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audio.js's Introduction

audio.js

HTML5的音频播放组件,兼容解决iOS系统下自动播放(autoplay)和循环播放(loop)的问题。

目前整体设计比较简单,不依赖任何库,主要是解决移动端h5页面背景音乐播放的问题,之后会根据需求再做升级优化。

参数

  • src - 音频的地址(字符串,建议使用mp3格式,体积可能会比较大但是兼容性很好)
  • autoPlay - 设置是否自动播放音频(布尔值,需要同时设置src
  • loop - 设置是否循环播放音频(布尔值,需要同时设置duration
  • duration - 音频的时长(数值,配合循环播放时使用,单位是秒)
  • onXXX - audio事件的回调响应(函数,例如onPlaying会在音频播放的时候执行此回调)

属性

  • .audio - 实际的音频对象

接口

  • .load(src) - 加载音频文件(传入音频文件地址的优先级高于参数设置的音频文件地址)
  • .play() - 播放音频文件
  • .pause() - 暂停播放

使用示例

首先需要引入播放组件,默认会产生一个全局变量 - WebAudio(如果通过require.js或者其它模块管理工具的话,可以不生成全局变量)

    
    //自动播放和循环播放的模式
    var bgAudio = new WebAudio({
        src: "http://www.w3school.com.cn/i/horse.mp3",
        autoPlay: true,
        loop: true,
        duration: 1.5
    });
        
    //按需播放模式
    var music = new WebAudio({
        src: "http://www.w3school.com.cn/i/horse.mp3",
        onUpdatetime: function(e){
            console.log(music.audio.currentTime);
        }
    });
    //do something ...
    coin.addEventListener("touchstart", function(){
        music.load();
        music.play();
    }, false);
    

说明

iOS出于某些原因(用户体验?流量?)取消了音频自动播放的功能,需要用户的交互才能加载和播放音频。

解决思路就是在document元素上绑定touchstart事件,然后再加载和播放音频(如果页面中有播放开关,需要注意播放开关的显隐策略)。

如果要在iOS下循环播放就要在播放结束前(通过updatetime事件比对currentTimeduration来判断),将currentTime调整为0即可实现循环播放。

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