Giter Site home page Giter Site logo

lowlagaudio's Introduction

lowLag.js

a simple wrapper for low-latency, high-compatibility, html5-friendly audio

See the official homepage lowLag.alienbill.com for more details.

lowLag.js is a wrapper providing an extremely simple interface (initialize, load a sound, play a sound) for 3 different technologies:

  • WebKit Audio (for Chrome and recent/upcoming versions of Safari),
  • the <audio> tag (for Firefox)
  • SoundManager2 (for Flash support in IE, and as an audio tag fallback for everything else)

Download & Installation

You need two files:

  • The .js file lowLag.js
  • The unzipped contents of sm2.zip

(You also need jQuery, or a link to it.) I recommend unzipping that into the directory your html file is in. (So that the relative paths sm2/js/ and sm2/swf are available to the script...)

Unzip the sm2.zip file and move things so its contents can be accessed by the html5 page. Do similar for the file lowLag.js.

Add this to the top of your html file:

<script src="/path/to/lowLag.js"></script>
<script src="/path/to/soundmanager2.js"></script>
<script src="http://code.jquery.com/jquery-1.8.0.min.js"></script>

(You don't need the final line if you are already using jQuery on your page.)

Finally, if the swf directory is something other than "sm2/swf" relative to your html file, you sill have to set the sm2url parameter when you call lowLag.init().

Usage

Simplest example:

lowLag.init();
lowLag.load("pluck.mp3");
lowLag.play("pluck.mp3");

That would be (pretty much) the whole story, except... Firefox doesn't support MP3s. So lowLag.js borrows the concept of a sound group - a set of identical but different format sound URLs that you label and then play via a tag. All 3 modes support this (more or less: Webkit just plays the first one in the group, but you don't have to change any code.) Sample:

lowLag.init({"urlPrefix":"sounds/"});
lowLag.load(["pluck.mp3","pluck.ogg"],"pluck");
lowLag.play("pluck");
Including an mp3 and ogg version gets you very high percentage coverage across browsers. (That was also example of using configuration options to lowLag.init().)

Command Options

lowLag.init() takes one optional argument, a hash of configuration options:

  • force -- Value can be 'webkitAudio', 'audioTag', or 'sm2'. With no argument, lowLag.js will pick the best for the current browser (webkit for Browser that support that as a feature, the tag if it detects Firefox (preferred over SoundManager2 for performance reasons) and finally SoundManager2, which will first try Flash and fallback to the tag.)
  • urlPrefix -- The value of this key will be directly prefixed to URLs when loading sound files. (Default "", i.e. same directory as the html file)
  • audioTagTimeToLive -- To allow for simultaneous sounds, tags are cloned and then destroyed. This value is the time (in millis) before the file is destroyed. Default is 5000, or 5 seconds: if your clips are longer than that you may wish to adjust this value accordingly.
  • sm2url -- Location of the directory for Soundmanager2's .swf files... defaults to 'sm2/swf/'
  • debug -- Values can be 'console', 'page', 'both' or 'none'-- determines where information gets sent. Default to 'console'.

lowLag.load(urls,tag) -- urls can be a string (containing a single sound file URL) or an array (containing a group of the same sound in different file formats) tag is optional: if present, it will be used by the "play()" command. If absent, urls as a string will be used, or the first entry in the urls array. (Note: webkit Audio will only use the first file in a urls group, so order things accordingly. (i.e. start with .mp3))

lowLag.play(tag) -- Play the sound associated with this tag.

Caveats

  • You might have trouble with certain browser/mode combinations if you are trying to read the sound files from your local filesystem, rather than from a server... Google Chrome in particular has some stringent requirements for data, but so does IE... one workaround is to use Python (OSX should have it pre-installed) and run a micro webserver as described here.
  • If your sound clips are longer than 5 seconds, be sure to set audioTagTimeToLive to something more than 5000 in lowLag.init()!
  • Some browsers decline to play audio if it is triggered by the "onLoad()" or similar, without user intervention. You may wish to test across browsers, especially if you are auto-playing something.

lowlagaudio's People

Contributors

kirkjerk avatar

Watchers

 avatar

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.