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360player.js flashblock.css mp3-player-button.js mpc.js page-player.js inlineplayer.js soundmanager2.js SoundManager2.as SoundManager2_AS3.as SoundManager2_SMSound_AS3.as

# mpc.js |
--- | ---
¶ SoundManager 2: MPC (Drum Machine) demo |
    var MPC = function() {
      var self = this;
      this.idPrefix = 'btn-'; // HTML ID prefix
      this.statusWidth = 6;
      this.progressWidth = 256;
      this.keys = {'1':0,'2':1,'3':2,'4':3,'q':4,'w':5,'e':6,'r':7,'a':8,'s':9,'d':10,'f':11,'z':12,'x':13,'c':14,'v':15}
¶ scope within these event handler methods: “this” = SMSound() object instance (see SMSound() in soundmanager.js for reference) |
      this.showProgress = function() {
¶ sound is loading, update bytes received using this.bytesLoaded / this.bytesTotal |
        if (self._getButton(this.sID).className != 'loading') self._getButton(this.sID).className = 'loading'; // a bit inefficient here..
        self._showStatus(this.sID,this.bytesLoaded,this.bytesTotal);
      }

      this.onid3 = function() {
        soundManager._writeDebug('mpc.onid3()');
        var oName = null;
        for (var oName in this.id3) {
          soundManager._writeDebug(oName+': '+this.id3[oName]) // write out name/value ID3 pairs (eg. "artist: Beck")
        }
      }

      this.onload = function() {
        var sID = this.sID;
        self._getButton(this.sID).className = '';
        self._getButton(this.sID).title = ('Sound ID: '+this.sID+' ('+this.url+')');
      }

      this.onfinish = function() {
        self._getButton(this.sID).className = '';
        self._reset(this.sID);
      }

      this.onplay = function() {
        self._getButton(this.sID).className = 'active';
      }

      this.whileplaying = function() {
        self._showStatus(this.sID,this.position,this.duration);
      }

      this._keyHandler = function(e) {
        var oEvt = e?e:event;
        var sChar = String.fromCharCode(oEvt.keyCode).toLowerCase();
        if (typeof self.keys[sChar] != 'undefined') soundManager.play('s'+self.keys[sChar]);
      }

      this._showStatus = function(sID,n1,n2) {
        var o = self._getButton(sID).getElementsByTagName('div')[0];
        var offX = (n2>0?(-self.progressWidth+parseInt((n1/n2)*o.offsetWidth)):-self.progressWidth);
        o.style.backgroundPosition = offX+'px 0px';
      }

      this._getButton = function(sID) {
        return document.getElementById(self.idPrefix+sID);
      }

      this._reset = function(sID) {
        var id = sID;
        self._showStatus(sID,1,1);
        setTimeout(function(){self._showStatus(sID,0,0);},200);
      }

      this.init = function() {
        document.onkeydown = self._keyHandler;
      }

    }

    var mpc = new MPC();

    soundManager.flashVersion = (window.location.toString().match(/#flash8/i)?8:9);
    if (soundManager.flashVersion != 8) {
      soundManager.useHighPerformance = true;
      soundManager.useFastPolling = true;
    }
    soundManager.url = '../../swf/'; // path to load SWF from (overriding default)
    soundManager.bgcolor = '#333333';
    soundManager.wmode = 'transparent';
    soundManager.debugMode = false;
    soundManager.consoleOnly = false;
    soundManager.useFlashBlock = true;

    soundManager.onready(function() {
¶ This is the “onload” equivalent which is called when SoundManager has been initialised (sounds can be created, etc.) |
      mpc.init();
¶ set up some default options / event handlers – so all sounds created are given these handlers |
      soundManager.defaultOptions.autoLoad = true;
      soundManager.defaultOptions.whileloading = mpc.showProgress;
      soundManager.defaultOptions.onid3 = mpc.onid3;
      soundManager.defaultOptions.onload = mpc.onload;
      soundManager.defaultOptions.onplay = mpc.onplay;
      soundManager.defaultOptions.whileplaying = mpc.whileplaying;
      soundManager.defaultOptions.onfinish = mpc.onfinish;

      if (!soundManager.html5.needsFlash) {
        document.getElementById('isHTML5').style.display = 'inline';
      }
      var soundURLs = 'AMB_BD_1,AMB_FTM2,AMB_HHCL,AMB_HHOP,AMB_HHPD,AMB_HTM,AMB_LTM2,AMB_MTM,AMB_RIM1,AMB_SN13,AMB_SN_5,CHINA_1,CRASH_1,CRASH_5,CRASH_6,RIDE_1'.split(',');
      for (var i=0; i<soundURLs.length; i++) {
        soundManager.createSound('s'+i, 'audio/'+soundURLs[i]+'.mp3');
      }
¶ createSound options can also be set on a per-file basis, with specific option overrides. (Options not specified here will inherit defaults as defined in soundManager.defaultOptions.) eg. soundManager.createSound({ id: ‘mySound’, url: ‘/path/to/some.mp3’, stream: true, autoPlay: true, multiShot: false, whileloading: function() { alert(‘sound ’+this.sID+‘: ’+this.bytesLoaded+‘ of ’+this.bytesTotal+‘ bytes loaded.’); } // event handler: “this” is scoped to SMSound() object instance for easy access to methods/properties }); OR – If you just want a sound with all default options, you can also specify just the required id and URL as string parameters: soundManager.createSound(‘mySound’,‘/path/to/some.mp3’); |
    });