SoundManager 2 is an attempt at providing the sound API which Javascript has been missing. It's a Javascript library which wraps and extends Flash's sound capabilities, bringing cross-platform audio functionality to Javascript.

Disclaimer: This is comedy jokes. Sense of humour required.

SoundManagR 2.0 Betatm is a social, long-tail-oriented RIA-based enterprise javascript sound platform which leverages streaming AJAX push technology, Web 2.0, and leveraging. Including plenty of ajaxy goodness, this turn-key, SOA-based and Ajax-enhanced platform will take your Rich Enterprise Applications to the next level, connect the dots and move the needle when mashed up with Web 2.0 collective wisdom of the crowd-wowing features such as drag and drop, auto-complete and real-time performance thanks to enterprise mashup servers.

By leveraging the collective blogosphere and rich folksonomy aspects of the web, it is expected that these supporting technologies may be joining the RIP (Rich Internet Professionals) and DOA (Development Of Asininity) groups within the next few years.*

Woah, cutting-edge semantic web goodness!

"Web 3.0" hasn't been defined yet, but I'm sure it'll be really semantic, have new buzzwords and there will be conferences about it.

Of course 2.0 is still cool, but 3.0 is the new ZOMG. SoundManager "Semantic Web Edition" of course is going to leverage the *#@! out of this. How, you ask? Why, with "platforms", "openness", being "open" and "opening up" of course! It'll be a "software-as-an-API-as-a-platform-as-a-service" service-type offering, naturally "cloud"-based to be sure. Perhaps it'll include a widget or two, and maybe a Facebook app to manage your "social graph" (though I hear those are going out of style because nobody likes "walled gardens" any more...)

<jokes />

.. Actually, that's your job, gentle reader: Use this if it works, and go build cool stuff.

SM2 was originally designed as a personal utility, freely shared with the hopes of being useful to others. It should be immune to IPOs, Web x.0 nonsense, buzzwords and VCs. ;)

Demos

Less Talk, More Show.

Some examples of Javascript-driven sound, and applications implementing SoundManager 2:

Getting Started

"I'd like to use this on my site. Where do I start?"

No problem! See this bare-bones template which you can use to add SM2 to your project. (For technical requirements, refer to Requirements + Specifications.)

Like a fine whiskey, SoundManager should come with a disclaimer that reads, "Use Responsibly." You should know when to stop, too.

Licensing

SoundManager 2 is provided free of charge under a BSD license. If you find a nifty or innovative use for it (or just want to comment), feedback is always appreciated.

Download

New shiny: More Flash 9 features, lots of bug fixes and improvements! (Flash 9 features still alpha, experimental.) Flash 8 is still the default. For details on changes, see revision history.

SoundManager v2.77a.20080901.zip (~2.1 MB, of which 1.7 MB is demo MP3 sounds. :D)

Includes API, ActionScript source, documentation, examples and standalone demos (including demo MP3 sounds.)

Basic Use

Adding SoundManager 2 to your page

A single Javascript include will link in all of the required code for the library, which will automatically begin loading either at document.onDOMContentLoaded() if supported, or alternately, after window.onload() (eg., IE 6 and others.) The default behaviour is to start "as soon as possible", but the library can be configured to wait for window.onload() in all cases as well. Loading and initialisation are separate events, and are detailed below.

Once initialised, SM2 will call either soundManager.onload() or soundManager.onerror(), event handlers which you can define just as with window.onload().

Including SoundManager

Within <head>:

<script type="text/javascript" src="soundmanager2.js"></script>

Alternate "minified" version (no debug output nor comments, ~50% reduction in file size):

<script type="text/javascript" src="soundmanager2-nodebug-jsmin.js"></script>

For a live example of this code, check the bare-bones template.

SoundManager Flash Version property

SoundManager 2 started with a Flash 8 base requirement, but can also now use Flash 9 and take advantages of some new features Flash 9 offers. By default Flash 8 will be used, but the version can be easily changed by setting flashVersion appropriately.

Example: soundManager.flashVersion = 9;

The Flash 8 version is soundmanager2.swf, and the flash 9 version is soundmanager2_flash9.swf, accordingly. Note that only Flash 8 and Flash 9 are supported at this time; other values will result in errors.

New Flash 9-only features (alpha):

  • True "multi-shot" sound behaviour. play() can be called multiple times, giving a layered, "chorus" effect. Sound will also fire onfinish() multiple times. (Previous behaviour did not layer sounds, but would re-play a single instance.)
  • waveformData array: 256 waveform data values available while playing sound
  • eqData array: 256 EQ spectrum data values available while playing sound
  • peakData object: Left and right channel peak/volume data available while playing sound

SoundManager URL property

soundManager.url specifies the path which SM2 will load .SWF movies from. The "local" (current) directory will be used by default. The appropriate .SWF required (depending on the desired Flash version) will be appended to the URL.

Example: soundManager.url = '/path/to/swf/'; (Note trailing slash)

Behaviour change: Note that previous versions of SM2 requested the URL parameter include a .SWF file. This has changed in order to accommodate the need to load different .SWF files.

SoundManager's Asynchronous Nature

SM2 will successfully initialise when the SoundManager Flash controller (movie) has loaded and makes a successful callback to Javascript. (Or in Safari's case when you open a tab in the background, "when the tab finally receives focus and the Flash movie loads" - even though window.onload() may have already fired. Fun, eh? ;))

The key point to remember with SM2 is that it will load asynchronously and its onload/onerror handlers may be called either long before or after window.onload(), depending on a number of factors. For this reason, do not rely on soundManager's onload event to trigger the start of your own app; use the standard "DOM ready" or window load event handlers instead.

Because sound may not become available for some time (eg., Safari and the specific "background tab" use case), ideally your code should be able to handle sound becoming available after your application has initialised itself. Setting a simple "sound enabled" variable in your code could be one way to do this.

Successful Initialisation

Once SoundManager has initialised and soundManager.onload() has fired (onload() example), sounds may be created, loaded and played in one call using minimal parameters.

Example SoundManager calls you can make within soundManager.onload():

soundManager.play('mySound','/path/to/some.mp3');

Sounds can also be created without automatically loading or playing, for later use:

soundManager.createSound('myNewSound','/path/to/some.mp3');

Once defined, sound objects have methods and properties which can be accessed by the soundManager controller.

soundManager.play('myNewSound');
soundManager.setVolume('myNewSound',50);
soundManager.setPan('myNewSound',-100);

Initialisation Failure + Error Handling

In the event SoundManager encounters an error during loading, it will silently fail and disable itself; all subsequent calls to the soundManager controller object will return false. If defined, soundManager.onerror() will be called rather than soundManager.onload(). If debug mode is enabled, error messaging will be written to the Javascript console and/or browser.

Flash Security: Sandbox Types

Flash has a few different sandbox modes; effectively, a Flash movie cannot have access to both the local file system and remote (network/internet) resources simultaneously unless specifically granted access (ie., by whitelisting in the Flash security settings panel.) By default, Flash will be given access to the hosting environment, but not the other. When viewing SM2 demos on your local file system, you may see these warnings as internet URLs may not be loaded by default. When served over HTTP, internet URLs may be loaded but not local filesystem resources by default.

Once initialised, soundManager.sandbox.type will give the Flash-defined sandbox type; for determining restrictions, the following booleans will be defined (initially as null, then false or true once determined): soundManager.sandbox.noRemote and soundManager.sandbox.noLocal. In the event SMSound.onload() fires and the loaded property is false, either a 404 (file not found) or flash security error has likely occurred.

The most common-encountered sandbox types are "remote" (when on the web/HTTP), "localWithFile" and "localTrusted" (when opened from a hard drive directly, and in the latter case, when "whitelisted" under the flash player global security settings panel [see here].)

Debugging + Console Support

During development, SoundManager may throw custom errors to help debugging. For post-live testing, debug mode can be forced by appending debug=1 somewhere in the URL (eg. #debug=1 or ?debug=1) and refreshing the page. In the event pre-onload() errors are preventing debug messages, debug=alert may serve as a last-effort debugging tool. You may also view some live debug output on this page.

Supported debug tool/browser consoles:

  • Firefox, via Firebug (console[log|warn|info|error])
  • (Theoretically) any UA supporting console.log(string) natively, including Opera + Safari

For those browsers without native console support (or when configured to echo to both console and browser), an element with CSS matching div#soundmanager-debug will be created and appended to the document as soon as possible. Messages will be appended in reverse order in-browser to ease reading, with most recent at the top. You may put this element (an empty DIV with the debug ID) in your page's HTML, and can then apply your own CSS to make it look pretty.

For configuring default debug behaviour, see SoundManager Global Properties.

SoundManager onload() Equivalent

This is a user-defined onload-style function implemented by SoundManager. Because of the overhead associated in creating and initialising the Flash and Javascript code necessary for SoundManager to function, a separate "onload"-type function is provided so your code can hook into it.

soundManager.onload = function() {
  // soundManager should be ready to use/call at this point
  soundManager.createSound('mySound','/path/to/mysoundfile.mp3');
  soundManager.play('mySound');
}

Keep in mind that this event is asynchronous and may be called long before or after window.onload(), depending on circumstances; therefore, it should not be used as the trigger for initialising your core application code. It only serves as an indicator of SoundManager's availability (ie., "ready to use.")

SoundManager onerror() Equivalent

If something breaks after Flash attempts to make a call to "JS-land" and vice-versa, soundManager.onerror() should be called if defined. (Note that soundManager.onload() will not be called given the failure.) You can assign a handler here to be notified of failure, and take appropriate action. Again, note that this event is also asynchronous and not attached to window.onload().

soundManager.onerror = function() {
  // soundManager init failed - ExternalInterface/security/JS error, or missing .SWF/old Flash plugin
  // Notify user if needed, disable sound-specific functionality etc.
}

Forcing "delayed" / conservative initialisation

If you would like SoundManager to always wait for window.onload() to fire before calling soundManager.onload() or .onerror(), you may set soundmanager.waitForWindowLoad = true;

A delayed init can be useful when creating and preloading sounds immediately for example, as sounds loading after window.onload() will not slow down the document loading process itself.

By default, SoundManager will try to initialise and call a user-defined onload function before window.onload() if possible.

SoundManager supported() Method

If you would prefer to call a function to determine the state of SM2 at various times, soundManager.supported() will return a boolean based on 1) An initialisation attempt, and 2) A successful result. This also means that calling supported() prior to SM2's initialisation/onload/onerror process will return false until support has ultimately been determined.

Object Literal Format

Sounds can be created with instance-specific parameters in an object literal (JSON) format, where omitted parameters inherit default values as defined in soundManager.

soundManager.createSound({
  id: 'mySound',
  url: '/path/to/some.mp3',
  autoLoad: true,
  autoPlay: false,
  onload: function() {
    alert('The sound '+this.sID+' loaded!');
  },
  volume: 50
});

This object can also be passed as an optional argument to the play method, overriding options set at creation time.

For a full list of available options, see Sound Properties Object

SoundManager API

The following are methods, collections, properties and event handlers provided by the globally-scoped soundManager Javascript object. Both sound properties and methods can be set on a global (inherited) default, or per-sound basis.

SoundManager Core Methods

object:SMSound createSound(object:options)
Creates a sound with an arbitrary number of optional arguments. Returns a SMSound object instance.
Example:
soundManager.createSound({
 id: 'mySound', // required
 url: '/audio/mysoundfile.mp3', // required
 // optional sound parameters here, see Sound Properties for full list
 volume: 50,
 autoPlay: true,
 whileloading: soundIsLoading // remember to omit comma on the last item
});

Each createSound() call results in the creation of a SMSound object which stores all properties, methods and events relevant to that particular sound instance.

Individual sound objects can also easily be referenced as returned from createSound():

var mySoundObject = soundManager.createSound({
 id: 'mySound',
 url: '/audio/mysoundfile.mp3'
});
mySoundObject.play(); // SMSound object reference, same as soundManager.getSoundById('mySound')

(Note: Code formatting is stylistic, not necessarily recommended.) See Object Literal Format.

createSound(id:string,url:string)
Creates a sound with the specified ID and URL (simple method.)
Example: soundManager.createSound('mySound','/audio/mysoundfile.mp3');
destroySound(id:string)
Stops, unloads and destroys a sound specified by ID.
Example: soundManager.destroySound('mySound');
didCreate:boolean play(id:string,[options object])
Starts playing the sound specified by ID. (Will start loading if applicable, and will play ASAP.)
Optionally, returns a boolean value indicating "sound created", ie. if the related sound object didn't exist prior to this call and was created to do so.
Example: soundManager.play('mySound');
Note that the second parameter, options object, is not required and can take almost any argument from the object literal format (eg. volume.) These should be applied on an instance-specific basis (only overriding existing options for this play instance), but may persist due to an incomplete implementation. (To be fixed.)
Example: soundManager.play('mySound',{volume:50,onfinish:playNextSound});
setPosition(id:string,msecOffset:integer)
Seeeks to a given position within a sound, specified by miliseconds (1000 msec = 1 second.) Affects position property.
Example: soundManager.setPosition('mySound',2500);
Can only seek within loaded sound data, as defined by the duration property.
pause(id:string)
Pauses the sound specified by ID. (Does not toggle.) Affects paused property (boolean.)
Example: soundManager.pause('mySound');
resume(id:string)
Resumes the currently-paused sound specified by ID.
Example: soundManager.resume('mySound');
togglePause(id:string)
Pauses/resumes play on the sound specified by ID.
Example: soundManager.pause('mySound');
setVolume(id:string,volume:integer)
Sets the volume of the sound specified by ID. Accepted values: 0-100. Affects volume property.
Example: soundManager.setVolume('mySound',50);
mute([id:string])
Mutes the sound specified by ID. If no ID specified, all sounds will be muted.
Example: soundManager.mute('mySound');
unmute([id:string])
Unmutes the sound specified by ID. If no ID specified, all sounds will be unmuted.
Example: soundManager.unmute('mySound');
setPan(id:string,volume:integer)
Sets the stereo pan (left/right bias) of the sound specified by ID. Accepted values: -100 to 100 (L/R, 0 = center.) Affects pan property.
Example: soundManager.setPan('mySound',-80);
stop(id:string)
Stops playing the sound specified by ID.
Example: soundManager.stop('mySound');
stopAll()
Stops any currently-playing sounds.
Example: soundManager.stopAll();
unload(id:string)
Stops loading the sound specified by ID, canceling any current HTTP request.
Example: soundManager.unload('mySound');
Note that SoundManager does this by loading a new, tiny "stub" MP3 file, ./data/null.mp3, which replaces the current one from loading. This is defined in the SM2 global object as nullURL, and can be edited.
getSoundById(id:string)
Returns an SMSound object specified by ID.
Example: var mySMSound = soundManager.getSoundById('mySound');
loadFromXML(xmlURL:string)
Loads and creates sounds as defined in a SoundManager v1 XML file (legacy)
Note that per-sound options are not supported with this method, and sound objects will be created immediately upon loading and parsing of the XML. The sounds will inherit the defaultOptions settings, with the exception of the stream attribute as set in the XML (true if defined, defaultOption applied if omitted.)
Example: soundManager.loadFromXML('/path/to/some.xml');
XML format example: MPC drumkit XML file
supported:boolean supported()
Returns a boolean indicating whether soundManager has attempted to and succeeded in initialising. This function will return false if called before initialisation has occurred.
Example: var isSupported = soundManager.supported();

Sound Properties Object

The soundManager.defaultOptions object contains default parameters inherited by sound objects made via createSound(). They can be overridden on a per-sound basis at create time, or changed dynamically in some cases. Note that none of these options are required when calling createSound(), as the defaults will be inherited if unspecified.

soundManager.defaultOptions apply the properties and event handlers as specified above. Defaults are shown below as an example.

soundManager.defaultOptions = {
  'autoLoad': false,      // enable automatic loading (otherwise .load() will call with .play())
  'stream': true,         // allows playing before entire file has loaded (recommended)
  'autoPlay': false,      // enable playing of file ASAP (much faster if "stream" is true)
  'onid3': null,          // callback function for "ID3 data is added/available"
  'onload': null,         // callback function for "load finished"
  'whileloading': null,   // callback function for updating progress (X of Y bytes received)
  'onplay': null,         // callback for "play" start
  'onpause': null,        // callback for "pause"
  'onresume': null,       // callback for "resume" (pause toggle)
  'whileplaying': null,   // callback during play (position update)
  'onstop': null,         // callback for "user stop"
  'onfinish': null,       // callback function for "sound finished playing"
  'onbeforefinish': null, // callback for "before sound finished playing (at [time])"
  'onbeforefinishtime': 5000,    // offset (milliseconds) from sound end, call beforefinish..
  'onbeforefinishcomplete': null,// function to call when said sound finishes playing
  'onjustbeforefinish': null,    // callback for [n] msec before end of current sound
  'onjustbeforefinishtime': 200, // if unused, set to 0 (or null handler), event will not fire.
  'multiShot': true,             // let sounds "restart" or "chorus" when played multiple times..
  'usePeakData': false,          // Flash 9+: enable left/right channel peak (level) data
  'useWaveformData': false,  // Flash 9+: enable waveform data. Warning: CPU-intensive.
  'useEQData': false,  // Flash 9+: enable EQ spectrum data. Warning: CPU-intensive.
  'position': null,      // offset (milliseconds) to seek to within downloaded sound.
  'pan': 0,                      // "pan" settings, left-to-right, -100 to 100
  'volume': 100                  // self-explanatory. 0-100, the latter being the max.
}

As a simple example, the following code would override the default autoPlay, pan and volume options for a given sound:

soundManager.createSound({
  id: 'mySound',
  url: '/path/to/some.mp3',
  autoPlay: true,
  pan: -75,
  volume: 50
});

Note: For live examples, see the code behind the jsAMP MP3 Player demo which uses much of this functionality.

SMSound (Sound Object) Properties

Each createSound() call generates a matching SMSound (sound instance) object, which lasts for the life of the page or until explicitly destroyed. Each instance stores stateful information (eg. playState) and provides event handlers for state changes (eg. onload().)

sID
Sound ID string as provided from the id parameter via createSound() or play(). Can be referenced as this.sID from within sound object event handlers such as onload(), whileloading() or whileplaying(), etc.
If an ID is known, the related SMSound object can be retrieved via getSoundById or directly referencing sounds[sID] on the SoundManager global object.
url
The specified URL from which the sound is loaded. Can be referenced as this.url from within sound object event handlers such as onload() or whileplaying(), etc.
id3
An object literal populated, if applicable, when ID3 data is received (related handler: onid3())
For property details, see onid3().
bytesLoaded
The number of bytes currently received while loading a sound.
bytesTotal
The total number of bytes to be downloaded, while loading a sound.
position
The current location of the "play head" within the sound, specified in milliseconds (1 sec = 1000 msec).
duration
The current length of the sound, specified in milliseconds.
Note that during loading, this property reflects the length of downloaded data, not the full length, until completely loaded (see whileloading().) For an approximate "full duration" value while loading, see durationEstimate.
durationEstimate
The estimated duration of the sound, specified in milliseconds.
Due to the dynamic nature of duration while loading, this attempts to provide the full duration by calculating parseInt((self.bytesTotal/self.bytesLoaded)*self.duration) and is updated with each whileloading() interval.
Once the sound has fully loaded, duration should be referenced as it will contain the final and accurate value.
Note that this method works only with Constant Bitrate (CBR)-encoded MP3s due to the consistent data/time assumption. VBR-encoded MP3s will give inaccurate results.
loaded
Boolean value indicating load success as returned from Flash. True indicates success, False is a failure or strangely, a successful load (?) from cache.
Because of the potential for false positives, duration and other properties could be checked as a test of whether sound data actually loaded. For more granular state information, see readyState.
playState
Numeric value indicating the current playing state of the sound.
0 = stopped/uninitialised
1 = playing or buffering sound (play has been called, waiting for data etc.)
Note that a 1 may not always guarantee that sound is being heard, given buffering and autoPlay status.
paused
Boolean indicating pause status. True/False.
Treat as read-only; use pause(), resume() and togglePause() methods to affect state.
readyState
Numeric value indicating a sound's current load status
0 = uninitialised
1 = loading
2 = failed/error
3 = loaded/success
didBeforeFinish
Boolean indicating whether beforeFinish() condition was reached.
didJustBeforeFinish
Boolean indicating whether justBeforeFinish() condition was reached.
waveformData (previously spectrumData)
Array of 256 floating-point (three decimal place) values from -1 to 1, can be used to draw a waveform while playing a sound. See Page-as-playlist demo for example implementation. Requires Flash 9+.
waveformData is set and updated during whileplaying(). A simple graph could be drawn by looping through the values and multiplying by a vertical scale value (eg. 32, which would make a graph with peaks of -32 and +32 pixels.)
Example code:
someSoundObject.whileplaying = function() {
  // Move 256 absolutely-positioned 1x1-pixel DIVs, for example (ugly, but works)
  var gPixels = document.getElementById('graphPixels').getElementsByTagName('div');
  var gScale = 32; // draw -32 to +32px from "zero" (i.e., center Y-axis point)
  for (var i=0; i<256; i++) {
    graphPixels[i].style.top = (gScale+Math.ceil(this.waveformData[i]*-gScale))+'px';
  }
}
SM2 implementation note: waveformData currently contains the left channel data only, and the data represents a raw sound wave rather than a frequency spectrum. You could edit the SM2 Flash 9 .as source for this directly, if you wish (source code is provided.)
Related Adobe technical documentation (Flash 9/AS3 Sound() object): computeSpectrum()
Note: Flash security measures may deny access to spectrumData when loading MP3s from remote domains.
Warning: This feature is experimental, and will probably eat up a lot of CPU. The amount of data passed from Flash to JS is not terribly large, but the JS-DOM updates and browser reflow can be expensive. Use with caution.
eqData
Array of 256 floating-point (three decimal place) values from 0 to 1, can be used to draw a spectrum (frequency range) graph while playing a sound. See Page-as-playlist demo for example implementation. Requires Flash 9+.
A spectrum frequency graph reflects the level of frequencies being played, from left to right, low to high (i.e., 0 to 20,000 Hz.)
eqData is set and updated during whileplaying(). A simple graph could be drawn by looping through the values and multiplying by a vertical scale value (eg. 32, thus a graph with peaks of 32 pixels.)
Example code:
someSoundObject.whileplaying = function() {
  // Move 256 absolutely-positioned 1x1-pixel DIVs, for example (ugly, but works)
  var gPixels = document.getElementById('graphPixels').getElementsByTagName('div');
  var gScale = 32; // draw 0 to 32px from bottom
  for (var i=0; i<256; i++) {
    graphPixels[i].style.top = (32-(gScale+Math.ceil(this.waveformData[i]*gScale)))+'px';
  }
}
Related Adobe technical documentation (Flash 9/AS3 Sound() object): computeSpectrum()
Note: Flash security measures may deny access to spectrumData when loading MP3s from remote domains.
Warning: This feature is experimental, and will probably eat up a lot of CPU. The amount of data passed from Flash to JS is not terribly large, but the JS-DOM updates and browser reflow can be expensive. Use with caution.
peakData
Object literal format including left and right properties with floating-point values ranging from 0 to 1, indicating "peak" (volume) level. Updated during whileplaying(). See Page-as-playlist demo as one example. Requires Flash 9+.
Example (within relevant sound object handler):
someSoundObject.whileplaying = function() {
  soundManager._writeDebug('Peaks, L/R: '+this.peakData.left+'/'+this.peakData.right);
}

SMSound (Sound Object) Events

Not unlike common javascript objects, each SoundManager SMSound (sound instance) object can fire a number of events including onload and others. Functions can be assigned and will be called as needed, and are scoped to the relevant sound object. Specifically, the this keyword will point to the sound object on which the event fired such that its properties can easily be accessed - eg. within an SMSound event handler, this.sID will give the sound ID.

onload(boolean:success)
Fires on sound load. Boolean reflects successful load (true), or fail/load from cache (false).
False value should seemingly only be for failure, but appears to be returned for load from cache as well. This strange behaviour comes from Flash. More detail may be available from the Flash 8 sound object documentation.
Failure can occur if the Flash sandbox (security) model is preventing access, for example loading SoundManager 2 on the local file system and trying to access an MP3 on a network (or internet) URL. (Security can be configured in the Flash security panel, [see here].)
whileloading()
Fires at a regular interval when a sound is loading and new data has been received. The relevant, updated property is bytesLoaded.
Example handler code: soundManager._writeDebug('sound '+this.sID+' loading, '+this.bytesLoaded+' of '+this.bytesTotal);
Note that the duration property starts from 0 and is updated during whileloading() to reflect the duration of currently-loaded sound data (ie. when a 4:00 MP3 has loaded 50%, the duration will be reported as 2:00 in milliseconds.) However, an estimate of final duration can be calculated using bytesLoaded, bytesTotal and duration while loading. Once fully-loaded, duration will reflect the true and accurate value.
onplay()
Fires when sound.play() is called.
whileplaying()
Fires at a regular interval when a sound is playing, and a position (time) change is detected. The relevant, updated property is position.
Example handler code: soundManager._writeDebug('sound '+this.sID+' playing, '+this.position+' of '+this.duration);
onpause()
Fires when a sound pauses, eg. via sound.pause().
Example: soundManager.pause('mySound');
onresume()
Fires when a sound resumes playing, eg. via sound.resume().
Example: soundManager.resume('mySound');
onstop()
Fires when sound.stop() is explicitly called. For natural "sound finished" onfinish() case, see below.
onfinish()
Fires when a playing sound has reached its end. By this point, relevant properties like playState will have been reset to non-playing status.
onbeforefinishcomplete()
Fires when a sound has finished, onfinish() has been called, but before the sound play state and other meta data (position, etc.) are reset.
onbeforefinish()
Fires when a playing, fully-loaded sound has reached onbeforefinishtime (eg. 5000 msec) from its end.
onjustbeforefinish()
Fires approximately justbeforefinishtime before the end of a fully-loaded, playing sound.
This is based on a polling approach given SM2 must track the sound's position, and is approximated (eg. a 200 msec value may fire at 187 msec before the end of the sound.)
onid3()
Fires when ID3 data has been received. Relevant property is id3, which is an object literal (JSON)-style object. Only fields with data will be populated.
Note that ID3V2 data is located at the beginning (header) of an MP3 file and will load almost immediately, whereas ID3V1 data is at the end and will not be received until the MP3 has fully loaded.
Example handler code:
soundManager._writeDebug('sound '+this.sID+' ID3 data received');
var prop = null;
var data = '';
for (prop in this.id3) {
  data += prop+': '+this.id3[prop]+','; // eg. title: Loser, artist: Beck
}
Refer to the Flash 8 Sound.id3 documentation for a list of ID3 properties.
When parsing ID3 data, it is best to check for the existance of ID3V1 data first, and apply ID3V2 if no matching ID3V1 data is defined. (V1 should "inherit" from V2, ideally, if available.)
Note that Flash's cross-domain security restrictions may prevent access to ID3 information, even though the MP3 itself can be loaded. (crossdomain.xml files on the remote host can grant Flash permission to access this.)
Also note some issues with parsing ID3 from iTunes.

SMSound (Sound Object) Methods

SoundManager provides wrappers for all SMSound methods - eg. soundManager.play('mySound') checks for a valid sound object, and then calls soundManager.sounds['mySound'].play() on that particular object.

The following methods can be called directly on a SMSound instance. The method calls are the same as the SoundManager global methods documented above for existing sound objects, minus the sound ID parameter.

play([options object])
setPosition(msecOffset:integer)
pause()
resume()
togglePause()
mute()
unmute()
setVolume(volume:integer)
setPan(pan:integer)
stop()
unload()
destruct() (called via soundManager.destroySound())

SoundManager Global Properties

SoundManager includes a few global parameters which configure debug mode, flash movie path and other behaviours.

soundManager.url = '/path/to/sm2-swf/';  // path where SM2 .SWF files will be found.
soundManager.flashVersion = 8;      // version of flash to require, either 8 or 9. Some API features require Flash 9.
soundManager.debugMode = true;      // enable debugging output (div#soundmanager-debug, OR console..)
soundManager.useConsole = true;     // use firebug/safari console.log()-type debug console if available
soundManager.consoleOnly = false;   // if console is being used, do not create/write to #soundmanager-debug
soundmanager.waitForWindowLoad = false;  // force SM2 to wait for window.onload() before calling soundManager.onload()
soundManager.allowPolling = true;   // enable flash status updates. Required for whileloading/whilelplaying.
soundManager.nullURL = '/null.mp3'; // (Flash 8 only): URL of silent/blank MP3 for unloading/canceling sound load
soundManager.flashBlockHelper.enabled = true;  // message user if SM2 init fails and flashblock is detected

To modify global SoundManager default paramaters for SM2 itself or for all sound objects, edit the main soundmanager2.js file (look for above section in code) or assign new values in your own application script before either window.onDOMContentLoaded() or window.onload() fire. (Specifically, both external and inline script blocks which immediately execute are OK.)

Example per-application override:

soundManager.debugMode = false;          // disable debug mode
soundManager.defaultOptions.volume = 33; // set global default volume for all sound objects

SoundManager Flashblock Handler Support (alpha)

Flashblock is an extension available for Mozilla (Firefox and related) which prevents flash from running until granted permission by the user, either by individually-enabling or whitelisting an entire site. The common experience is that a placeholder is shown where the .swf would be, and the user can click "play" to allow the movie to load.

Given SM2 uses an "invisible", UI-less Flash movie to do its work, it is not possible for the user to see and unblock the movie without some sort of helper method. The flashBlockHelper object exists to provide this in the form of unobtrusive "information bar" (or more cynically, "nag bar,") similar in some ways to the native Firefox UI itself.

The structure is as follows:

soundManager.flashBlockHelper = {
  enabled: false, // whether to use this detection/messaging
  message: [      // "nag bar" to show when messaging the user, if SM2 fails on firefox etc.
   // JS array of "information bar" HTML goes here..
   'Using Flashblock? Please right-click the icon and "allow flash from this site" ',
   'to enable sound/audio features, and then reload this page.',
   // etc..
  ]
};

When enabled, this handler only fires for Mozilla clients, when SoundManager 2 fails to start (soundManager.onerror() is to be called due to a JS/Flash error,) and only when Flashblock is determined to be installed. The latter is done by attempting to load a Flashblock UI-related image from the chrome:// protocol, a rather dirty/hackish method which currently works due to the way extensions are designed. This is almost certainly not a foolproof, nor future-proof method, but it currently works.

When a Flashblock case is detected, the handler tries to create the messaging UI, including a special replaced flash movie icon at left which the user is instructed to right-click and "whitelist", then reload the page. This is required because SM2 can not currently be "rebooted" after a previous initialization attempt, and the API is designed for a single onload/onerror approach to initialization.

Note that this feature is disabled by default, but should be enabled on this demo page. It can also be manually invoked for testing purposes, by calling soundManager.handleFlashBlock(true). You can test this call now, and refer to the top of the page for the messaging UI. Note that if you are not using a Mozilla browser or don't have Flashblock active and running, there will likely be a JS error and a broken image in the UI.

To enable this feature, simply set the flashBlockHelper's "enabled" value to true: soundManager.flashBlockHelper.enabled = true;

Handling Flashblock dismissal cases

The SM2 Flashblock UI provides an [x]-style "close button" which will dismiss the messaging and will navigate to #noflashblock by default. At this point if the page is reloaded, the messaging will be skipped as the user has previously indicated they do not want to see the "nag bar."

This code could easily be modified to set a session cookie etc. if desired, to prevent the user seeing the messaging repeated on other pages within your app and so on.

SoundManager Dynamic (Runtime) Properties

Some properties are dynamic, determined at initialisation or later during runtime, and should be treated as read-only. Currently, supported() and features are the only properties that fall in this category.

soundManager.features Object

As certain sound functionality is only available beginning with Flash 9, soundManager.features can provide a consistent way of checking for feature support.

The structure (intended as read-only) is currently as follows:

soundManager.features = {
  peakData: [boolean],
  waveformData: [boolean],
  eqData: [boolean]
}

Example (checking for peakData support):

if (soundManager.features.peakData) {
  // do peak data-related things here
}

The features object is populated at initialisation time; the current feature support tests simply check the value of soundManager.flashVersion being >= 9. This object has been added in anticipation of additional features with future versions of Flash.

SoundManager Core Events

The following events are attached to the soundManager global object and are useful for detecting the success/failure of the API's initialisation.

Keep in mind that these core events are effectively asynchronous (ie., they may fire long before or after window.onload()) and therefore should not be relied on as the "ready" event for starting your application. Use the standard "DOM content loaded" or window load events for your own initialization routines.

onload()
Function called when SoundManager has successfully loaded.
Example: soundManager.onload = function() { alert('SoundManager ready to use'); }
Once this function has been called, all core methods will be available to use.
Note that onload() is not called when SoundManager fails to load; instead, onerror() is called.
onerror()
Function called when SoundManager fails to successfully initialise after Flash attempts an init call via ExternalInterface.
Example: soundManager.onerror = function() { alert('SoundManager failed to load'); }
This handler should be called if there is an ExternalInterface problem or other exceptions that fire when the initialisation function is called.

SoundManager Object Collections

soundIDs[]
An array of sound ID strings, ordered by creation. Can be used to iterate through sounds{} by ID.
sounds{}
An object literal/JSON-style instance of SMSound objects indexed by sound ID (as in sounds['mySound'] or sounds.mySound), used internally by SoundManager. soundManager.getSoundById() may be used as an alternate to directly accessing this object.

Requirements + Specifications

Prerequisites (client)

  • Flash plugin, version 8 or higher
  • Supported Browser

Supported Browsers/Platforms

Javascript-to-flash communication is possible through Flash 8's ExternalInterface feature, which (as I understand) uses a standard browser plugin architecture implemented by each browser manufacturer (see NPAPI.) As a result, the following browsers should be supported:

  • IE 5.0+, Win32
  • Netscape 8.0+, Windows/Mac
  • Mozilla 1.7.5+, Windows/Mac
  • Firefox 1.0+, Windows/Mac
  • Firefox 1.5+, Linux (Flash 9 beta)
  • Safari 1.3+, Mac
  • Opera 9.10+ (slightly buggy, 9.5+ ideal), Windows/Mac

For reference, see Adobe's ExternalInterface support page which documents supported browsers.

At this time, not all combinations of browser/OS have been tested. Some unlisted configurations may be supported, but have not been explicitly verified to work.

Unsupported Configurations

The following browser/OS combinations have been reported as buggy, or may be unsupported:

  • Konqueror (version unknown)

Caveats + Limitations / FAQ

Supported sound format (MP3-only, with caveats)

SM2 uses Flash's native Sound object for loading and managing sound, so it is subject to the same limitations that Flash 8 is. Perhaps a design decision, the Flash 8 sound object only supports MP3 files through the loadSound() ActionScript method. SM2 is not able to load other sound formats, including audio-only SWF files, due to this limitation. Refer to the Flash 8 sound object documentation for details.

MP3 Format Caveats

Additionally, some very low and very high bitrate MP3s, and Variable Bitrate (VBR) MP3s may play either too quickly or too slowly (see "the chipmunk problem"); if you are encountering this issue, try re-encoding at a different bitrate (between 64 kbps and 192 kbps, for example.) Using Constant Bitrate (CBR) encoding may also alleviate this problem.

It has been suggested that sample rates that are neither 22/44 KHz can also contribute to this issue. 44 KHz is the standard CD-spec sample rate, and is recommended for "hi-fi" recordings.

Looping

Perhaps due to the way Flash dynamically loads and decodes MP3 data, seamless looping doesn't seem to be fully implemented. Loops have a noticeable gap between the finish and start. This has been an issue since the original version of SoundManager. Rather than have a broken feature, the funcionality has been omitted until a solid workaround is found.

Flash 8 limitations with multiShot (overlaying/"chorus") effects

Regarding "layering" sounds (calling play() on a sound multiple times): Even though a multi-shot option can be specified, it does not work with Flash 8; a single instance of a sound can only have one timeline. The current behaviour is that when multiShot is specified and play() is called on a currently-playing sound, it will restart from the beginning without an overlay.

However, the API does provide some creative ways (onbeforefinish for looping, multiple sound objects for multi-shot layering) of working around these Flash limitations.

It should be noted that sounds can loop seamlessly and be layered when linked and exported to SWF from within the Flash IDE, but SoundManager does not support SWF-based audio.

Flash 9 multiShot capabilities

The Flash 9-based version of SoundManager2 can successfully layer sounds via "multiShot", truly playing a single sound multiple times on top of itself. However the API will only call certain timing-related methods such as whileplaying() for the first play() "instance" of the sound, to avoid confusion. By contrast, simpler methods such as onfinish() will be called multiple times, one for each instance of play().

ID3 Parsing

ID3 data can differ in formatting, version and subsequently be oddly-parsed by Flash. Values may sometimes be repeated across different fields.

ID3 info seems to fail to load for iTunes 7-edited files, perhaps due to the format or inclusion of album artwork (image data.)

Performance Notes: Caching + RAM Obeservations

Flash appears to use the browser cache (presumably the OS' native, or closest browser,) so the browser's cache size and other settings may affect Flash's cache behaviour. It is safe to assume a 100 MB MP3 will probably not be cached, for example, but a 16 MB one most likely will be.

MP3s appear to be loaded and stored in RAM while loading over HTTP, so memory use needs to be considered for both large MP3s and streaming radio-type applications.

Timing/Latency (JS + Flash, ExternalInterface-related)

Javascript-to-Flash communication is not instantaneous on slower systems, but can be much better on more modern systems. Latency (timing lag/delays) can be noted in some cases from function call to sound execution. It is possible some performance analysis can help to speed up this area for timing-critical applications involving animation etc., but this area has not been thoroughly investigated yet. Brad Neuberg has some notes on speeding up ExternalInterface which may be relevant.

Additionally, MP3 files may contain audible gaps at the beginning or end by default when encoded, even if the source (eg. WAVE) file did not. Using optional "nogap" encoding options with programs such as LAME may help to remedy this.

Revision History show older updates

  • V2.77a.20080901 (current)

    The latest and greatest. (Download)

    • API: Bug fixes

      • Fixed some mute() / unmute()-related bugs, global muting should now work properly. Added some related demo page examples.
      • Removed comment on flash9Options merging code, was previously new and didn't actually work as it was commented out. Oops. :D
      • Added experimental Flashblock exception handling (mozilla/firefox extension), "notification bar"-style UI which can message and assist users in unblocking SM2 .swf. Configured via soundManager.flashBlockHelper object, currently disabled by default.
      • Modified soundManager.destroySound() and sound.destruct(), fixed a bug with these methods and flash's unloading of sounds which was breaking things. Hopefully fixes destroying sounds within whileplaying() and related event handlers, too.
      • Modified flash 9 "peak data" code to only set the data if the feature is actually enabled.
      • Modified soundManager._debug() to list all sound object details, instead of just ID/URL.
  • V2.76a.20080808

    • API: Bug fixes

      • Fixed some memory "leaks" / garbage collection issues. RAM allocated to load sounds previously wasn't freed until page unload; now memory should be garbage collected some time after sound.unload() and/or soundManager.destroySound()/sound.destruct() methods are called. In certain cases, Flash sound objects may be destroyed and re-created (transparent to the JS-side) to release memory. Note that garbage collection is not instantaneous, and is affected by CPU/system load and other variables.
      • Fixed an issue with play() not working on sounds created with autoPlay.

      • Fixed SM2 to work under proper XHTML (served as application/xhtml+xml MIME type). Rewrote object/embed code again, now version-agnostic for IE (no CLSID parameters.)
      • Corrected reported loadFromXML() bug, multiple loadFromXML() calls should work.
    • API: New shiny!

      • New useWaveformData and useEQData sound options, providing access to raw waveform and sound frequency/EQ spectrum data via sound.waveformData and sound.eqData.
      • Renamed useSpectrumData to useWaveformData - if using waveform stuff currently, make sure you update your code!
      • Added soundManager.features object, which reflects the "support" state for peakData, waveformData and eqData. Handy for current and future version/support branching.
    • API: Miscellaneous

      • New flash9Options configuration object for logical separation. When Flash 9+ is used, these options are merged into the defaultOptions object.
      • Added allowDomain() stubs and documentation to .as source for allowing .swf on external domains to work (recompile of .swf required)
    • "Page As Playlist" demo: Updates

      • Added "favicon" VU meter display option (Flash 9+ only, experimental, currently Firefox/Opera only)
      • More-efficient RAM use via unload() and destruct() sound methods, discarding inactive sounds and freeing RAM as appropriate.
      • Added useEQData, showing sound spectrum (frequency range) instead of raw waveform
      • Added fillGraph config option, allowing solid waveform graphs instead of only peak points
      • Fixed playNext bug where same track couldn't be played twice in a row.
      • Fixed duplicate URL bug; items with identical MP3 URLs will now work. (Previously, URL was the ID for items and thus had to be unique. Lookup is now done by object.)
      • Modified MP3 URL search to include URL parameters, characters after ".mp3"
    • Other updates

      • Demo code clean-up, externalised CSS, prettier demo layout and code color highlighting
  • V2.75a.20080707

    • Flash 9 support! (soundmanager2_flash9.swf) - multiShot now actually works (layering/"chorus" effects on sounds), new spectrumData and peakData API features. All existing API features should have parity.
    • Added soundManager.flashVersion property. Flash 8 is the supplied default.
    • Modified soundManager.url to require only a path, eg. /path/to/soundmanager-swfs/ to allow loading of varying .SWF versions.
    • Basic (API) demo: Updated multiShot/Flash 9 behaviour documentation
    • Page player demo: Added optional spectrum and VU (spectrumData/peakData) features
    • MPC + animation demos: Modified to use Flash 9 (demo improved multiShot feature)
    • Flash 9 behaviour differences:
      • multiShot properly allows play() to be called multiple times on a sound object, creating desired "chorus" effect. Will call onfinish() multiple times, but whileplaying() etc. are called only for the first "play instance" to avoid complications.
      • New soundSpectrum and peakData sound features (spectrum graph / "VU" meter-style data) available
      • Sounds can be actually unloaded ("null" MP3 no longer needed to cancel loading of an MP3), but URL cannot be changed without destroying and recreating the related Flash sound object. The Flash 9 version does this to maintain API consistency.
    • New + improved documentation/project page, updated 2-column layout with content filters, "Get Satisfaction" integration and self-update checks (and a light-switch-related easter egg.)
  • V2.5b.20080525

    • Added waitForWindowLoad for delayed init
    • Added onpause() and onresume() event handlers
    • Added mute() and unmute()
    • Updated demos, revised documentation
  • V2.5b.20080505

    • To improve startup time, soundManager.go() (createMovie() alias) now fires at document.onDOMContentLoaded() by default if supported. (Otherwise, falls back to window.onload().)
    • Improved initialisation routine - soundManager.onerror() is called when the Flash init "times out." Specifically, onerror() is called when Flash fails to make an ExternalInterface (Flash-> JS) call to SM2 within 1 second of window.onload() firing.
    • Added logic to handle special Safari delayed init case (Flash not loading when in a new, unfocused tab until focused) as a exception to the above.
    • Added better exception handling + debug messaging for initialisation failure cases (Flash security restrictions due to loading from local file system, no flash support, no ExternalInterface support etc.)
    • Updated .swf appendChild() target to use best-to-worst options: (document.body || document.documentElement || document.getElementsByTagName('div')[0])
    • Safari console[log|warn|error]-style messages are now properly formatted.
    • Added tons of semicolons to closing braces, eg. };
    • "No-debug", minified version of SM2 included: soundmanager2-nodebug-jsmin.js (17.4 KB, down from full size of 35 KB.) With Gzip compression, file size is ~6 KB. (Commented, debug-enabled version compresses to 10 KB with Gzip.)
  • V2.5b.20080501

    Warning: A little experimental too, read details below.

    Changelog:

    • Rewrote SoundManager initialisation: "Way faster." Communication now initiated from Flash, verification callback then performed by JS; far faster, hopefully more-reliable (TBD.) Init time drastically reduced from seconds to milliseconds in most cases, dependent primarily on Flash movie load rather than window.onload().
    • Above change also fixes Safari "loading SM2 in background tab" issue, where Safari does not init Flash until background tab comes into focus (when a link is opened in a new, non-focused tab.)
    • Current drawback: Difficult to determine, save for falling back to window.onload() plus focus methods due to above issue, whether SM2 is actually available or not (ie., soundManager.onerror() will not likely be called as in past.) However, the supported() method will correctly reflect if SM2 has successfully initialised, for example.
    • Added sandbox/security model code; SM2 can now tell if it is restricted to either local or internet access only, for example. Helpful in potential debugging errors, plus viewing demos off the local filesystem should no longer throw init errors requiring whitelisting (seemingly due to the new initialisation method.) Win!
    • Opera 9.27 has been noted to have some bugs relating to ExternalInterface, seems to be unable to make calls from ActionScript-level methods using setTimeout() or setInterval(). As a reulst, SoundManager 2 events like onfinish(), whileplaying() and onfinish() can be sporadically called or missed altogether. No known workaround at this time, but Opera 9.5 (beta 2) does not have this issue. Popular MP3 "mix tape" site muxtape.com uses similar techniques for JS-Flash communication and appears to suffer from the same problem.
    • Warning: Random crash issue noticed when using IE 6 + 7 and this demo page, calling createSound() when soundManager.defaultOptions.autoLoad = true; from within soundManager.onload(), for creating + preloading the tab/theme switch sounds. Removing autoLoad=true (leaving the default of false) fixed the crash. Exact reason not determined, perhaps recursive calls or pre-onload issue (?), seems to be isolated to the home page. MPC demo uses autoLoad also, but did not crash. Mentioning just in case.
    • Updated Muxtape-style demo: More themes, load/security debugging info etc.
  • V2.2.20080420

    Changelog:

    • More demos! "Page as a playlist" (muxtape.com-style) example, "Make MP3 links playable inline" demo
    • Corrected onStop() handler inheritance/overriding behaviour (was incorrectly checking defaultOptions)
    • Added debug output of options object for createSound() calls. Full options (result of merging global default + sound-instance-specific options) displayed, helpful in troubleshooting. Event handler function code is intelligently (hopefully) displayed, truncated at 64 characters of first block or end of line, whichever comes first.
    • Removed most HTML markup from non-HTML (eg. console) _writeDebug() calls
    • soundManager.destruct() writes to console, to be consistent
  • V2.1.20080331

    Changelog:

    • Modified createSound() to return a sound object if successful (more logical)
    • Updated setPosition() method and added position option parameter, documentation + demo (bugfix)
    • Corrected createSound() and play() sound option inheritance/overriding behaviour (eg. position) to work as expected (most to least important: Method call options -> sound object instance options -> SM2 global options)
    • Updated deleteSound() so Array.splice() is used instead of delete, the latter doesn't cause Array.length to update (bugfix)
    • Modified debug=alert to only work when debug mode is enabled (potential annoyance aversion)
    • Modified togglePause() to use position option parameter rather than undocumented offset (oops :D)
    • Added supported() convenience method (indicates pass/fail after SM2 has initialised.)
    • Added disabling debug calls from Flash (performance)
    • Added URL hash updating/bookmarking and page title updating to jsAMP demo app
    • Updated project page layout
  • V2.0b.20070415

    Changelog:

    • Added destroySound() method
    • Made debug output slightly less-verbose (commented out)
    • Safety tweak for position-related Flash bug when loading new sounds
    • Highly-expanded documentation (SMSound events + properties, examples, caveats, FAQs etc.)
    • Added time-sensitive light/dark theme for documentation
  • V2.0b.20070201

    Second beta?

    Changelog:

    • Fixed stopAll() bug (previously broken)
    • Added nullURL parameter
    • Updated documentation

    V2.0b.20070123

    V2.0b.20070118

    V2.0b.20070115

  • V2.0b.20070107

    First beta

  • V2.0a.20060904

    Prerelease alpha

"Use Responsibly"

A Word Of Vice

Not every button, link, element or paragraph on the web needs to zoom, move, change colour and be noisy, repetitive and annoying all at the same time. Use your own discretion!

Sites which automatically start playing background sound, and/or don't have volume or mute controls are the kind of things you should avoid building. As a developer, gentle reader, you may eventually find yourself in such a situation. Please do your part in enhancing the web with sound if you use SM2, while at the same time keeping it audibly usable. :)

Demo Credits

Background Tile

Modified from squidfingers.com (free patterns)

Sound Sources

MPC Demo Sounds downloaded from AKAI.com

Theme switch: User pempi, freesoundproject (Creative Commons Sampling Plus 1.0 License)

Tab switch: User TicTacShutUp, freesoundproject (Creative Commons Sampling Plus 1.0 License)

General

SoundManager was written to meet a desire to have Javascript-driven sound for interactive web-based projects. It is free for use in both personal and commercial projects (see Licensing.) It was originally developed for personal use and has been packaged with the hopes of being useful to others.

JavaScript/DHTML/Flash MP3 players

If you're searching for an included/embedded-type media player, these related projects might of use.

  • Yahoo! Media Player supports a number of different formats depending on installed plugins (WMA etc.), can display artist / album information and so on.
  • JSSoundkit, an MP3 player with a simple UI.

About

Scott Schiller (contact) is a Front-end Engineer (previously "Web Developer") who builds fun creative and technical stuff on the web - or failing that, tries - when he has free time. He likes building cool things which contribute to, yet enjoys mocking, the Web 2.0 meme. (See How Web 2.0-Aware Are You?)

Debug Output

Live debug info from SoundManager 2, active on this page for demo tests.

If you're seeing errors here or in demos, this info can help in troubleshooting.

Shortcuts

    • Demos
    • Getting Started
    • Basic Use
    • Download
    • Requirements
    • Limitations
    • Debug Output
    • Revision History
    • About

API Elements

  • SoundManager

    Events

    • onload()
    • onerror()

    Properties

    • flashVersion
    • url
    • debugMode
    • useConsole
    • waitForWindowLoad
    • allowPolling
    • nullURL
    • defaultOptions
    • features
    • flashBlockHelper

    Methods

    • createSound()
    • destroySound()
    • setPosition()
    • pause()
    • resume()
    • togglePause()
    • setVolume()
    • mute()
    • unmute()
    • setPan()
    • stop()
    • stopAll()
    • unload()
    • getSoundById()
    • loadFromXML()
    • supported()
  • SMSound (Sound Object)

    Properties (Instance Options)

    • sID
    • url
    • autoLoad
    • stream
    • autoPlay
    • onbeforefinishtime
    • onjustbeforefinishtime
    • multiShot
    • spectrumData
    • waveformData
    • eqData
    • peakData
    • position
    • pan
    • volume

    Dynamic Properties

    • bytesLoaded
    • bytesTotal
    • position
    • duration
    • durationEstimate
    • loaded
    • playState
    • paused
    • readyState
    • didBeforeFinish
    • didJustBeforeFinish

    Events

    • onload()
    • whileloading()
    • onplay()
    • whileplaying()
    • onpause()
    • onresume()
    • onstop()
    • onfinish()
    • onjustbeforefinish()
    • onbeforefinishcomplete()
    • onbeforefinish()
    • onjustbeforefinish()
    • onid3()
    • whileloading()
*