# SoundManager 2 / API Demo and Code Examples

You can run the API demos with Flash 8 (default), Flash 9 (normal) or Flash 9 + highPerformance + fastPolling modes (higher JS callback frequency).

Wondering where to start? The following are some examples showing how to get started with SoundManager 2.

If you're wondering "How to include this script in my page?", see this bare-bones template which should have the minimal, stripped-down code and instructions you need to get started.

## The basics: onload()/onerror()

Once you have SM2 included in your page, you merely need to hook into its onload/onerror events:

    soundManager.onload = function() {
      // soundManager is ready to use.
      // createSound() / play() etc. can now be called
    }
    soundManager.onerror = function() {
      // Oh no! No sound support.
      // Maybe configure your app to ignore sound calls.
      // (SM2 calls will silently return false after this point.)
    }

## Alternate method: Attaching multiple "onready" listeners

If you wish to add multiple event handlers from different scripts, you can use onready/addListener-style syntax:

    soundManager.onready(function(oStatus) {
      // oStatus: object containing "success" parameter
      if (oStatus.success) {
        // createSound() / play() etc. can now be called
      } else {
        // uh-oh, SM2 failed to start - error, unsupported etc.
      }
    });

SoundManager first processes the `onready` queue in the order items were added, and then fires `soundManager.onload()` or `onerror()`. If you call `onready()` after SM2 has loaded, your callback will be fired immediately.

## A note about initialization

Keep in mind SoundManager's core methods (createSound, etc.) will not be available until soundManager.onload() fires. The initialization time for SM2 can vary across browsers/platforms, and should effectively be assumed to be "asynchronous." Because of this, it is recommended you write your code to handle soundManager.onload() being called either before or after window.onload().

If you wish to have SM2 always wait for window.onload() before calling soundManager.onload()/onerror(), you can apply the following:

    soundManager.waitForWindowLoad = true;

## Debug Output, disabling and minified versions

SoundManager 2 has debug mode enabled by default and will write to agents supporting console.log-style debugging, and/or a custom <div> element in the absence of a console.

To disable debug output, set soundManager.debugMode as follows:

Alternately, you may use the no-debug, minified version of the SM2 javascript library (which has internal debug code removed, and will silently return false.)

## Demo 1a: Create + play (simple method)

    soundManager.play('mySound0','../mpc/audio/AMB_SN_5.mp3');

Creates and plays a sound with ID "mySound0", at the specified URL. The sound can then be referenced by that ID later, eg. soundManager.play('mySound0');

Note that this method is only provided for convenience, and allows only ID and URL as parameters. If you want to specify other options (volume, loop, event handlers), you must use the object literal syntax as given below.

## Demo 1b: Create + play (better method)

    soundManager.createSound({
     id:'mySound1',
     url:'../mpc/audio/CHINA_1.mp3'
    });
    soundManager.play('mySound1');

Creates, then plays a sound. This object literal method allows for other parameters to be used (see demo 2)

### Variant: Use object returned from createSound() (best method)

    var aSoundObject = soundManager.createSound({
     id:'mySound2',
     url:'../mpc/audio/CHINA_1.mp3'
    });
    aSoundObject.play();

Creates, then plays a sound. This object literal method allows for other parameters to be used (see demo 2)

## Demo 2: Create with onfinish event handler + play with volume argument

    var demo2Sound = soundManager.createSound({
     id:'mySound4',
     url:'../mpc/audio/CHINA_1.mp3',
     onfinish:function() {
       soundManager._writeDebug(this.sID+' finished playing');
     }
    });
    demo2Sound.play({volume:50});

(creates, then plays a new sound - a function is called when the sound finishes playing)

## Demo 3: Play a pre-existing sound

    soundManager.play('aDrumSound');

This plays an existing sound which was created by soundManager.onload() (for reference, view source of this page.)

## Demo 4a: Play a sequence of sounds via "onfinish", with multiShot

    soundManager.play('aDrumSound',{multiShotEvents:true,onfinish:function(){soundManager.play('aCymbalSound');}})

Differently formatted:

    soundManager.play('aDrumSound',{
      multiShotEvents: true, // allow onfinish() to fire for each "shot" (default: only fire onfinish() for last shot.)
      onfinish:function() {
        soundManager.play('aCymbalSound');
      }
    });

This will play an existing sound (created in-page), and uses the "onfinish" handler to make a call to play a second, pre-existing sound.

Also note that the button can be clicked multiple times, and the sound will be "layered" as multiShot is enabled for both of these sounds when using Flash 9. An onfinish event will also fire as each sound finishes.

Bug/behaviour note: Whenever "play" is called on a SMSound object, any parameters passed in will apply to all currently-playing instances of the sound if multiShot is allowed. For example, the onfinish handler from demo 4a will apply to demo 3 if 4a is started while 3 is still playing.

## Demo 4b: Create and play a sequence of new sounds via "onfinish"

    soundManager.createSound({
     id:'aBassDrum',
     url:'../mpc/audio/AMB_BD_1.mp3',
     multiShot:false,
     onfinish:function() {
       soundManager.play('aRimSound','AMB_RIM1.mp3');
     }
    });
    soundManager.play('aRimSound');

This will crate and play a new sound, using the "onfinish" handler to create and play a second, new sound.

It is recommended to create sound objects first, to simplify troubleshooting.

## Demo 4c: Looping a sound

    var s = soundManager.createSound({
      id:'hhCymbal',
      url:'../mpc/audio/AMB_HHOP.mp3'
    });

    s.play({
      onfinish: function() {
        this.play();
        // or, soundManager.play('hhCymbal');
      }
    });

|

Note that there are issues with seamlessly-looping sounds, effectively it is not possible with Flash 8/9 at this point. You can try to get creative with onbeforefinish and timing, but it is difficult if not impractical.

## Demo 5a: Set sound parameters, then play

    var sound = soundManager.getSoundById('chinaCymbal'); // predefined/preloaded sound
    sound.setPosition(500); // 500 msec into sound
    sound.setPan(-75);      // 75% left pan
    sound.play();

|

This will set the position of an existing, pre-loaded sound, then play it.

### Variant: play()

    var sound = soundManager.getSoundById('chinaCymbal');
    sound.play({position:500,pan:-75});

|

Note that if planning to layer sounds with multiShot (Flash 9 only), this variant method will give best results as each new "channel" is started with parameters.

## Demo 5b: Global sound muting

If not passed a sound ID, soundManager.mute() will mute all existing and newly-created sounds. soundManager.unmute() can also be passed a sound ID, and performs the inverse either on a single sound or all sounds.

In this demo, all sounds are globally muted and unmuted a few times. Different parameters are used to help audibly separate the sounds.

    soundManager.mute(); // mute all sounds

    soundManager.createSound({
     id: '880hz',
     url: '../_mp3/880hz.mp3',
     autoLoad:true,
     onload: function() {
       // soundManager.mute(); // mute all sounds
       // play (muted) cymbal sound..
       this.play({
         volume:75, // volume for when un-muted
         pan:-75,   // mostly on left channel
         // .. and clean-up afterwards
         onfinish:function() {
           this.destruct();
         }
       });

       this.setVolume(25); // new volume for when un-muted..

       soundManager.play('s440hz',{
         pan:75,
         onfinish:function() {
           document.getElementById('btn-d5b').disabled = false;
         }
       });

       // once playing, toggle all sounds some more
       setTimeout(soundManager.unmute,500);
       setTimeout(soundManager.mute,1000);
       setTimeout(soundManager.unmute,1500);
       setTimeout(soundManager.mute,2000);
       setTimeout(soundManager.unmute,2500);
     }
    });

## Demo 5c: Per-object sound muting

    soundManager.createSound({
     id: '880hz',
     url: '../_mp3/880hz.mp3',
     autoLoad:true,
     onload: function() {
       soundManager.mute('880hz'); // mute this - alternately, this.mute() would work here
       soundManager.play('s440hz',{ // play another sound to demo muting
        onfinish: function() {
          document.getElementById('btn-d5c').disabled = false;
        }
       });

       // play 880hz (muted)..
       this.play({
         volume:75,
         // .. and clean-up afterwards
         onfinish:function() {
           this.destruct();
         }
       });

       this.setVolume(50); // still muted, however..

       // mute/unmute china cymbal some more
       // mute sound calls: soundManager.mute('880hz'), or soundManager.getSoundById('880hz').mute();
       setTimeout(this.unmute,250);
       setTimeout(this.mute,500);
       setTimeout(this.unmute,750);
       setTimeout(this.mute,1000);
       setTimeout(this.unmute,1250);
     }
    });

## Demo 6: Create, play, unload and destroy a sound

    var foo = soundManager.createSound({
     id: 'fooSound',
     url: '../mpc/audio/AMB_BD_1.mp3'
    });

    // soundManager.play('fooSound');

    // (Some time later on...)
    // soundManager.unload('fooSound'); - release the loaded MP3
    // soundManager.destroySound('fooSound'); - destroy the sound, freeing up memory etc. Also calls unload().

    // Alternate (demo) approach, call methods directly on sound object itself:
    foo.play({
     onfinish:function() {
       // once sound has loaded and played, unload and destroy it.
       this.destruct(); // will also try to unload before destroying.
     }
    });

## Demo 7: Create, manually pre-load and finally play a sound

    var preload = soundManager.createSound({
     id: 'preloadSound',
     url: '../mpc/audio/AMB_HHOP.mp3'
    });

    preload.load(); // load the sound ahead of time
    setTimeout(preload.play,1500); // and start playing it 1.5 seconds from now

## Demo 8: Create and play an invalid sound (404)

    var bad = soundManager.createSound({
      id:'badSound',
      url:'badurl.mp3',
      onload: function(bSuccess) {
        soundManager._writeDebug('sound '+(bSuccess?'loaded!':'did NOT load.'));
      }
    });
    bad.play();

## Demo 9: Create and destroy a sound at once (unusual crash testcase)

    var s = soundManager.createSound({
      id:'testcase',
      url:'../mpc/audio/AMB_HHOP.mp3'
    });
    s.play();
    s.destruct();

## Demo 10: Sound timing (position accuracy testcase)

The Flash 9 version seems to resume the sound 1 msec earlier than it should, perhaps related to the timing/delay issue most noticeable on Windows.

    var count = 0;
    var pos = -1;
    var s = soundManager.createSound({
      id: 's',
      url: '../mpc/audio/CHINA_1.mp3',
      whileplaying: function() {
        if (count == 0) {
          if (this.position > 1000) {
            this.pause();
            pos = this.position;
            count++;
            this.resume();
          }
        } else if (count == 1) {
          soundManager._writeDebug('old position: ' + pos);
          soundManager._writeDebug('new position: ' + this.position);
          // See that this.position is less than pos!
          count++;
        }
      },
      onfinish: function() {
        this.destruct();
      }
    });
    s.play();

## Demo 11: Inline whileplaying() event assignment

Note that when using the Flash 9 version of SM2 with Flash 9 and 10 plugins, flash/OS-related delay conditions may result in the `position` property being less than the `duration` property, even by the end of the sound.

    var foo = soundManager.createSound({
      id: 'bar',
      url: '../mpc/audio/CRASH_1.mp3'
    });
    foo.options.whileplaying = function() {
      soundManager._writeDebug('whileplaying(): '+this.position+' / '+this.duration);
    }
    foo.play();

    // note: assign .options before calling .play(), as that "bakes" the options into a play instance object.
    // the below "late" event handler assignment will have no effect on the already-playing instance.
    foo.options.onfinish = function() { soundManager._writeDebug(this.sID+' stopped.'); }

## Demo 12: 48 KHz MP3 sampling rate playback issue workaround

To work around a known "chipmunk" sampling rate issue with 48 KHz MP3s in Flash, one can apparently load a sound using Flash 9 with stream = false, and then call play() once the sound has fully-loaded. Exactly why this works is not known.

    var fortyeight = soundManager.createSound({
      id: 's-48khz',
      url: 'http://freshly-ground.com/data/audio/48khz-test.mp3'
    });

    if (!fortyeight.loaded) {
      // first time loading/playing
      fortyeight.load({
        stream: false,
        onload: function() {
          // sound has fully-loaded
          this.play();
        }
      });
    } else {
      // sound has already loaded
      fortyeight.play();
    }

## Demo 13: onbeforefinish() testcase

This event fires when the sound's position property is equal to or less than `onbeforefinishtime` msec from the end of the sound, as defined by `duration`. If unspecified, a default value is used (eg. 5000 msec.)

    var d13 = soundManager.createSound({
      id: 'demo13',
      url: '../mpc/audio/CRASH_1.mp3',
      onbeforefinish: function() {
        soundManager._writeDebug(this.sID+'.onbeforefinish(): '+this.position+' of '+this.duration);
      },
      onbeforefinishtime: 1000
    });
    d13.play();

## Demo 14: autoLoad:true + play() testcase

Bug testcase (Flash 8 version-specific): creating a sound with autoLoad:true and immediately calling play() does not work.

    var autoLoadTest = soundManager.createSound({
       id: 'autoLoadTest',
       url: getRandomMP3URL(),
       onload: function() {
    	soundManager._writeDebug(this.sID+' loaded.');
       },
       onplay: function() {
         soundManager._writeDebug('Starting sound: '+this.sID);
       },
       autoPlay: false,
       autoLoad: true,
       stream: true
      });
      // autoLoadTest.play(); // sound will not start
      setTimeout(autoLoadTest.play,1000); // may work with a delay?

Under Flash 8, this case does not work as expected. Even with the delay, the sound does not begin playing as soon as expected - sometimes it fires after the sound loads, in fact. For this reason, avoid using `autoLoad:true` if you intend to play the sound shortly after creating it when using Flash 8.

## Demo 15: autoPlay + onfinish() testcase

Bug testcase (Flash 8 version-specific): onfinish() does not fire with autoPlay:true

    var sound = soundManager.createSound({
     id: 'demo15',
     url: '../mpc/audio/AMB_SN13.mp3',
     onfinish: function() {
      soundManager._writeDebug(this.sID+' finished (now destroying)');
      // destroy this sound
      this.destruct();
     },
     autoPlay: true,
     multiShot: false
    });

## Demo 16: onstop() -> unload() testcase

Bug testcase: unload() from onstop() does not work

    var sound16 = soundManager.createSound({
     id: 'demo16',
     url: getRandomMP3URL(),
     onstop: function() {
      soundManager.unload(this.sID);
     },
     onload: function() {
       soundManager._writeDebug('loaded');
     }
    });
    sound16.play();
    setTimeout(sound16.stop,1500);

## Demo 17: Buffering event handler/property example (Flash 9 only)

Reporting the isBuffering property of a SMSound object

    if (soundManager.flashVersion != 8) {
      var sound17 = soundManager.createSound({
        id: 'demo17',
        url: getRandomMP3URL(),
        onbufferchange: function() {
          soundManager._writeDebug('Buffering '+(this.isBuffering?'started':'stopped')+'.');
        },
        onload: function() {
          soundManager._writeDebug(this.sID+' loaded.');
        }
      });
      sound17.play();
    }

N/A