@cycjimmy/jsmpeg-player 6.1.7 → 6.1.8
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/README.md +1 -1
- package/dist/jsmpeg-player.cjs +217 -30
- package/dist/jsmpeg-player.esm.js +217 -30
- package/dist/jsmpeg-player.umd.js +217 -30
- package/dist/jsmpeg-player.umd.min.js +2 -2
- package/package.json +1 -1
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@@ -239,10 +239,10 @@
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this.els.playButton.classList.add(_style.hidden);
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}
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-
// Set up the unlock audio button for
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-
//
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-
// streaming players we set up a muted speaker
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-
// others, we can simply use the play button.
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// Set up the unlock audio button for the browsers that do not allow audio
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// before a user action (iOS, and Chrome/Safari under their autoplay
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// policy). For autoplay or streaming players we set up a muted speaker
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// icon as the button. For all others, we can simply use the play button.
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if (this.player.audioOut && !this.player.audioOut.unlocked) {
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var unlockAudioElement = this.els.wrapper;
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if (this.options.autoplay || this.player.options.streaming) {
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@@ -255,6 +255,12 @@
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this.unlockAudioBound = this.onUnlockAudio.bind(this, unlockAudioElement);
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unlockAudioElement.addEventListener('touchstart', this.unlockAudioBound, false);
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unlockAudioElement.addEventListener('click', this.unlockAudioBound, true);
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+
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// Any gesture on the page may unlock the audio, so the icon has to go
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// away even when it was not the element that was clicked.
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this.player.audioOut.onUnlock = function () {
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return _this.onAudioUnlocked(unlockAudioElement);
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};
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}
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};
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_proto.initPlayButton = function initPlayButton() {
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@@ -281,6 +287,15 @@
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});
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});
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};
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_proto.onAudioUnlocked = function onAudioUnlocked(element) {
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if (this.els.unmuteButton) {
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this.els.unmuteButton.classList.add(_style.hidden);
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}
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if (element && this.unlockAudioBound) {
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element.removeEventListener('touchstart', this.unlockAudioBound);
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element.removeEventListener('click', this.unlockAudioBound);
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}
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};
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_proto.onUnlockAudio = function onUnlockAudio(element, ev) {
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var _this3 = this;
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if (this.els.unmuteButton) {
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@@ -288,11 +303,7 @@
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ev.stopPropagation();
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}
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this.player.audioOut.unlock(function () {
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-
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_this3.els.unmuteButton.classList.add(_style.hidden);
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}
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element.removeEventListener('touchstart', _this3.unlockAudioBound);
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-
element.removeEventListener('click', _this3.unlockAudioBound);
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return _this3.onAudioUnlocked(element);
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});
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};
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_proto.onClick = function onClick() {
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@@ -4053,11 +4064,15 @@
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_this.bufferSize = options.audioBufferSize || 128 * 1024;
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_this.bufferMode = options.streaming ? BitBuffer.MODE.EVICT : BitBuffer.MODE.EXPAND;
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_this.sampleRate = 0;
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_this.destroyed = false;
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return _this;
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}
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_inheritsLoose(MP2WASM, _BaseDecoder);
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var _proto = MP2WASM.prototype;
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_proto.initializeWasmDecoder = function initializeWasmDecoder() {
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if (this.destroyed) {
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return;
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}
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if (!this.module.instance) {
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console.warn('JSMpeg: WASM module not compiled yet');
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return;
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@@ -4067,10 +4082,23 @@
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this.decoder = this.functions._mp2_decoder_create(this.bufferSize, this.bufferMode);
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};
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_proto.destroy = function destroy() {
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// A source can still deliver one last chunk inside the very callback that
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// destroys the player, so nothing may reach the module from now on.
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this.destroyed = true;
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if (!this.decoder) {
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return;
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}
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this.functions._mp2_decoder_destroy(this.decoder);
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// The pointer refers to a freed block now, and the module may hand the same
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// address to the decoder of the next player: it must never be used again.
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this.decoder = null;
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this.canPlay = false;
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};
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_proto.write = function write(pts, buffers) {
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if (this.destroyed) {
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return;
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}
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_BaseDecoder.prototype.write.call(this, pts, buffers);
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};
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_proto.bufferGetIndex = function bufferGetIndex() {
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if (!this.decoder) {
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@@ -4086,9 +4114,16 @@
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this.functions._mp2_decoder_set_index(this.decoder, index);
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};
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_proto.bufferWrite = function bufferWrite(buffers) {
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if (this.destroyed) {
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return 0;
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}
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if (!this.decoder) {
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this.initializeWasmDecoder();
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}
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if (!this.decoder) {
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// The module is not compiled yet; nothing can be written.
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return 0;
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}
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var totalLength = 0;
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for (var i = 0; i < buffers.length; i++) {
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totalLength += buffers[i].length;
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@@ -4445,6 +4480,9 @@
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return CanvasRenderer;
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}();
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// Chrome grants the user activation on pointerup/touchend, not on the
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// touchstart/pointerdown that precedes them, so the touch events are paired.
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var UNLOCK_EVENTS = ['pointerdown', 'pointerup', 'keydown', 'touchend'];
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var WebAudioOut = /*#__PURE__*/function () {
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function WebAudioOut() {
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this.context = WebAudioOut.CachedContext = WebAudioOut.CachedContext || new (window.AudioContext || window.webkitAudioContext)();
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@@ -4460,13 +4498,27 @@
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this.wallclockStartTime = 0;
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this.volume = 1;
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this.enabled = true;
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-
this.
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this.sources = [];
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this.skippedAudio = false;
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this.destroyed = false;
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this.gestureListener = null;
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this.unlockCallback = null;
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this.onUnlock = null;
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this.unlocked = !WebAudioOut.NeedsUnlocking() && WebAudioOut.IsRunning(this.context);
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Object.defineProperty(this, 'enqueuedTime', {
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get: this.getEnqueuedTime
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});
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if (!this.unlocked) {
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this.listenForGesture();
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}
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}
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var _proto = WebAudioOut.prototype;
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_proto.destroy = function destroy() {
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this.destroyed = true;
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this.unlockCallback = null;
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this.onUnlock = null;
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this.removeGestureListener();
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this.stopSources();
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this.gain.disconnect();
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this.context._connections--;
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if (this.context._connections === 0) {
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@@ -4475,20 +4527,46 @@
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}
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};
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_proto.play = function play(sampleRate, left, right) {
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-
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var _this = this;
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if (!this.enabled || this.destroyed) {
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return;
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}
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-
//
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-
//
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-
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// Browsers that need no explicit unlock resume the context by themselves
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// once the page has been interacted with, so the unlock does not necessarily
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// go through unlock(). iOS keeps requiring the gesture.
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if (!this.unlocked && !WebAudioOut.NeedsUnlocking() && WebAudioOut.IsRunning(this.context)) {
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this.onUnlocked();
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}
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+
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// A context that is not running, or that has not been unlocked yet, cannot
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// play anything: the browser autoplay policy keeps it suspended until the
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// page has received a user gesture, and its currentTime does not advance
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// meanwhile. Scheduling buffers against it would queue all the audio
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// decoded in the meantime and play it back from the very beginning once
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// the context resumes. We simply advance the start time to "fake"
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+
// actually playing audio instead. This will keep the video in sync.
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+
if (!this.isPlayable()) {
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this.listenForGesture();
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var ts = Now();
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if (this.wallclockStartTime < ts) {
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this.wallclockStartTime = ts;
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}
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this.wallclockStartTime += left.length / sampleRate;
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+
this.skippedAudio = true;
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4490
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return;
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4491
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}
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4559
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+
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4560
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+
// The audio is available again: whatever was queued while it could not be
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+
// played is dropped and the time base is rebuilt, so the audio joins the
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4562
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+
// picture at the current point in time instead of staying behind it. The
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4563
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+
// audio decoded meanwhile is lost once, which is what keeps it in sync
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+
// with the picture.
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+
if (this.skippedAudio) {
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+
this.skippedAudio = false;
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+
this.stopSources();
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4568
|
+
this.resetEnqueuedTime();
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|
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+
}
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4492
4570
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this.gain.gain.value = this.volume;
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4493
4571
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var buffer = this.context.createBuffer(2, left.length, sampleRate);
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4494
4572
|
buffer.getChannelData(0).set(left);
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|
@@ -4496,6 +4574,13 @@
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4496
4574
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var source = this.context.createBufferSource();
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4497
4575
|
source.buffer = buffer;
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|
4498
4576
|
source.connect(this.destination);
|
|
4577
|
+
source.onended = function () {
|
|
4578
|
+
var index = _this.sources.indexOf(source);
|
|
4579
|
+
if (index !== -1) {
|
|
4580
|
+
_this.sources.splice(index, 1);
|
|
4581
|
+
}
|
|
4582
|
+
};
|
|
4583
|
+
this.sources.push(source);
|
|
4499
4584
|
var now = this.context.currentTime;
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|
4500
4585
|
var duration = buffer.duration;
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4501
4586
|
if (this.startTime < now) {
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@@ -4507,11 +4592,13 @@
|
|
|
4507
4592
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this.wallclockStartTime += duration;
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4508
4593
|
};
|
|
4509
4594
|
_proto.stop = function stop() {
|
|
4510
|
-
//
|
|
4511
|
-
//
|
|
4512
|
-
//
|
|
4513
|
-
//
|
|
4595
|
+
// Cut off everything that is still queued: the gain alone would only mute
|
|
4596
|
+
// the buffers that are already scheduled, and they would become audible
|
|
4597
|
+
// again as soon as play() restores it. The time base is rebuilt so the
|
|
4598
|
+
// next buffer joins the current context time instead of the old queue.
|
|
4514
4599
|
this.gain.gain.value = 0;
|
|
4600
|
+
this.stopSources();
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|
4601
|
+
this.resetEnqueuedTime();
|
|
4515
4602
|
};
|
|
4516
4603
|
_proto.getEnqueuedTime = function getEnqueuedTime() {
|
|
4517
4604
|
// The AudioContext.currentTime is only updated every so often, so if we
|
|
@@ -4522,16 +4609,65 @@
|
|
|
4522
4609
|
this.startTime = this.context.currentTime;
|
|
4523
4610
|
this.wallclockStartTime = Now();
|
|
4524
4611
|
};
|
|
4612
|
+
_proto.isPlayable = function isPlayable() {
|
|
4613
|
+
return this.unlocked && WebAudioOut.IsRunning(this.context);
|
|
4614
|
+
};
|
|
4615
|
+
_proto.stopSources = function stopSources() {
|
|
4616
|
+
var sources = this.sources;
|
|
4617
|
+
this.sources = [];
|
|
4618
|
+
sources.forEach(function (source) {
|
|
4619
|
+
try {
|
|
4620
|
+
source.stop();
|
|
4621
|
+
} catch (e) {
|
|
4622
|
+
// The source has already ended and cannot be stopped any more.
|
|
4623
|
+
}
|
|
4624
|
+
try {
|
|
4625
|
+
source.disconnect();
|
|
4626
|
+
} catch (e) {
|
|
4627
|
+
// It was never connected to anything.
|
|
4628
|
+
}
|
|
4629
|
+
});
|
|
4630
|
+
};
|
|
4631
|
+
_proto.listenForGesture = function listenForGesture() {
|
|
4632
|
+
var _this2 = this;
|
|
4633
|
+
if (this.gestureListener || this.isPlayable() || this.destroyed || WebAudioOut.NeedsUnlocking() || typeof document === 'undefined') {
|
|
4634
|
+
return;
|
|
4635
|
+
}
|
|
4636
|
+
|
|
4637
|
+
// Chrome and desktop Safari keep the context suspended until it is resumed
|
|
4638
|
+
// inside a user gesture, and they do not resume it by themselves when the
|
|
4639
|
+
// page is tapped somewhere else. iOS keeps requiring the unlock icon.
|
|
4640
|
+
this.gestureListener = function () {
|
|
4641
|
+
return _this2.unlock();
|
|
4642
|
+
};
|
|
4643
|
+
UNLOCK_EVENTS.forEach(function (type) {
|
|
4644
|
+
document.addEventListener(type, _this2.gestureListener, true);
|
|
4645
|
+
});
|
|
4646
|
+
};
|
|
4647
|
+
_proto.removeGestureListener = function removeGestureListener() {
|
|
4648
|
+
var _this3 = this;
|
|
4649
|
+
if (!this.gestureListener) {
|
|
4650
|
+
return;
|
|
4651
|
+
}
|
|
4652
|
+
UNLOCK_EVENTS.forEach(function (type) {
|
|
4653
|
+
document.removeEventListener(type, _this3.gestureListener, true);
|
|
4654
|
+
});
|
|
4655
|
+
this.gestureListener = null;
|
|
4656
|
+
};
|
|
4525
4657
|
_proto.unlock = function unlock(callback) {
|
|
4526
|
-
|
|
4658
|
+
var _this4 = this;
|
|
4659
|
+
// Nothing to do while the audio plays; a context that was suspended again
|
|
4660
|
+
// still has to be resumed, and a destroyed one has nothing left to unlock.
|
|
4661
|
+
if (this.isPlayable() || this.destroyed || this.context.state === 'closed') {
|
|
4527
4662
|
if (callback) {
|
|
4528
4663
|
callback();
|
|
4529
4664
|
}
|
|
4530
4665
|
return;
|
|
4531
4666
|
}
|
|
4532
|
-
this.unlockCallback = callback;
|
|
4667
|
+
this.unlockCallback = callback || this.unlockCallback;
|
|
4533
4668
|
|
|
4534
|
-
// Create empty buffer and play it
|
|
4669
|
+
// Create empty buffer and play it, so the browsers that only start their
|
|
4670
|
+
// audio pipeline from within a user gesture (iOS Safari) really unlock.
|
|
4535
4671
|
var buffer = this.context.createBuffer(1, 1, 22050);
|
|
4536
4672
|
var source = this.context.createBufferSource();
|
|
4537
4673
|
source.buffer = buffer;
|
|
@@ -4543,23 +4679,73 @@
|
|
|
4543
4679
|
} else {
|
|
4544
4680
|
source.noteOn(0);
|
|
4545
4681
|
}
|
|
4682
|
+
|
|
4683
|
+
// Chrome and desktop Safari keep the context suspended until it is resumed
|
|
4684
|
+
// explicitly, and resume() only takes effect inside a user gesture - which
|
|
4685
|
+
// is exactly where unlock() is called from.
|
|
4686
|
+
var resumed = null;
|
|
4687
|
+
try {
|
|
4688
|
+
resumed = this.context.resume && this.context.resume();
|
|
4689
|
+
} catch (e) {
|
|
4690
|
+
// An unsupported or interrupted context: fall through to the polling
|
|
4691
|
+
// check, which also covers the browsers that resume on their own.
|
|
4692
|
+
}
|
|
4693
|
+
if (resumed && resumed.then) {
|
|
4694
|
+
resumed.then(function () {
|
|
4695
|
+
return _this4.checkIfUnlocked(source, 0);
|
|
4696
|
+
}, function () {
|
|
4697
|
+
return _this4.checkIfUnlocked(source, 0);
|
|
4698
|
+
});
|
|
4699
|
+
return;
|
|
4700
|
+
}
|
|
4546
4701
|
setTimeout(this.checkIfUnlocked.bind(this, source, 0), 0);
|
|
4547
4702
|
};
|
|
4548
4703
|
_proto.checkIfUnlocked = function checkIfUnlocked(source, attempt) {
|
|
4549
|
-
if (
|
|
4550
|
-
|
|
4551
|
-
|
|
4552
|
-
|
|
4553
|
-
|
|
4554
|
-
|
|
4704
|
+
if (this.destroyed || this.context.state === 'closed') {
|
|
4705
|
+
// The player was destroyed while waiting for the unlock.
|
|
4706
|
+
this.unlockCallback = null;
|
|
4707
|
+
return;
|
|
4708
|
+
}
|
|
4709
|
+
|
|
4710
|
+
// `playbackState` and its constants were removed from the Web Audio API,
|
|
4711
|
+
// and comparing two undefined values is always true, so the legacy check
|
|
4712
|
+
// may only be used when the browser actually exposes it.
|
|
4713
|
+
var legacyUnlocked = source.playbackState !== undefined && (source.playbackState === source.PLAYING_STATE || source.playbackState === source.FINISHED_STATE);
|
|
4714
|
+
var unlocked = this.context.state ? this.context.state === 'running' : legacyUnlocked;
|
|
4715
|
+
if (unlocked) {
|
|
4716
|
+
this.onUnlocked();
|
|
4555
4717
|
} else if (attempt < 10) {
|
|
4556
4718
|
// Jeez, what a shit show. Thanks iOS!
|
|
4557
4719
|
setTimeout(this.checkIfUnlocked.bind(this, source, attempt + 1), 100);
|
|
4558
4720
|
}
|
|
4559
4721
|
};
|
|
4722
|
+
_proto.onUnlocked = function onUnlocked() {
|
|
4723
|
+
if (this.destroyed) {
|
|
4724
|
+
return;
|
|
4725
|
+
}
|
|
4726
|
+
this.removeGestureListener();
|
|
4727
|
+
|
|
4728
|
+
// The output may be unlocked again after its context had been suspended, so
|
|
4729
|
+
// a pending callback is always served; only the onUnlock hook, which drives
|
|
4730
|
+
// the unlock UI, is limited to the first time.
|
|
4731
|
+
var firstUnlock = !this.unlocked;
|
|
4732
|
+
this.unlocked = true;
|
|
4733
|
+
var callbacks = [this.unlockCallback, firstUnlock ? this.onUnlock : null];
|
|
4734
|
+
this.unlockCallback = null;
|
|
4735
|
+
callbacks.forEach(function (callback) {
|
|
4736
|
+
if (callback) {
|
|
4737
|
+
callback();
|
|
4738
|
+
}
|
|
4739
|
+
});
|
|
4740
|
+
};
|
|
4560
4741
|
WebAudioOut.NeedsUnlocking = function NeedsUnlocking() {
|
|
4561
4742
|
return /iPhone|iPad|iPod/i.test(navigator.userAgent);
|
|
4562
4743
|
};
|
|
4744
|
+
WebAudioOut.IsRunning = function IsRunning(context) {
|
|
4745
|
+
// Old WebKit versions expose no state at all; there, NeedsUnlocking()
|
|
4746
|
+
// alone decides whether the context has to be unlocked.
|
|
4747
|
+
return !context.state || context.state === 'running';
|
|
4748
|
+
};
|
|
4563
4749
|
WebAudioOut.IsSupported = function IsSupported() {
|
|
4564
4750
|
return window.AudioContext || window.webkitAudioContext;
|
|
4565
4751
|
};
|
|
@@ -4891,10 +5077,11 @@
|
|
|
4891
5077
|
this.isPlaying = false;
|
|
4892
5078
|
this.paused = true;
|
|
4893
5079
|
if (this.audio && this.audio.canPlay) {
|
|
4894
|
-
// Seek to the
|
|
4895
|
-
// further, so
|
|
5080
|
+
// Seek back to the frame that is being heard: stop() drops the queue that
|
|
5081
|
+
// was already enqueued further ahead, so the time has to be read first.
|
|
5082
|
+
var time = this.currentTime;
|
|
4896
5083
|
this.audioOut.stop();
|
|
4897
|
-
this.seek(
|
|
5084
|
+
this.seek(time);
|
|
4898
5085
|
}
|
|
4899
5086
|
if (this.hooks.pause) {
|
|
4900
5087
|
this.hooks.pause();
|