Audio for Javascript
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:
-
"Page as a playlist" | Playlist w/debug output
Muxtape.com-style UI example, list of playable links with loading/progress/timing display and controls
-
"Make MP3 links playable in-place"
A simple way to play MP3 links "in-place" on a page, easily skinned with CSS.
-
jsAMP MP3 Player Alpha | jsAMP w/debug output
Experimental MP3 player demo app / API test suite.
-
A drum machine / sampler-style demo.
-
Animation demo 1 Animation demo 2a | 2b
Examples illustrating potential lag/delay between JS + Flash via ExternalInterface, CPU load with DOM manipulation etc.
-
Demo (Flash 9) | (Flash 8) Bare-bones template
Some example API calls, and a simple copy/paste-able SM2 template for your use.
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 fireonfinish()
multiple times. (Previous behaviour did not layer sounds, but would re-play a single instance.) waveformData
array: 256 waveform data values available while playing soundeqData
array: 256 EQ spectrum data values available while playing soundpeakData
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 aSMSound
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 asnullURL
, 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 thestream
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();
- sID
- Sound ID string as provided from the
id
parameter viacreateSound()
orplay()
. Can be referenced asthis.sID
from within sound object event handlers such asonload()
,whileloading()
orwhileplaying()
, etc. - If an ID is known, the related SMSound object can be retrieved via
getSoundById
or directly referencingsounds[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 asonload()
orwhileplaying()
, 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 calculatingparseInt((self.bytesTotal/self.bytesLoaded)*self.duration)
and is updated with eachwhileloading()
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()
andtogglePause()
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 duringwhileplaying()
. 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 duringwhileplaying()
. 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
andright
properties with floating-point values ranging from 0 to 1, indicating "peak" (volume) level. Updated duringwhileplaying()
. 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); }
- 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 duringwhileloading()
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 usingbytesLoaded
,bytesTotal
andduration
while loading. Once fully-loaded,duration
will reflect the true and accurate value. - onplay()
- Fires when
sound.play()
is called. - 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.
- play([options object])
- setPosition(msecOffset:integer)
- pause()
- resume()
- togglePause()
- mute()
- unmute()
- setVolume(volume:integer)
- setPan(pan:integer)
- stop()
- unload()
- destruct() (called via soundManager.destroySound())
- 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.
- 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 insounds['mySound']
orsounds.mySound
), used internally by SoundManager.soundManager.getSoundById()
may be used as an alternate to directly accessing this object. - Flash plugin, version 8 or higher
- Supported Browser
- 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
- Konqueror (version unknown)
-
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()
andsound.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.
- Fixed some
-
-
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/orsoundManager.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 withautoPlay
. - 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.
- 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
-
API: New shiny!
- New
useWaveformData
anduseEQData
sound options, providing access to raw waveform and sound frequency/EQ spectrum data via sound.waveformData and sound.eqData. - Renamed
useSpectrumData
touseWaveformData
- if using waveform stuff currently, make sure you update your code! - Added
soundManager.features
object, which reflects the "support" state forpeakData
,waveformData
andeqData
. Handy for current and future version/support branching.
- New
-
API: Miscellaneous
- New
flash9Options
configuration object for logical separation. When Flash 9+ is used, these options are merged into thedefaultOptions
object. - Added
allowDomain()
stubs and documentation to .as source for allowing .swf on external domains to work (recompile of .swf required)
- New
-
"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()
anddestruct()
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), newspectrumData
andpeakData
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 allowsplay()
to be called multiple times on a sound object, creating desired "chorus" effect. Will callonfinish()
multiple times, butwhileplaying()
etc. are called only for the first "play instance" to avoid complications.- New
soundSpectrum
andpeakData
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.)
- Flash 9 support! (soundmanager2_flash9.swf) -
-
V2.5b.20080525
- Added
waitForWindowLoad
for delayed init - Added
onpause()
andonresume()
event handlers - Added
mute()
andunmute()
- Updated demos, revised documentation
- Added
-
V2.5b.20080505
- To improve startup time,
soundManager.go()
(createMovie()
alias) now fires atdocument.onDOMContentLoaded()
by default if supported. (Otherwise, falls back towindow.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 ofwindow.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.)
- To improve startup time,
-
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, thesupported()
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()
orsetInterval()
. As a reulst, SoundManager 2 events likeonfinish()
,whileplaying()
andonfinish()
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()
whensoundManager.defaultOptions.autoLoad = true;
from withinsoundManager.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.
- 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
-
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 addedposition
option parameter, documentation + demo (bugfix) - Corrected
createSound()
andplay()
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 useposition
option parameter rather than undocumentedoffset
(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
- Modified
-
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
- Added
-
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
- 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.
- SoundManager 2 Project Page (schillmania.com)
- Flash 8 sound object documentation (livedocs.macromedia.com)
- Flash Player Global Security Settings Panel - Configure your Flash Player security, eg., allow SM2 .swf on your local filesystem to have internet access for testing by whitelisting its location eg. file://Users/Administrator/Desktop/soundmanager... etc. Alternately, view the page over HTTP and access internet resources that way.
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()
.)
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.
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.
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.
SoundManager Object Collections
Requirements + Specifications
Prerequisites (client)
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:
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:
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
"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.
Related Projects
JavaScript/DHTML/Flash MP3 players
If you're searching for an included/embedded-type media player, these related projects might of use.
Links
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()