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@TheManFromEarth1
Created December 2, 2020 00:53
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/*!
* Howler.js Audio Player Demo
* howlerjs.com
*
* (c) 2013-2020, James Simpson of GoldFire Studios
* goldfirestudios.com
*
* MIT License
*/
// Cache references to DOM elements.
var elms = ['track', 'timer', 'duration', 'playBtn', 'pauseBtn', 'prevBtn', 'nextBtn', 'playlistBtn', 'volumeBtn', 'progress', 'bar', 'wave', 'loading', 'playlist', 'audioList', 'volume', 'barEmpty', 'barFull', 'sliderBtn'];
elms.forEach(function(elm) {
window[elm] = document.getElementById(elm);
});
/**
* Player class containing the state of our playlist and where we are in it.
* Includes all methods for playing, skipping, updating the display, etc.
* @param {Array} playlist Array of objects with playlist song details ({title, file, howl}).
*/
var Player = function(playlist) {
this.playlist = playlist;
this.index = 0;
// Display the title of the first track.
track.innerHTML = '1. ' + playlist[0].title;
// Setup the playlist display.
playlist.forEach(function(song) {
var div = document.createElement('div');
div.className = 'list-song';
div.innerHTML = song.title;
div.onclick = function() {
player.skipTo(playlist.indexOf(song));
};
audioList.appendChild(div);
});
};
Player.prototype = {
/**
* Play a song in the playlist.
* @param {Number} index Index of the song in the playlist (leave empty to play the first or current).
*/
play: function(index) {
var self = this;
var sound;
index = typeof index === 'number' ? index : self.index;
var data = self.playlist[index];
// If we already loaded this track, use the current one.
// Otherwise, setup and load a new Howl.
if (data.howl) {
sound = data.howl;
} else {
sound = data.howl = new Howl({
src: ['./audio/' + data.file + '.mp3', './audio/' + data.file + '.wav'], //'./audio/' + data.file + '.webm',
html5: true, // Force to HTML5 so that the audio can stream in (best for large files).
loop: true, // Jet: Added but not working from here
onplay: function() {
// Display the duration.
//// duration.innerHTML = self.formatTime(Math.round(sound.duration()));
// Start upating the progress of the track.
//// requestAnimationFrame(self.step.bind(self));
// Start the wave animation if we have already loaded
wave.container.style.display = 'block';
bar.style.display = 'none';
pauseBtn.style.display = 'block';
sound.fade(1,1, 2000) // Jet: Not working heres
self.loop; // Jet: added Loop
},
onload: function() {
// Start the wave animation.
wave.container.style.display = 'block';
bar.style.display = 'none';
loading.style.display = 'none';
},
onend: function() {
// Stop the wave animation.
wave.container.style.display = 'none';
bar.style.display = 'block';
// self.skip('next'); // Jet: Removed this
},
onpause: function() {
// Stop the wave animation.
wave.container.style.display = 'none';
bar.style.display = 'block';
},
onstop: function() {
// Stop the wave animation.
wave.container.style.display = 'none';
bar.style.display = 'block';
},
onseek: function() {
// Start upating the progress of the track.
requestAnimationFrame(self.step.bind(self));
}
});
}
// Begin playing the sound.
sound.play();
// Update the track display.
track.innerHTML = (index + 1) + '. ' + data.title;
// Show the pause button.
if (sound.state() === 'loaded') {
playBtn.style.display = 'none';
pauseBtn.style.display = 'block';
} else {
loading.style.display = 'block';
playBtn.style.display = 'none';
pauseBtn.style.display = 'block';
}
// Keep track of the index we are currently playing.
self.index = index;
},
/**
* Pause the currently playing track.
*/
pause: function() {
var self = this;
// Get the Howl we want to manipulate.
var sound = self.playlist[self.index].howl;
// Pause the sound.
sound.pause();
// Show the play button.
playBtn.style.display = 'block';
pauseBtn.style.display = 'none';
},
/**
* Skip to the next or previous track.
* @param {String} direction 'next' or 'prev'.
*/
skip: function(direction) {
var self = this;
// Get the next track based on the direction of the track.
var index = 0;
if (direction === 'prev') {
index = self.index - 1;
if (index < 0) {
index = self.playlist.length - 1;
}
} else {
index = self.index + 1;
if (index >= self.playlist.length) {
index = 0;
}
}
self.skipTo(index);
},
/**
* Skip to a specific track based on its playlist index.
* @param {Number} index Index in the playlist.
*/
skipTo: function(index) {
var self = this;
// Stop the current track.
if (self.playlist[self.index].howl) {
self.playlist[self.index].howl.stop();
}
// Reset progress.
progress.style.width = '0%';
// Play the new track.
self.play(index);
},
/**
* Set the volume and update the volume slider display.
* @param {Number} val Volume between 0 and 1.
*/
volume: function(val) {
var self = this;
// Update the global volume (affecting all Howls).
Howler.volume(val);
// Update the display on the slider.
var barWidth = (val * 90) / 100;
barFull.style.width = (barWidth * 100) + '%';
sliderBtn.style.left = (window.innerWidth * barWidth + window.innerWidth * 0.05 - 25) + 'px';
},
/**
* Seek to a new position in the currently playing track.
* @param {Number} per Percentage through the song to skip.
*/
seek: function(per) {
var self = this;
// Get the Howl we want to manipulate.
var sound = self.playlist[self.index].howl;
// Convert the percent into a seek position.
if (sound.playing()) {
sound.seek(sound.duration() * per);
}
},
/**
* The step called within requestAnimationFrame to update the playback position.
*/
step: function() {
var self = this;
// Get the Howl we want to manipulate.
var sound = self.playlist[self.index].howl;
// Determine our current seek position.
var seek = sound.seek() || 0;
timer.innerHTML = self.formatTime(Math.round(seek));
progress.style.width = (((seek / sound.duration()) * 100) || 0) + '%';
// If the sound is still playing, continue stepping.
if (sound.playing()) {
requestAnimationFrame(self.step.bind(self));
}
},
/**
* Toggle the playlist display on/off.
*/
togglePlaylist: function() {
var self = this;
var display = (playlist.style.display === 'block') ? 'none' : 'block';
setTimeout(function() {
playlist.style.display = display;
}, (display === 'block') ? 0 : 500);
playlist.className = (display === 'block') ? 'fadein' : 'fadeout';
},
/**
* Toggle the volume display on/off.
*/
toggleVolume: function() {
var self = this;
var display = (volume.style.display === 'block') ? 'none' : 'block';
setTimeout(function() {
volume.style.display = display;
}, (display === 'block') ? 0 : 500);
volume.className = (display === 'block') ? 'fadein' : 'fadeout';
},
/**
* Format the time from seconds to M:SS.
* @param {Number} secs Seconds to format.
* @return {String} Formatted time.
*/
formatTime: function(secs) {
var minutes = Math.floor(secs / 60) || 0;
var seconds = (secs - minutes * 60) || 0;
return minutes + ':' + (seconds < 10 ? '0' : '') + seconds;
}
};
// Setup our new audio player class and pass it the playlist.
var player = new Player([
{
title: 'Ocean Waves I - Hi-Fi',
file: 'sf_ocean-waves-hi-fi-field-recording',
howl: null
},
{
title: 'Birds I',
file: 'sf_birdsong-fx-nature_103bpm_C_major',
howl: null
},
{
title: 'Thunder + Rain + City',
file: 'sf_thunders-rain-city-ambient-fx_140bpm',
howl: null
},
{
title: 'Rain I',
file: 'sf_the-rain-sound_102bpm',
howl: null
},
{
title: 'Rain II',
file: 'sf_background-rain-fx_76bpm_F_minor',
howl: null
},
]);
// Bind our player controls.
playBtn.addEventListener('click', function() {
player.play();
});
pauseBtn.addEventListener('click', function() {
player.pause();
});
prevBtn.addEventListener('click', function() {
player.skip('prev');
});
nextBtn.addEventListener('click', function() {
player.skip('next');
});
waveform.addEventListener('click', function(event) {
player.seek(event.clientX / window.innerWidth);
});
playlistBtn.addEventListener('click', function() {
player.togglePlaylist();
});
playlist.addEventListener('click', function() {
player.togglePlaylist();
});
volumeBtn.addEventListener('click', function() {
player.toggleVolume();
});
volume.addEventListener('click', function() {
player.toggleVolume();
});
// Setup the event listeners to enable dragging of volume slider.
barEmpty.addEventListener('click', function(event) {
var per = event.layerX / parseFloat(barEmpty.scrollWidth);
player.volume(per);
});
sliderBtn.addEventListener('mousedown', function() {
window.sliderDown = true;
});
sliderBtn.addEventListener('touchstart', function() {
window.sliderDown = true;
});
volume.addEventListener('mouseup', function() {
window.sliderDown = false;
});
volume.addEventListener('touchend', function() {
window.sliderDown = false;
});
var move = function(event) {
if (window.sliderDown) {
var x = event.clientX || event.touches[0].clientX;
var startX = window.innerWidth * 0.05;
var layerX = x - startX;
var per = Math.min(1, Math.max(0, layerX / parseFloat(barEmpty.scrollWidth)));
player.volume(per);
}
};
volume.addEventListener('mousemove', move);
volume.addEventListener('touchmove', move);
// Setup the "waveform" animation.
var wave = new SiriWave({
container: waveform,
width: window.innerWidth,
height: window.innerHeight * 0.45,
cover: true,
speed: 0.03,
amplitude: 0.7,
frequency: 2
});
wave.start();
// Update the height of the wave animation.
// These are basically some hacks to get SiriWave.js to do what we want.
var resize = function() {
var height = window.innerHeight * 0.45;
var width = window.innerWidth;
wave.height = height;
wave.height_2 = height / 2;
wave.MAX = wave.height_2 - 4;
wave.width = width;
wave.width_2 = width / 2;
wave.width_4 = width / 4;
wave.canvas.height = height;
wave.canvas.width = width;
// Update the position of the slider.
var sound = player.playlist[player.index].howl;
if (sound) {
var vol = sound.volume();
var barWidth = (vol * 0.9);
sliderBtn.style.left = (window.innerWidth * barWidth + window.innerWidth * 0.05 - 25) + 'px';
}
};
window.addEventListener('resize', resize);
resize();
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