier versions of SoundJS included a "MobileSafe" sample, but this is no
longer necessary as of SoundJS 0.6.2.
- In SoundJS 0.4.1 and above, you can either initialize plugins or use the playEmptySound method in the call stack of a user input event to manually unlock the audio context.
- In SoundJS 0.6.2 and above, SoundJS will automatically listen for the first document-level "mousedown" and "touchend" event, and unlock WebAudio. This will continue to check these events until the WebAudio context becomes "unlocked" (changes from "suspended" to "running")
- Both the "mousedown" and "touchend" events can be used to unlock audio in iOS9+, the "touchstart" event will work in iOS8 and below. The "touchend" event will only work in iOS9 when the gesture is interpreted as a "click", so if the user long-presses the button, it will no longer work.
-
When using the EaselJS Touch class,
the "mousedown" event will not fire when a canvas is clicked, since MouseEvents are prevented, to ensure
only touch events fire. To get around this, you can either rely on "touchend", or:
- Set the
allowDefault
property on the Touch class constructor totrue
(defaults tofalse
). - Set the
preventSelection
property on the EaselJSStage
tofalse
.
- Set the
Loading Alternate Paths and Extension-less Files
SoundJS supports loading alternate paths and extension-less files by passing an object instead of a string for
the src
property, which is a hash using the format {extension:"path", extension2:"path2"}
. These labels are
how SoundJS determines if the browser will support the sound. This also enables multiple formats to live in
different folders, or on CDNs, which often has completely different filenames for each file.
Priority is determined by the property order (first property is tried first). This is supported by both internal loading and loading with PreloadJS.
Note: an id is required for playback.
Example
var sounds = {path:"./audioPath/",
manifest: [
{id: "cool", src: {mp3:"mp3/awesome.mp3", ogg:"noExtensionOggFile"}}
]};
createjs.Sound.alternateExtensions = ["mp3"];
createjs.Sound.addEventListener("fileload", handleLoad);
createjs.Sound.registerSounds(sounds);
Known Browser and OS issues
IE 9 HTML Audio limitations- There is a delay in applying volume changes to tags that occurs once playback is started. So if you have muted all sounds, they will all play during this delay until the mute applies internally. This happens regardless of when or how you apply the volume change, as the tag seems to need to play to apply it.
- MP3 encoding will not always work for audio tags, particularly in Internet Explorer. We've found default encoding with 64kbps works.
- Occasionally very short samples will get cut off.
- There is a limit to how many audio tags you can load and play at once, which appears to be determined by hardware and browser settings. See HTMLAudioPlugin.MAX_INSTANCES for a safe estimate.
Firefox 25 Web Audio limitations
- mp3 audio files do not load properly on all windows machines, reported here. For this reason it is recommended to pass another FF supported type (ie ogg) first until this bug is resolved, if possible.
Safari limitations
- Safari requires Quicktime to be installed for audio playback.
iOS 6 Web Audio limitations
- Sound is initially locked, and must be unlocked via a user-initiated event. Please see the section on Mobile Playback above.
- A bug exists that will distort un-cached web audio when a video element is present in the DOM that has audio at a different sampleRate.
Android HTML Audio limitations
- We have no control over audio volume. Only the user can set volume on their device.
- We can only play audio inside a user event (touch/click). This currently means you cannot loop sound or use a delay.
Web Audio and PreloadJS
- Web Audio must be loaded through XHR, therefore when used with PreloadJS, tag loading is not possible. This means that tag loading can not be used to avoid cross domain issues.
Item Index
Methods
- _beginPlaying static
- _dispatchEvent
- _getMasterVolume static
- _getMute static
- _getSrcById static
- _handleLoadComplete static
- _parsePath static
- _parseSrc static
- _playFinished static
- _playInstance static
- _registerPlugin static
- _registerSound static
- _setMasterVolume static
- _setMute static
- addEventListener
- createInstance static
- dispatchEvent
- getCapabilities deprecated
- getDefaultPlayProps
- getMasterVolume deprecated
- getMute deprecated
- getPreloadHandlers static
- hasEventListener
- initializeDefaultPlugins static
- initLoad static
- isReady static
- loadComplete static
- off
- on
- play static
- registerPlugins static
- registerSound static
- registerSounds static
- removeAllEventListeners
- removeAllSounds static
- removeEventListener
- removeSound static
- removeSounds static
- setDefaultPlayProps
- setMute deprecated
- setVolume deprecated
- stop static
- toString
- willTrigger
Properties
- _captureListeners
- _defaultPlayPropsHash static
- _idHash static
- _instances static
- _lastID static
- _listeners
- _masterVolume
- _pluginsRegistered static
- _preloadHash static
- activePlugin static
- alternateExtensions static
- capabilities static
- defaultInterruptBehavior static
- EXTENSION_MAP static
- FILE_PATTERN static
- INTERRUPT_ANY static
- INTERRUPT_EARLY static
- INTERRUPT_LATE static
- INTERRUPT_NONE static
- muted static
- PLAY_FAILED static
- PLAY_FINISHED static
- PLAY_INITED static
- PLAY_INTERRUPTED static
- PLAY_SUCCEEDED static
- SUPPORTED_EXTENSIONS static
- volume static
Methods
_beginPlaying
-
instance
-
playProps
Begin playback. This is called immediately or after delay by Sound/playInstance.
Parameters:
-
instance
AbstractSoundInstanceA AbstractSoundInstance to begin playback.
-
playProps
PlayPropsConfigA PlayPropsConfig object.
Returns:
If the sound can start playing. If there are no available channels, or the instance fails to start, this will return false.
_dispatchEvent
-
eventObj
-
eventPhase
_getSrcById
-
value
Get the source of a sound via the ID passed in with a register call. If no ID is found the value is returned instead.
Parameters:
-
value
StringThe ID the sound was registered with.
Returns:
The source of the sound if it has been registered with this ID or the value that was passed in.
_handleLoadComplete
-
event
Used to dispatch fileload events from internal loading.
Parameters:
-
event
ObjectA loader event.
_parsePath
-
value
Parse the path of a sound. Alternate extensions will be attempted in order if the current extension is not supported
Parameters:
-
value
StringThe path to an audio source.
Returns:
A formatted object that can be registered with the activePlugin and returned to a preloader like PreloadJS.
_parseSrc
-
value
Parse the path of a sound based on properties of src matching with supported extensions. Returns false if none of the properties are supported
Parameters:
-
value
ObjectThe paths to an audio source, indexed by extension type.
Returns:
A formatted object that can be registered with the activePlugin and returned to a preloader like PreloadJS.
_playFinished
-
instance
A sound has completed playback, been interrupted, failed, or been stopped. This method removes the instance from Sound management. It will be added again, if the sound re-plays. Note that this method is called from the instances themselves.
Parameters:
-
instance
AbstractSoundInstanceThe instance that finished playback.
_playInstance
-
instance
-
playProps
Play an instance. This is called by the static API, as well as from plugins. This allows the core class to control delays.
Parameters:
-
instance
AbstractSoundInstanceThe AbstractSoundInstance to start playing.
-
playProps
PlayPropsConfigA PlayPropsConfig object.
Returns:
If the sound can start playing. Sounds that fail immediately will return false. Sounds that have a delay will return true, but may still fail to play.
_registerPlugin
-
plugin
Used by registerPlugins to register a Sound plugin.
Parameters:
-
plugin
ObjectThe plugin class to install.
Returns:
Whether the plugin was successfully initialized.
_registerSound
-
src
Internal method for loading sounds. This should not be called directly.
Parameters:
-
src
ObjectThe object to load, containing src property and optionally containing id and data.
Returns:
An object with the modified values that were passed in, which defines the sound. Returns false if the source cannot be parsed or no plugins can be initialized. Returns true if the source is already loaded.
_setMute
-
value
Use the muted property instead.
Parameters:
-
value
BooleanThe muted value
addEventListener
-
type
-
listener
-
[useCapture]
Adds the specified event listener. Note that adding multiple listeners to the same function will result in multiple callbacks getting fired.
Example
displayObject.addEventListener("click", handleClick);
function handleClick(event) {
// Click happened.
}
Parameters:
-
type
StringThe string type of the event.
-
listener
Function | ObjectAn object with a handleEvent method, or a function that will be called when the event is dispatched.
-
[useCapture]
Boolean optionalFor events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.
createInstance
-
src
-
[startTime=null]
-
[duration=null]
Creates a AbstractSoundInstance using the passed in src. If the src does not have a supported extension or if there is no available plugin, a default AbstractSoundInstance will be returned that can be called safely but does nothing.
Example
var myInstance = null;
createjs.Sound.on("fileload", handleLoad);
createjs.Sound.registerSound("myAudioPath/mySound.mp3", "myID", 3);
function handleLoad(event) {
myInstance = createjs.Sound.createInstance("myID");
// alternately we could call the following
myInstance = createjs.Sound.createInstance("myAudioPath/mySound.mp3");
}
NOTE to create an audio sprite that has not already been registered, both startTime and duration need to be set. This is only when creating a new audio sprite, not when playing using the id of an already registered audio sprite.
Parameters:
-
src
StringThe src or ID of the audio.
-
[startTime=null]
Number optionalTo create an audio sprite (with duration), the initial offset to start playback and loop from, in milliseconds.
-
[duration=null]
Number optionalTo create an audio sprite (with startTime), the amount of time to play the clip for, in milliseconds.
Returns:
A AbstractSoundInstance that can be controlled after it is created. Unsupported extensions will return the default AbstractSoundInstance.
dispatchEvent
-
eventObj
-
[bubbles]
-
[cancelable]
Dispatches the specified event to all listeners.
Example
// Use a string event
this.dispatchEvent("complete");
// Use an Event instance
var event = new createjs.Event("progress");
this.dispatchEvent(event);
Parameters:
-
eventObj
Object | String | EventAn object with a "type" property, or a string type. While a generic object will work, it is recommended to use a CreateJS Event instance. If a string is used, dispatchEvent will construct an Event instance if necessary with the specified type. This latter approach can be used to avoid event object instantiation for non-bubbling events that may not have any listeners.
-
[bubbles]
Boolean optionalSpecifies the
bubbles
value when a string was passed to eventObj. -
[cancelable]
Boolean optionalSpecifies the
cancelable
value when a string was passed to eventObj.
Returns:
Returns false if preventDefault()
was called on a cancelable event, true otherwise.
getDefaultPlayProps
-
src
Get the default playback properties for the passed in src or ID. These properties are applied to all new SoundInstances. Returns null if default does not exist.
Parameters:
-
src
StringThe src or ID used to register the audio.
Returns:
returns an existing PlayPropsConfig or null if one does not exist
getPreloadHandlers
()
Object
private
static
Get the preload rules to allow Sound to be used as a plugin by PreloadJS. Any load calls that have the matching type or extension will fire the callback method, and use the resulting object, which is potentially modified by Sound. This helps when determining the correct path, as well as registering the audio instance(s) with Sound. This method should not be called, except by PreloadJS.
Returns:
An object containing:
- callback: A preload callback that is fired when a file is added to PreloadJS, which provides Sound a mechanism to modify the load parameters, select the correct file format, register the sound, etc.
- types: A list of file types that are supported by Sound (currently supports "sound").
- extensions: A list of file extensions that are supported by Sound (see SUPPORTED_EXTENSIONS).
hasEventListener
-
type
Indicates whether there is at least one listener for the specified event type.
Parameters:
-
type
StringThe string type of the event.
Returns:
Returns true if there is at least one listener for the specified event.
initializeDefaultPlugins
()
Boolean
static
Initialize the default plugins. This method is automatically called when any audio is played or registered before the user has manually registered plugins, and enables Sound to work without manual plugin setup. Currently, the default plugins are WebAudioPlugin followed by HTMLAudioPlugin.
Example
if (!createjs.initializeDefaultPlugins()) { return; }
Returns:
True if a plugin was initialized, false otherwise.
initLoad
-
src
Process manifest items from PreloadJS. This method is intended for usage by a plugin, and not for direct interaction.
Parameters:
-
src
ObjectThe object to load.
Returns:
An instance of AbstractLoader.
isReady
()
Boolean
static
Determines if Sound has been initialized, and a plugin has been activated.
Example
This example sets up a Flash fallback, but only if there is no plugin specified yet.if (!createjs.Sound.isReady()) {
createjs.FlashAudioPlugin.swfPath = "../src/soundjs/flashaudio/";
createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.HTMLAudioPlugin, createjs.FlashAudioPlugin]);
}
Returns:
If Sound has initialized a plugin.
loadComplete
-
src
Check if a source has been loaded by internal preloaders. This is necessary to ensure that sounds that are not completed preloading will not kick off a new internal preload if they are played.
Example
var mySound = "assetPath/asset0.ogg";
if(createjs.Sound.loadComplete(mySound) {
createjs.Sound.play(mySound);
}
Parameters:
-
src
StringThe src or id that is being loaded.
Returns:
If the src is already loaded.
off
-
type
-
listener
-
[useCapture]
A shortcut to the removeEventListener method, with the same parameters and return value. This is a companion to the .on method.
IMPORTANT: To remove a listener added with on
, you must pass in the returned wrapper function as the listener. See
on for an example.
on
-
type
-
listener
-
[scope]
-
[once=false]
-
[data]
-
[useCapture=false]
A shortcut method for using addEventListener that makes it easier to specify an execution scope, have a listener only run once, associate arbitrary data with the listener, and remove the listener.
This method works by creating an anonymous wrapper function and subscribing it with addEventListener.
The wrapper function is returned for use with removeEventListener
(or off
).
IMPORTANT: To remove a listener added with on
, you must pass in the returned wrapper function as the listener, or use
remove. Likewise, each time you call on
a NEW wrapper function is subscribed, so multiple calls
to on
with the same params will create multiple listeners.
Example
var listener = myBtn.on("click", handleClick, null, false, {count:3});
function handleClick(evt, data) {
data.count -= 1;
console.log(this == myBtn); // true - scope defaults to the dispatcher
if (data.count == 0) {
alert("clicked 3 times!");
myBtn.off("click", listener);
// alternately: evt.remove();
}
}
Parameters:
-
type
StringThe string type of the event.
-
listener
Function | ObjectAn object with a handleEvent method, or a function that will be called when the event is dispatched.
-
[scope]
Object optionalThe scope to execute the listener in. Defaults to the dispatcher/currentTarget for function listeners, and to the listener itself for object listeners (ie. using handleEvent).
-
[once=false]
Boolean optionalIf true, the listener will remove itself after the first time it is triggered.
-
[data]
optionalArbitrary data that will be included as the second parameter when the listener is called.
-
[useCapture=false]
Boolean optionalFor events that bubble, indicates whether to listen for the event in the capture or bubbling/target phase.
Returns:
Returns the anonymous function that was created and assigned as the listener. This is needed to remove the listener later using .removeEventListener.
play
-
src
-
props
Play a sound and get a AbstractSoundInstance to control. If the sound fails to play, an AbstractSoundInstance will still be returned, and have a playState of PLAY_FAILED. Note that even on sounds with failed playback, you may still be able to call the play, method, since the failure could be due to lack of available channels. If the src does not have a supported extension or if there is no available plugin, a default AbstractSoundInstance will still be returned, which will not play any audio, but will not generate errors.
Example
createjs.Sound.on("fileload", handleLoad);
createjs.Sound.registerSound("myAudioPath/mySound.mp3", "myID", 3);
function handleLoad(event) {
createjs.Sound.play("myID");
// store off AbstractSoundInstance for controlling
var myInstance = createjs.Sound.play("myID", {interrupt: createjs.Sound.INTERRUPT_ANY, loop:-1});
}
NOTE: To create an audio sprite that has not already been registered, both startTime and duration need to be set. This is only when creating a new audio sprite, not when playing using the id of an already registered audio sprite.
Parameters:
-
src
StringThe src or ID of the audio.
-
props
Object | PlayPropsConfigA PlayPropsConfig instance, or an object that contains the parameters to play a sound. See the PlayPropsConfig for more info.
Returns:
A AbstractSoundInstance that can be controlled after it is created.
registerPlugins
-
plugins
Register a list of Sound plugins, in order of precedence. To register a single plugin, pass a single element in the array.
Example
createjs.FlashAudioPlugin.swfPath = "../src/soundjs/flashaudio/";
createjs.Sound.registerPlugins([createjs.WebAudioPlugin, createjs.HTMLAudioPlugin, createjs.FlashAudioPlugin]);
Parameters:
-
plugins
ArrayAn array of plugins classes to install.
Returns:
Whether a plugin was successfully initialized.
registerSound
-
src
-
[id]
-
[data]
-
basePath
-
defaultPlayProps
Register an audio file for loading and future playback in Sound. This is automatically called when using PreloadJS. It is recommended to register all sounds that need to be played back in order to properly prepare and preload them. Sound does internal preloading when required.
Example
createjs.Sound.alternateExtensions = ["mp3"];
createjs.Sound.on("fileload", handleLoad); // add an event listener for when load is completed
createjs.Sound.registerSound("myAudioPath/mySound.ogg", "myID", 3);
createjs.Sound.registerSound({ogg:"path1/mySound.ogg", mp3:"path2/mySoundNoExtension"}, "myID", 3);
Parameters:
-
src
String | ObjectThe source or an Object with a "src" property or an Object with multiple extension labeled src properties.
-
[id]
String optionalAn id specified by the user to play the sound later. Note id is required for when src is multiple extension labeled src properties.
-
[data]
Number | Object optionalData associated with the item. Sound uses the data parameter as the number of channels for an audio instance, however a "channels" property can be appended to the data object if it is used for other information. The audio channels will set a default based on plugin if no value is found. Sound also uses the data property to hold an AudioSprite array of objects in the following format {id, startTime, duration}.
id used to play the sound later, in the same manner as a sound src with an id.
startTime is the initial offset to start playback and loop from, in milliseconds.
duration is the amount of time to play the clip for, in milliseconds.
This allows Sound to support audio sprites that are played back by id. -
basePath
StringSet a path that will be prepended to src for loading.
-
defaultPlayProps
Object | PlayPropsConfigOptional Playback properties that will be set as the defaults on any new AbstractSoundInstance. See PlayPropsConfig for options.
Returns:
An object with the modified values that were passed in, which defines the sound. Returns false if the source cannot be parsed or no plugins can be initialized. Returns true if the source is already loaded.
registerSounds
-
sounds
-
basePath
Register an array of audio files for loading and future playback in Sound. It is recommended to register all sounds that need to be played back in order to properly prepare and preload them. Sound does internal preloading when required.
Example
var assetPath = "./myAudioPath/";
var sounds = [
{src:"asset0.ogg", id:"example"},
{src:"asset1.ogg", id:"1", data:6},
{src:"asset2.mp3", id:"works"}
{src:{mp3:"path1/asset3.mp3", ogg:"path2/asset3NoExtension"}, id:"better"}
];
createjs.Sound.alternateExtensions = ["mp3"]; // if the passed extension is not supported, try this extension
createjs.Sound.on("fileload", handleLoad); // call handleLoad when each sound loads
createjs.Sound.registerSounds(sounds, assetPath);
Parameters:
-
sounds
ArrayAn array of objects to load. Objects are expected to be in the format needed for registerSound:
{src:srcURI, id:ID, data:Data}
with "id" and "data" being optional. You can also pass an object with path and manifest properties, where path is a basePath and manifest is an array of objects to load. Note id is required if src is an object with extension labeled src properties. -
basePath
StringSet a path that will be prepended to each src when loading. When creating, playing, or removing audio that was loaded with a basePath by src, the basePath must be included.
Returns:
An array of objects with the modified values that were passed in, which defines each sound. Like registerSound, it will return false for any values when the source cannot be parsed or if no plugins can be initialized. Also, it will return true for any values when the source is already loaded.
removeAllEventListeners
-
[type]
Removes all listeners for the specified type, or all listeners of all types.
Example
// Remove all listeners
displayObject.removeAllEventListeners();
// Remove all click listeners
displayObject.removeAllEventListeners("click");
Parameters:
-
[type]
String optionalThe string type of the event. If omitted, all listeners for all types will be removed.
removeAllSounds
()
static
Remove all sounds that have been registered with registerSound or
registerSounds.
Note this will stop playback on all active sound instances before deleting them.
Example
createjs.Sound.removeAllSounds();
removeEventListener
-
type
-
listener
-
[useCapture]
Removes the specified event listener.
Important Note: that you must pass the exact function reference used when the event was added. If a proxy function, or function closure is used as the callback, the proxy/closure reference must be used - a new proxy or closure will not work.
Example
displayObject.removeEventListener("click", handleClick);
removeSound
-
src
-
basePath
Remove a sound that has been registered with registerSound or
registerSounds.
Note this will stop playback on active instances playing this sound before deleting them.
Note if you passed in a basePath, you need to pass it or prepend it to the src here.
Example
createjs.Sound.removeSound("myID");
createjs.Sound.removeSound("myAudioBasePath/mySound.ogg");
createjs.Sound.removeSound("myPath/myOtherSound.mp3", "myBasePath/");
createjs.Sound.removeSound({mp3:"musicNoExtension", ogg:"music.ogg"}, "myBasePath/");
Parameters:
Returns:
True if sound is successfully removed.
removeSounds
-
sounds
-
basePath
Remove an array of audio files that have been registered with registerSound or
registerSounds.
Note this will stop playback on active instances playing this audio before deleting them.
Note if you passed in a basePath, you need to pass it or prepend it to the src here.
Example
assetPath = "./myPath/";
var sounds = [
{src:"asset0.ogg", id:"example"},
{src:"asset1.ogg", id:"1", data:6},
{src:"asset2.mp3", id:"works"}
];
createjs.Sound.removeSounds(sounds, assetPath);
Parameters:
-
sounds
ArrayAn array of objects to remove. Objects are expected to be in the format needed for removeSound:
{srcOrID:srcURIorID}
. You can also pass an object with path and manifest properties, where path is a basePath and manifest is an array of objects to remove. -
basePath
StringSet a path that will be prepended to each src when removing.
Returns:
An array of Boolean values representing if the sounds with the same array index were successfully removed.
setDefaultPlayProps
-
src
-
playProps
Set the default playback properties for all new SoundInstances of the passed in src or ID. See PlayPropsConfig for available properties.
Parameters:
-
src
StringThe src or ID used to register the audio.
-
playProps
Object | PlayPropsConfigThe playback properties you would like to set.
stop
()
static
Stop all audio (global stop). Stopped audio is reset, and not paused. To play audio that has been stopped, call AbstractSoundInstance play.
Example
createjs.Sound.stop();
willTrigger
-
type
Indicates whether there is at least one listener for the specified event type on this object or any of its ancestors (parent, parent's parent, etc). A return value of true indicates that if a bubbling event of the specified type is dispatched from this object, it will trigger at least one listener.
This is similar to hasEventListener, but it searches the entire event flow for a listener, not just this object.
Parameters:
-
type
StringThe string type of the event.
Returns:
Returns true
if there is at least one listener for the specified event.
Properties
_defaultPlayPropsHash
Object
private
static
An object hash storing PlayPropsConfig via the parsed source that is passed as defaultPlayProps in registerSound and registerSounds.
_idHash
Object
private
static
An object hash storing objects with sound sources, startTime, and duration via there corresponding ID.
_instances
Array
private
static
An array containing all currently playing instances. This allows Sound to control the volume, mute, and playback of all instances when using static APIs like stop and volume. When an instance has finished playback, it gets removed via the Sound/finishedPlaying method. If the user replays an instance, it gets added back in via the _beginPlaying method.
_masterVolume
Number
private
The internal volume level. Use volume to adjust the master volume.
Default: 1
_pluginsRegistered
Boolean
private
static
Determines if the plugins have been registered. If false, the first call to Play will instantiate the default plugins (WebAudioPlugin, followed by HTMLAudioPlugin). If plugins have been registered, but none are applicable, then sound playback will fail.
Default: false
_preloadHash
Object
private
static
An object hash that stores preloading sound sources via the parsed source that is passed to the plugin. Contains the source, id, and data that was passed in by the user. Parsed sources can contain multiple instances of source, id, and data.
activePlugin
Object
static
The currently active plugin. If this is null, then no plugin could be initialized. If no plugin was specified, Sound attempts to apply the default plugins: WebAudioPlugin, followed by HTMLAudioPlugin.
alternateExtensions
Array
static
An array of extensions to attempt to use when loading sound, if the default is unsupported by the active plugin. These are applied in order, so if you try to Load Thunder.ogg in a browser that does not support ogg, and your extensions array is ["mp3", "m4a", "wav"] it will check mp3 support, then m4a, then wav. The audio files need to exist in the same location, as only the extension is altered.
Note that regardless of which file is loaded, you can call createInstance and play using the same id or full source path passed for loading.
Example
var sounds = [
{src:"myPath/mySound.ogg", id:"example"},
];
createjs.Sound.alternateExtensions = ["mp3"]; // now if ogg is not supported, SoundJS will try asset0.mp3
createjs.Sound.on("fileload", handleLoad); // call handleLoad when each sound loads
createjs.Sound.registerSounds(sounds, assetPath);
// ...
createjs.Sound.play("myPath/mySound.ogg"); // works regardless of what extension is supported. Note calling with ID is a better approach
capabilities
Object
static
Get the active plugins capabilities, which help determine if a plugin can be used in the current environment, or if the plugin supports a specific feature. Capabilities include:
- panning: If the plugin can pan audio from left to right
- volume; If the plugin can control audio volume.
- tracks: The maximum number of audio tracks that can be played back at a time. This will be -1 if there is no known limit.
- mp3: If MP3 audio is supported.
- ogg: If OGG audio is supported.
- wav: If WAV audio is supported.
- mpeg: If MPEG audio is supported.
- m4a: If M4A audio is supported.
- mp4: If MP4 audio is supported.
- aiff: If aiff audio is supported.
- wma: If wma audio is supported.
- mid: If mid audio is supported.
An entry for each file type in SUPPORTED_EXTENSIONS:
You can get a specific capability of the active plugin using standard object notation
Example
var mp3 = createjs.Sound.capabilities.mp3;
Note this property is read only.
defaultInterruptBehavior
String
static
Determines the default behavior for interrupting other currently playing instances with the same source, if the maximum number of instances of the sound are already playing. Currently the default is INTERRUPT_NONE but this can be set and will change playback behavior accordingly. This is only used when play is called without passing a value for interrupt.
Default: Sound.INTERRUPT_NONE, or "none"
EXTENSION_MAP
Object
static
Some extensions use another type of extension support to play (one of them is a codex). This allows you to map that support so plugins can accurately determine if an extension is supported. Adding to this list can help plugins determine more accurately if an extension is supported.
A useful list of extensions for each format can be found at http://html5doctor.com/html5-audio-the-state-of-play/.
Default: {m4a:"mp4"}
FILE_PATTERN
RegExp
private
static
The RegExp pattern used to parse file URIs. This supports simple file names, as well as full domain URIs with query strings. The resulting match is: protocol:$1 domain:$2 path:$3 file:$4 extension:$5 query:$6.
INTERRUPT_ANY
String
static
The interrupt value to interrupt any currently playing instance with the same source, if the maximum number of instances of the sound are already playing.
Default: any
INTERRUPT_EARLY
String
static
The interrupt value to interrupt the earliest currently playing instance with the same source that progressed the least distance in the audio track, if the maximum number of instances of the sound are already playing.
Default: early
INTERRUPT_LATE
String
static
The interrupt value to interrupt the currently playing instance with the same source that progressed the most distance in the audio track, if the maximum number of instances of the sound are already playing.
Default: late
INTERRUPT_NONE
String
static
The interrupt value to not interrupt any currently playing instances with the same source, if the maximum number of instances of the sound are already playing.
Default: none
muted
Boolean
static
Mute/Unmute all audio. Note that muted audio still plays at 0 volume. This global mute value is maintained separately and when set will override, but not change the mute property of individual instances. To mute an individual instance, use AbstractSoundInstance muted instead.
Example
createjs.Sound.muted = true;
Default: false
PLAY_FAILED
String
static
Defines the playState of an instance that failed to play. This is usually caused by a lack of available channels when the interrupt mode was "INTERRUPT_NONE", the playback stalled, or the sound could not be found.
Default: playFailed
PLAY_FINISHED
String
static
Defines the playState of an instance that completed playback.
Default: playFinished
PLAY_INITED
String
static
Defines the playState of an instance that is still initializing.
Default: playInited
PLAY_INTERRUPTED
String
static
Defines the playState of an instance that was interrupted by another instance.
Default: playInterrupted
PLAY_SUCCEEDED
String
static
Defines the playState of an instance that is currently playing or paused.
Default: playSucceeded
SUPPORTED_EXTENSIONS
ArrayString
static
A list of the default supported extensions that Sound will try to play. Plugins will check if the browser can play these types, so modifying this list before a plugin is initialized will allow the plugins to try to support additional media types.
NOTE this does not currently work for FlashAudioPlugin.
More details on file formats can be found at http://en.wikipedia.org/wiki/Audio_file_format.
A very detailed list of file formats can be found at http://www.fileinfo.com/filetypes/audio.
Default: ["mp3", "ogg", "opus", "mpeg", "wav", "m4a", "mp4", "aiff", "wma", "mid"]
volume
Number
static
Set the master volume of Sound. The master volume is multiplied against each sound's individual volume. For example, if master volume is 0.5 and a sound's volume is 0.5, the resulting volume is 0.25. To set individual sound volume, use AbstractSoundInstance volume instead.
Example
createjs.Sound.volume = 0.5;
Default: 1
Events
fileerror
This event is fired when a file fails loading internally. This event is fired for each loaded sound,
so any handler methods should look up the event.src
to handle a particular sound.
Event Payload:
-
target
ObjectThe object that dispatched the event.
-
type
StringThe event type.
-
src
StringThe source of the sound that was loaded.
-
[id]
String optionalThe id passed in when the sound was registered. If one was not provided, it will be null.
-
[data]
Number | Object optionalAny additional data associated with the item. If not provided, it will be undefined.
fileload
This event is fired when a file finishes loading internally. This event is fired for each loaded sound,
so any handler methods should look up the event.src
to handle a particular sound.
Event Payload:
-
target
ObjectThe object that dispatched the event.
-
type
StringThe event type.
-
src
StringThe source of the sound that was loaded.
-
[id]
String optionalThe id passed in when the sound was registered. If one was not provided, it will be null.
-
[data]
Number | Object optionalAny additional data associated with the item. If not provided, it will be undefined.