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"boombox.js" provides unified audio API for browser, such as HTMLVideo / HTMLAudio / WebAudio.

This library has simple API, like boombox.

The browser correspondence table (2014-03-18) is here

Why you should use boombox?

Web browseres have HTMLAudio / WebAudio / HTMLVideo API for playing audio. However these API have diffrent way to use and browser have no compatibility. boombox.js provides unified API and solves diffrence enviroment between web browser.

In addition to this library has function for mobile web browser support, eg: stop to play sound when a web browser is inactive, handle multiple audio source.

WebAudio API has advanced feature like "Mixing sound" but boombox.js doesn't extend these feature. Because the library suppose basic usage. However boombox.js doesn't restrict these features, you can extend boombox.js function.

Demo

Single Sound

Mix Sound

Sprite Sound

Features

  • Play
  • Pause
  • Stop
  • Replay
  • Resume
  • PowerON/PowerOFF
  • Volume
  • LoopReproducing
  • Playing Multi Sound
    • boombox.js supports this feature as far as possible but depends on web browser support.
  • CORS Settings
    • boombox.js has several configurations to observe CORS specifications.
  • Filterings
    • boombox.js divided out sound souces based on browser detection.
  • audiosprite is available and generation command.(boombox-audiosprite)
    • HTMLAudio/HTMLVideo/WebAudio support
  • File size is small(6kb at gzipped).

Reference information

OS/Browser HTMLAudio or HTMLVideo load event
IOS 5: Safari suspend
IOS 6, 7: Safari suspend
Android 2.3: basic stalled
Android 4.0: basic loadeddata
Mac OSX: Chrome canplay

====

Mobile

OS/Browser Web Audio HTML Audio HTML Video
IOS 5 : Safari/chrome - ✔ *1
IOS 6/7 : Safari/chrome ✔ *1
Android 2.3 : basic -
Android 4.0 : basic ✔ *2
Android 4.0 : chrome ✔ *2

PC

OS/Browser Web Audio HTML Audio HTML Video
Windows: IE -
Windows: Chrome
Windows: Firefox
Windows: Opera
Mac OSX: Safari
Mac OSX: Chrome
Mac OSX: Firefox
Mac OSX: Opera

*1Can't support for starting another application.

*2 Some smart phones are supported.

====

OS/Browser 1 sound 2 sound multi sound
IOS 5: Safari - -
IOS 6, 7: Safari
Android 2.x: basic
Android 4.x: basic ✔ *1 -
Android 4.x: chrome

*1 HTMLAudio/HTMLVideo are used in combination.

Install

Download

You can download boombox.js or boombox.min.js from following links.

npm

$ npm install boombox.js

Bower

$ bower install boombox.js

component

$ component install CyberAgent/boombox.js

HTML

Load boombox.js using script tag after download it.

<script type="text/javascript" src="YOUR/PATH/TO/boombox.js"></script><!-- for development -->
<script type="text/javascript" src="YOUR/PATH/TO/boombox.min.js"></script><!-- for product -->

boombox.js supports require.js

Build

Use Grunt for build.

$ git clone https://github.com/CyberAgent/boombox.js.git
$ cd boombox
$ npm install -g grunt-cli # If you haven't already installed grunt-cli.
$ npm install . # If you haven't already installed local npm.
$ npm run build

Browser Test

You can test boombox.js using Grunt & beez-foundation.

$ npm install -g beez-foundation # If you haven't already installed beez-foundation that is web server.
$ cd boombox
$ npm install . # Once at first if you don't install local npm.
$ npm run start # Starting local server.

@see beez

@see beez-foundation

Access in your favorite browser

If you load boombox.js in script tag: http://0.0.0.0:1109/m/boombox/spec/global.html

If you load boombox.js using require.js : http://0.0.0.0:1109/m/boombox/spec/requirejs.html

Usage

Setup boombox.js

Setup method for using boombox.js.

boombox.setup();

Use specify format of the sound sources forcibly

The option for forced use specify format of the sound sources.

{
    webaudio: {
        use: true
    },
    htmlaudio: {
        use: true
    },
    htmlvideo: {
        use: true
    }
}

Load sound sorces

Load the sound sorce.

var options = {
    src: [
        {
            media: 'audio/mp4',
            path: 'http://0.0.0.0:1109/m/spec/media/sound.m4a'
        }
    ]
};
boombox.load('sound', options, function (err, audio) {
    // callback function
});

You can set multiple sound sources in options.src, boombox.js evaluate options.src from the beginning then load sources if available to use.

Play sounds

boombox.play() // All of loaded sounds.

boombox.get('sound').play() // Play specify sound.

Restriction for using boombox.js in mobile web browser

Many of mobile web browseres can't play sounds without user operation. (MouseEvents etc.) This restriction depends on web browseres specification, It is better to check the web browseres to be used.

Control of volume

boombox.get.volume(0.5) // All sound . Argument takes between 0 to 1.

boombox.get('sound').volume(0.5) // Specified sound. Argument takes between 0 to 1.

Turn off sounds

Turn off sounds whenever playing sound. (like actualy boombox :p)

Specified sounds

boombox.get('sound').power(boombox.POWER_OFF);

All sounds.

boombox.power(boombox.POWER_OFF);

Loop playback

There are two ways for loop playback.

  • Native loop (This function uses the API supported in HTMLAudio / WebAudio / HTMLVideo)
  • Original loop (This function uses onEnded event for continuous playback loop)
boombox.get('sound').setLoop(boombox.LOOP_ORIGINAL);
boombox.get('sound').play();
// or

boombox.get('sound').setLoop(boombox.LOOP_NATIVE);
boombox.get('sound').play();

onEnded

This event is called when a sound have been played to the end.

You should override for using this.

boombox.get('name').onEnded = function () {
    // callback function
}

Use filter

  • You can choose which web broswers and smart phones to play sounds
  • You can specify multiple filters, but if any filter is NG, boombox quit evaluation immediately
  • The callback which is set in boombox.load() will be called immediately if filters are NG.
boombox.addFilter('chrome', function filter() {
    if (/Chrome/.test(window.navigator.userAgent)) {
        return false; // [ OK ] Chrome
    } else {
        return true;  // [ NG ] Another browseres
    }
});
var options = {
    src: [
        {
            media: 'audio/mp4',
            path: 'http://0.0.0.0:1109/m/spec/media/sound.m4a'
        }
    ],
    filter: ["chrome"] // Assign the filters you want to use.
};
boombox.load('sound', options, true, function (err, audio) {
    // load sound resources.
});

You should control to play sounds individually because web browseres have large diffrence in audiio API support.

Use HTMLVideo forcibly

You can utilize HTMLVideo when pass true to boombox.load()'s '3rd argument.

The case you may use this feature when HTMLAudio support only one note to play.

var options = {
    src: [
        {
            media: 'audio/mp4',
            path: 'http://0.0.0.0:1109/m/spec/media/sound.m4a'
        }
    ]
};
// Pass `true` to 3rd argument in `boombox.load()`
boombox.load('sound', options, true, function (err, audio) {
    // load sound resources.
    // You should append DOM elements. In case for no visual element, you put DOM in outside display area.
});

Cache

boombox.pool cache the sound source when loaded.

Web browseres have diffrent behaviour about cache, so this functioin is very effective especially in SPA.

Priority

The priority order for using API by default are following.

WebAudio > HTMLAudio > HTMLVideo

  • If web browser has both WebAudio and HTMLAudio then WebAudio has priority.
  • boombox.js doesn't use HTMLVideo as long as it doesn't enable in option.

currentTime

boombox.js ignores currentTime when web browser can't set seek setting on HTMLAudio and HTMLVideo.:w

Inactive

boombox.js can judge state that the browser has become background using window.onpageshow/onpagehide, window.onblur/onfocus and Event.onVisibilityChange.

It is not obtainable on all browser, so you may avouch in your web browser.

Customize Events

All customizable events are named by onXXXX, so you can override these events.

onVisibilityChange(e)

This event is fired this event by the occurrence of visibilityChange event.

onFocus(e)

This event is fired this event by the occurrence of window.onFocus event.

onBlur(e)

This event is fired this event by the occurrence of window.onBlur event.

onPageShow(e)

This event is fired this event by the occurrence of window.onpageshow event.

onPageHide(e)

This event is fired this event by the occurrence of window.onpagehide event.

onEnded(e)

This event is fired when a sound have been played to the end. It will not be fired when the sound stops on the way.

// Simple usage.
boombox.onFocus = function (e) {
    logger.trace('onFocus');
}

// Override function.

var fn = boombox.onFocus;

boombox.onFocus = function () {
    console.log("override:", onFocus);
    fn.apply(boombox, arguments);
}

AudioSprite

boombox.js now supports audiosprite. (HTMLAudio/HTMLVideo/WebAudio)

HTMLAudio/HTMLVideo

boombox.js can play with one note per one sound source.

boombox.js creates instances of HTMLAudio/HTMLVideo as same as numberes of sprited sounds, but it refer the HTMLAudioElement/HTMLVideoElement as DOM element of the same.

boombox.get("bgm-c2a") === boombox.get("bgm-c3a") // false

boombox.get("bgm-c2a").$el === boombox.get("bgm-c3a").$el // true

WebAudio

boombox.js can play with multiple notes per one sound source.

Creating Audio Sprite

You can create audio sprite with boombox-audiosprite, related project of boombox.js

$ npm install -g boombox-audiosprite
$ cd {AUDIO_DIRECTORY}
┗ $ tree .
.
├── c5a.wav
├── c6a.wav
└── c7a.wav

# Please see options page of boombox-audiosprite.

$ boombox-audiosprite -e ac3,caf,mp3,m4a ./*.wav

┗ $ tree .
.
├── boombox-sprite.json
├── c5a.wav
├── c6a.wav
├── c7a.wav
├── sprite.ac3
├── sprite.json
├── sprite.m4a
└── sprite.mp3

# JSON data for boombox.js
$ cat boombox-output.json
{
  "spritemap": {
    "c5a": {
      "start": 0,
      "end": 5.990770975056689
    },
    "c6a": {
      "start": 7,
      "end": 12.990770975056689
    },
    "c7a": {
      "start": 14,
      "end": 19.99077097505669
    }
  },
  "src": [
    {
      "media": "audio/ac3",
      "path": "sprite.ac3"
    },
    {
      "media": "audio/mpeg",
      "path": "sprite.mp3"
    },
    {
      "media": "audio/mp4",
      "path": "sprite.m4a"
    }
  ]
}

Playing Audio Sprite

<!DOCTYPE HTML>
<html lang="en">
<head>
  <meta charset="utf-8">
  <meta name="viewport" content="width=device-width, initial-scale=1.0, minimum-scale=1.0, maximum-scale=1.0,user-scalable=no">
  <script src="boombox.js"></script>
  <script>
   var options = {
     "spritemap": {
       "c5a": {
         "start": 0,
         "end": 5.990770975056689
       },
       "c6a": {
         "start": 7,
         "end": 12.990770975056689
       },
       "c7a": {
         "start": 14,
         "end": 19.99077097505669
       }
     },
     "src": [
       {
         "media": "audio/ac3",
         "path": "spec/media/sprite/a/sprite.ac3"
       },
       {
         "media": "audio/mpeg",
         "path": "spec/media/sprite/a/sprite.mp3"
       },
       {
         "media": "audio/mp4",
         "path": "spec/media/sprite/a/sprite.m4a"
       }
     ]
   };

   boombox.setup();
   boombox.load('bgm', options, function (err, audio) {
     console.log(boombox.pool); // load sound data
   });
  </script>
</head>
<body>
<button onclick="boombox.get('bgm-c7a').play();">bgm-c7a play</button>
</body>
</html>

boombox.get('bgm-' + sprite name) method can get the individual sound source in audio sprite.

====

Sample Sound File

Location path

  • spec/media/sound.m4a
  • spec/media/sound.wav
  • spec/media/sprite/a/c5a.wav
  • spec/media/sprite/a/c6a.wav
  • spec/media/sprite/a/c7a.wav
  • spec/media/sprite/b/c5b.wav
  • spec/media/sprite/b/c6b.wav
  • spec/media/sprite/b/c7b.wav
  • spec/media/sprite/a/sprite.ac3
  • spec/media/sprite/a/sprite.m4a
  • spec/media/sprite/a/sprite.mp3
  • spec/media/sprite/b/sprite.ac3
  • spec/media/sprite/b/sprite.m4a
  • spec/media/sprite/b/sprite.mp3
  • spec/media/sprite/c/sprite.ac3
  • spec/media/sprite/c/sprite.m4a
  • spec/media/sprite/c/sprite.mp3

Creation software

Sound that was created in AudioSauna

http://www.audiosauna.com/

Contributing

Copyright

CyberAgent, Inc. All rights reserved.

LICENSE

@see : LICENSE

The MIT License (MIT)

Copyright © CyberAgent, Inc. All Rights Reserved.

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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