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CHANGELOG.md

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2.0.3 (March 11, 2017)

  • CHANGED Unloading a sound no longer fires the end event (#675).
  • FIXED Remove setTimeout wrapper on HTML5 play call to fix issues on mobile browsers (#694).
  • FIXED Remove rare possibility of duplicate sound ID's by using global counter (#709).
  • FIXED Support fades with 2+ decimal places (#696).
  • FIXED Error in Firefox caused by invalid silent WAV on unload (#678).
  • FIXED Check for and warn about missing file extension (#680).
  • FIXED Regression in Firefox relating to spatial audio (#664).

2.0.2 (December 4, 2016)

  • FIXED Wait to begin playback until AudioContext has resumed (#643).
  • FIXED Run noAudio check on initial setup instead of waiting for first Howl (#619).
  • FIXED Add play event to start of queue when autoplay is used (#659).
  • FIXED Make sure seek and duration are always >= 0 to prevent errors (#682).
  • FIXED Audio test wouldn't work in IE11 Enhanced Security Mode (#631).
  • FIXED Ensure AudioContext exists on unload (#646).
  • FIXED Always fire pause event even if sound is already paused (#639).

2.0.1 (October 14, 2016)

  • ADDED Support for FLAC audio files.
  • FIXED Improve fading performance when short fade times are used (#621).
  • FIXED Correctly handle fades from 0 to 0 volume (#575).
  • FIXED Prevent a load error from blocking all future playback (#613).
  • FIXED Reset noAudio to false when a sound is unloaded (#617).
  • FIXED Stop a sound even if it is not playing (#595).
  • FIXED Emit stop event before returning from stop (#616).
  • FIXED Improve codec checks by removing x- prefix (#576).
  • FIXED Set correct loop start/end when calling loop on a sprite (#604).

2.0.0 (July 19, 2016)

This major release contains just a few breaking changes outlined below. Howler.js has been rewritten from the ground up using the knowledge and work since the initial release. There's a long list of additions and improvements, which I urge you to read through as the library has evolved quite a bit over this time.

The biggest change is how you should think about your audio when using howler.js. There is now the concept of global (Howler), group (Howl) and single sound (Sound). Each sound that is played gets its own Sound object that can be manipulated, giving much greater control over playback, whether using sprites or not. Howl method calls can then apply to one sound or all in the group.

Howler (global) ->
        Howl (group) ->
                Sound (single)

Howler.js now also has the concept of plugins. The core represents 100% compatibility across hTML5 Audio and Web Audio, adhering to the initial goals of the library. There is also a new Spatial Plugin that adds 3D and stereo audio support only available in the Web Audio API.

Read more about the update in this blog post.

Breaking Changes

  • The buffer option is now named html5. Use this to force HTML5 Audio usage.
  • The urls option is now named src to specify the audio file(s) to play.
  • The pos method has been renamed to seek.
// Change the seek position of a sound (in seconds).
sound.seek(10);
  • mute and unmute have been consolidated into mute.
// Mute a sound (or all sounds).
sound.mute(true);
Howler.mute(true);

// Unmute a sound (or all sounds).
sound.mute(false);
Howler.mute(false);
  • The play method no longer takes a callback and immediately returns the playback sound id (this means you can no longer chain onto the play method, but all others work the same).
// Get sound id for a specific playback.
var id = sound.play();

// Pause this playback.
sound.pause(id);
  • The deprecated fadeIn and fadeOut methods have been removed in favor of the single fade method.
// Fade in a sound.
sound.fade(0, 1, 1000);

// Fade out the sound once the previous fade has ended.
sound.once('fade', function(){
  sound.fade(1, 0, 1000);
});

New Features

  • Lots of general code cleanup, simplification and reorganization.
  • Howler.js is now modularized. The core represents the initial goal for howler.js with 100% compatibility across HTML5 Audio and Web Audio. The spatial plugin adds spatial and stereo support through Web Audio API.
  • The new structure allows for full control of sprite playback (this was buggy or didn't work at all before).
  • New once method to setup event listeners that will automatically remove themselves once fired.
  • New playing method that will return true if the specified sound is currently playing.
  • New duration method that will return the duration of the audio source.
  • New state method that will return the loaded state of the Howl.
  • New preload option to allow disabling the auto-preload functionality.
  • New events: fade, stop, mute, volume, rate, seek.
  • New rate method that allows changing playback rate at runtime.
  • New global unload method that unloads all active Howls and resets the AudioContext to clear memory.
  • New pool option to allow setting the inactive sound pool size (for advanced use, still defaults to 5).
  • Support for playback of Dolby Audio files.
  • Support for .webm extension in addition to .weba.
  • Support for playback of CAFF audio files.
  • (Spatial) New Howler listener methods stereo, pos and orientation.
  • (Spatial) New Howl methods stereo, pos, orientation and pannerAttr to control stereo and spatial audio of single sounds or groups of sounds.
  • (Spatial) pannerAttr allows for control of coneInnerAngle, coneOUterAngle, coneOuterGain, distanceModel, maxDistance, panningModel, refDistance and rolloffFactor.
  • Third parameter to on, once and off to allow listening or removing events for only a specific sound id.
  • The following methods now alter all sounds within a Howl group when no id is passed: pause, stop, volume, fade, mute, loop, rate.
  • New codec recommendations and notes have been added to the documentation.
  • Web Audio AudioContext now automatically suspends and resumes to lower processing and power usage.

Bug Fixes

  • Improved the ext option and made it especially usefully for playing streams (for example, SoundCloud).
  • The fade method now uses native Web Audio fading when in that mode.
  • Fades are now automatically stopped when a new one is started, volume is changed or the sound is paused/stopped.
  • Moved any needed try/catch statements into own methods to prevent de-optimization in V8 and others.
  • Automatically checks for disabled audio in Internet Explorer.
  • An internal event queue is now used to fix issues caused by multiple actions pre-load.
  • When using Web Audio, a panner node is only added when spatial audio is used.
  • The rate option now changes the playback rate on both Web Audio and HTML5 Audio.
  • The event system has been overhauled to be more reliable.
  • Methods called before a sound has loaded no longer cause events to stick in the queue.
  • The end event correctly fires at the end of each loop when using Web Audio.
  • Several issues with playback of sprites.
  • Several issues with playback timing after pausing sounds.
  • Improved support for seeking a sound while it is playing.
  • When playback rate is changed, the end event now fires at the correct time.
  • Potential memory leak when using the unload method.
  • Calling pause on a sound that hasn't yet loaded now works correctly.
  • Muting a sound while it is fading now works.
  • Playback of base64 encoded sounds in Internet Explorer 9.
  • MIME check for some base64 encoded MP3's.
  • Now tries to automatically unlock audio on mobile browsers besides Mobile Safari.
  • Falls back to HTML5 Audio when loading an HTTP file on an HTTPS page (avoids Mixed Content errors).
  • Stopping a stream is now possible, along with various other fixes.
  • Audio on Chrome for Android no longer gets stuck after a period of inactivity.
  • Crash in iOS <9 webview.
  • Bug in iOS that can cause audio distortion when opening/closing browser.
  • Only setup AudioContext after first Howl is setup so that background audio on mobile devices behaves as expected.

1.1.29 (January 22, 2016)

  • ADDED Error messages added onto each loaderror event (thanks Philip Silva).
  • FIXED Various edge-case bugs by no longer comparing functions by string in .off() (thanks richard-livingston).
  • FIXED Edge case where multiple overlapping instances of the same sound won't all fire end (thanks richard-livingston).
  • FIXED end event now fires correctly when changing the rate of a sound.

1.1.28 (October 22, 2015)

  • FIXED Typo with iOS enabler that was preventing it from working.

1.1.27 (October 2, 2015)

  • FIXED Automatic audio unlocking on iOS 9 by switching to touchend from touchstart.

1.1.26 (April 21, 2015)

  • FIXED Looping in Chrome due to a change in the Web Audio spec implemented in Chrome 42.

1.1.25 (July 29, 2014)

  • ADDED The AudioContext is now available on the global Howler object (thanks Matt DesLauriers).
  • FIXED When falling back to HTML5 Audio due to XHR error, delete cache for source file to prevent multi-playback issues.

1.1.24 (July 20, 2014)

  • FIXED Improved performance of loading files using data URIs (thanks Rob Wu).
  • FIXED Data URIs now work with Web Audio API (thanks Rob Wu).
  • FIXED Omitting the second parameter of the off method now correctly clears all events by that name (thanks Gabriel Munteanu).
  • FIXED Fire end event when unloading playing sounds.
  • FIXED Small error fix in iOS check.

1.1.23 (July 2, 2014)

  • FIXED Playing multiple sprites rapidly with HTML5 Audio cause the sprite to break due to a v1.1.22 update.
  • FIXED Don't run the iOS test if there is no audio context, which prevents a breaking error.

1.1.22 (June 28, 2014)

  • ADDED Howler will now automatically attempt to unlock audio on iOS (thanks Federico Brigante).
  • ADDED New codecs global Howler method to check for codec support in the current browser (thanks Jay Oster).
  • FIXED End timers are now correctly cleaned up when a sound naturally completes rather than being forced to stop.

1.1.21 (May 28, 2014)

  • ADDED Support for npm and bower (thanks Morantron).
  • ADDED Support for audio/aac, audio/m4a and audio/mp4 mime types (thanks Federico Brigante).
  • FIXED Calculation of duration after pausing a sprite that was sometimes causing unexpected behavior.
  • FIXED Clear the event listener when creating a new HTML5 Audio node.

1.1.20 (April 18, 2014)

  • ADDED When using Web Audio API, the panningModel now defaults to 'equalpower' to give higher quality sound. It then automatically switches to 'HRTF' when using 3D sound. This can also be overridden with the new model property.
  • FIXED Another bug causing issues in CocoonJS (thanks Olivier Biot).
  • FIXED Issue that could have caused invalid state errors and a memory leak when unloading in Internet Explorer.
  • FIXED The documentation has been updated to include the rate property.

1.1.19 (April 14, 2014)

  • ADDED Added CocoonJS support (thanks Olivier Biot).
  • FIXED Several issues with pausing sprite instances by overhauling how end timers are tracked and cleared internally.
  • FIXED Prevent error when using a server-side require where window is absent (thanks AlexMost).

1.1.18 (March 23, 2014)

  • FIXED Muting a looping sound now correctly keeps the sound muted when using HTML5 Audio.
  • FIXED Wrap AudioContext creation in try/catch to gracefully handle browser bugs: Chromium issue (thanks Chris Buckley).
  • FIXED Listen for HTML5 Audio errors and fire loaderror if any are encountered (thanks digitaltonic).

1.1.17 (February 5, 2014)

  • FIXED Another bug in Chrome that would throw an error when pausing/stopping when a source is already stopped.
  • ADDED CommonJS support for things like Browserify (thanks Michal Kuklis).
  • ADDED Support for playback mp4 files.
  • ADDED Expose the noAudio variable to the global Howler object.
  • FIXED A rounding error that was causing HTML5 Audio to cut off early on some environments.
  • FIXED The onend callback now correctly fires when changing the pos of a sound after it has started playing and when it is using HTML5 Audio.

1.1.16 (January 8, 2014)

  • FIXED Prevent InvalidStateError when unloading a sound that has already been stopped.
  • FIXED Bug in unload method that prevented the first sound from being unloaded.

1.1.15 (December 28, 2013)

  • FIXED Bug that prevented master volume from being set to 0.
  • FIXED Bug that prevented initial volume from being set to 0.
  • FIXED Update the README to accurately show autoplay as defaulting to false.
  • FIXED Call loaderror when decodeAudioData fails.
  • FIXED Bug in setting position on an active playing WebAudio node through 'pos(position, id)' (thanks Arjun Mehta).
  • FIXED An issue with looping after resuming playback when in WebAudio playback (thanks anzev).

1.1.14 (October 18, 2013)

  • FIXED Critical bug fix that was breaking support on some browsers and some codecs.

1.1.13 (October 17, 2013)

  • FIXED Code cleanup by removing redundant canPlay object (thanks Fabien).
  • FIXED File extensions are now detected correctly if there is a query string with dots in the filename (thanks theshock).
  • FIXED Fire onloaderror if a bad filename is passed with the urls property.

1.1.12 (September 12, 2013)

  • UPDATED Changed AMD definition to anonymous module and define it as global always (thanks Fabien).
  • ADDED Added the rate property to Howl object creation, allowing you to specify the playback rate. This only works when using Web Audio (thanks Qqwy).
  • FIXED Prevent some instances of IE9 from throwing "Not Implemented" error (thanks Tero Tilus).

1.1.11 (July 28, 2013)

  • FIXED Bug caused by trying to disconnect audio node when using HTML5 Audio.
  • FIXED Correctly return the sound's position when it is paused.
  • FIXED Another bug that caused looping sounds to not always correctly resume after a pause.

1.1.10 (July 26, 2013)

  • ADDED New unload method to destroy a Howl object. This will stop all associated sounds instantly and remove the sound from the cache.
  • FIXED When using Web Audio, loop from the correct position after pausing the sound halfway through.
  • FIXED Always return a number when getting a sound's position with the pos method, and always return the reference to the sound when setting a sound that hasn't loaded.

1.1.9 (July 11, 2013)

  • FIXED Issue where calling the volume method before a sound had loaded prevented the volume from being changed.

1.1.8 (July 10, 2013)

  • FIXED urls method now works again, and can take a string rather than an array if only one url is being passed.
  • FIXED Make node.play async when not using webAudio (thanks Alex Dong).

1.1.7 (May 30, 2013)

  • FIXED Hotfix for a missing parameter that somehow missed the 1.1.6 commit in global muting.

1.1.6 (May 30, 2013)

  • ADDED A general fade method that allows a playing sound to be faded from one volume to another.
  • DEPRECATED The fadeIn and fadeOut methods should no longer be used and have been deprecated. These will be removed in a future major release.
  • FIXED No longer require the sprite parameter to be passed into the play method when just passing a callback function.
  • FIXED Cleaned up global muting code. (thanks arnorhs).

1.1.5 (May 3, 2013)

  • ADDED Support for the Ogg Opus codec (thanks Andrew Carpenter).
  • ADDED Semver tags for easy package management (thanks Martin Reurings).
  • ADDED Improve style/readability of code that discovers which audio file extension to use (thanks Fabien).
  • ADDED The onend event now passes the soundId back as the 2nd parameter of the callback (thanks Ross Cairns).
  • FIXED A few small typos in the comments. (thanks VAS).

1.1.4 (April 28, 2013)

  • FIXED A few small bugs that broke global mute and unmute when using HTML5 Audio.

1.1.3 (April 27, 2013)

  • FIXED Bug that prevented global mute from working 100% of the time when using HTML5 Audio.

1.1.2 (April 24, 2013)

  • FIXED Calling volume before play now works as expected.
  • FIXED Edge case issue with cache cleaning.
  • FIXED Load event didn't fire when new URLs were loaded after the initial load.

1.1.1 (April 17, 2013)

  • ADDED onloaderror event fired when sound fails to load (thanks Thiago de Barros Laceda).
  • ADDED format property that overrides the URL extraction of the file format (thanks Kenan Shifflett).
  • FIXED AMD implementation now only defines one module and removes global scope (thanks Kenan Shifflett).
  • FIXED Broken chaining with play method.

1.1.0 (April 11, 2013)

  • ADDED New pos3d method that allows for positional audio (Web Audio API only).
  • ADDED Multi-playback control system that allows for control of specific play instances when sprites are used. A callback has been added to the play method that returns the soundId for the playback instance. This can then be passed as the optional last parameter to other methods to control that specific playback instead of the whole sound object.
  • ADDED Pass the Howl object reference as the first parameter in the custom event callbacks.
  • ADDED New optional parameter in sprite definitions to define a sprite as looping rather than the whole track. In the sprite definition array, set the 3rd value to true for looping (spriteName: [pos, duration, loop]).
  • FIXED Now all audio acts as a sound sprite internally, which helps to fix several lingering bugs (doesn't affect the API at all).
  • FIXED Improved implementation of Web Audio API looping.
  • FIXED Improved implementation of HTML5 Audio looping.
  • FIXED Issue that caused the fallback to not work when testing locally.
  • FIXED Fire onend event at the end of fadeOut.
  • FIXED Prevent errors from being thrown on browsers that don't support HTML5 Audio.
  • FIXED Various code cleanup and optimizations.

1.0.13 (March 20, 2013)

  • ADDED Support for AMD loading as a module (thanks @mostlygeek).

1.0.12 (March 28, 2013)

  • ADDED Automatically switch to HTML5 Audio if there is an error due to CORS.
  • FIXED Check that only numbers get passed into volume methods.

1.0.11 (March 8, 2013)

  • ADDED Exposed usingWebAudio value through the global Howler object.
  • FIXED Issue with non-sprite HTML5 Audio clips becoming unplayable (thanks Paul Morris).

1.0.10 (March 1, 2013)

  • FIXED Issue that caused simultaneous playback of audio sprites to break while using HTML5 Audio.

1.0.9 (March 1, 2013)

  • ADDED Spec-implementation detection to cover new and deprecated Web Audio API methods (thanks @canuckistani).

1.0.8 (February 25, 2013)

  • ADDED New onplay event.
  • ADDED Support for playing audio from base64 encoded strings.
  • FIXED Issue with soundId not being unique when multiple sounds were played simultaneously.
  • FIXED Verify that an HTML5 Audio Node is ready to play before playing it.
  • FIXED Issue with onend timer not getting cleared all the time.

1.0.7 (February 18, 2013)

  • FIXED Cancel the correct timer when multiple HTML5 Audio sounds are played at the same time.
  • FIXED Make sure howler.js is future-compatible with UglifyJS 2.
  • FIXED Duration now gets set correctly when pulled from cache.
  • FIXED Tiny typo in README.md (thanks @johnfn).

1.0.6 (February 8, 2013)

  • FIXED Issue with global mute calls happening before an HTML5 Audio element is loaded.

1.0.5 (February 7, 2013)

  • FIXED Global mute now also mutes all future sounds that are played until unmute is called.

1.0.4 (February 6, 2013)

  • ADDED Support for WebM audio.
  • FIXED Issue with volume changes when on HTML5 Audio.
  • FIXED Round volume values to fix inconsistencies in fade in/out methods.

1.0.3 (February 2, 2013)

  • FIXED Make sure self is always defined before returning it.

1.0.2 (February 1, 2013)

  • ADDED New off method that allows for the removal of custom events.
  • FIXED Issue with chaining the on method.
  • FIXED Small typo in documentation.

1.0.1 (January 30, 2013)

  • ADDED New buffer property that allows you to force the use of HTML5 on specific sounds to allow streaming of large audio files.
  • ADDED Support for multiple events per event type.
  • FIXED Issue with method chaining before a sound was ready to play.
  • FIXED Use self everywhere instead of this to maintain consistency.

1.0.0 (January 28, 2013)

  • First commit