grooveondemand/static/player.js

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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', 'progress', 'bar', 'loading', 'playlist', 'list', '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, url, 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));
};
list.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: [data.url],
html5: true, // Force to HTML5 so that the audio can stream in (best for large files).
onplay: function() {
// Display the duration.
duration.innerHTML = self.formatTime(Math.round(sound.duration()));
// Start updating the progress of the track.
requestAnimationFrame(self.step.bind(self));
pauseBtn.style.display = 'block';
},
onload: function() {
loading.style.display = 'none';
},
onend: function() {
self.skip('next');
},
onpause: function() {
},
onstop: function() {
},
onseek: function() {
// Start updating 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 = 'none';
}
// 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;
// Puase 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);
},
/**
* 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));
}
},
/**
* 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(playlist_tracks);
// 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');
});