Releases: goldfire/howler.js
v2.0.4
CHANGED
Removed theresuming
state, which wasn't actually being used and was leading to a bug on Android (#679).CHANGED
Any playback initiated before the sound has loaded will now go into the queue to fix various race conditions (#714).FIXED
Correctly initialize an AudioContext with the global mute status (#714).FIXED
AudioContext unlocks on user interaction within a cross-domain iframe on Android Chrome (#756).FIXED
Stopping/pausing a group of sounds now behaves as expected in edge cases (#734).FIXED
Sound ID's now start at 1000 instead of 0 to avoidrate
collisions (#764).FIXED
Prevent unknown mime errors on Internet Explorer when unloading a sound (#720).FIXED
Correctly clean up error event listeners (#720).FIXED
Audio clipping in Internet Explorer when network latency is present with HTML5 Audio (#720).FIXED
Allow passing just an event and ID to turn off listener (#767).FIXED
npm
warning caused by invalid license definition (#763).
v2.0.3
CHANGED
Unloading a sound no longer fires theend
event (#675).FIXED
RemovesetTimeout
wrapper on HTML5play
call to fix issues on mobile browsers (#694).FIXED
Remove rare possibility of duplicate sound ID's by using global counter (#709).FIXED
Support fades with 2+ decimal places (#696).FIXED
Error in Firefox caused by invalid silent WAV onunload
(#678).FIXED
Check for and warn about missing file extension (#680).FIXED
Regression in Firefox relating to spatial audio (#664).
v2.0.2
FIXED
Wait to begin playback until AudioContext has resumed (#643).FIXED
RunnoAudio
check on initial setup instead of waiting for firstHowl
(#619).FIXED
Addplay
event to start of queue whenautoplay
is used (#659).FIXED
Make sureseek
andduration
are always >= 0 to prevent errors (#682).FIXED
Audio test wouldn't work in IE11 Enhanced Security Mode (#631).FIXED
Ensure AudioContext exists onunload
(#646).FIXED
Always fire pause event even if sound is already paused (#639).
v2.0.1
ADDED
Support for FLAC audio files.FIXED
Improve fading performance when short fade times are used (#621).FIXED
Correctly handle fades from 0 to 0 volume (#575).FIXED
Prevent a load error from blocking all future playback (#613).FIXED
ResetnoAudio
tofalse
when a sound is unloaded (#617).FIXED
Stop a sound even if it is not playing (#595).FIXED
Emitstop
event before returning fromstop
(#616).FIXED
Improve codec checks by removingx-
prefix (#576).FIXED
Set correct loop start/end when callingloop
on a sprite (#604).
v2.0.0
This major release contains just a few breaking changes outlined below. Howler.js has been rewritten from the ground up using the knowledge and work since the initial release. There's a long list of additions and improvements, which I urge you to read through as the library has evolved quite a bit over this time.
The biggest change is how you should think about your audio when using howler.js. There is now the concept of global (Howler
), group (Howl
) and single sound (Sound
). Each sound that is played gets its own Sound
object that can be manipulated, giving much greater control over playback, whether using sprites or not. Howl
method calls can then apply to one sound or all in the group.
Howler (global) ->
Howl (group) ->
Sound (single)
Howler.js now also has the concept of plugins. The core represents 100% compatibility across hTML5 Audio and Web Audio, adhering to the initial goals of the library. There is also a new Spatial Plugin that adds 3D and stereo audio support only available in the Web Audio API.
Read more about the update in this blog post.
Breaking Changes
- The
buffer
option is now namedhtml5
. Use this to force HTML5 Audio usage. - The
pos
method has been renamed toseek
.
// Change the seek position of a sound (in seconds).
sound.seek(10);
mute
andunmute
have been consolidated intomute
.
// Mute a sound (or all sounds).
sound.mute(true);
Howler.mute(true);
// Unmute a sound (or all sounds).
sound.mute(false);
Howler.mute(false);
- The
play
method no longer takes a callback and immediately returns the playback sound id (this means you can no longer chain onto theplay
method, but all others work the same).
// Get sound id for a specific playback.
var id = sound.play();
// Pause this playback.
sound.pause(id);
- The deprecated
fadeIn
andfadeOut
methods have been removed in favor of the singlefade
method.
// Fade in a sound.
sound.fade(0, 1, 1000);
// Fade out the sound once the previous fade has ended.
sound.once('fade', function(){
sound.fade(1, 0, 1000);
});
New Features
- Lots of general code cleanup, simplification and reorganization.
- Howler.js is now modularized. The core represents the initial goal for howler.js with 100% compatibility across HTML5 Audio and Web Audio. The spatial plugin adds spatial and stereo support through Web Audio API.
- The new structure allows for full control of sprite playback (this was buggy or didn't work at all before).
- New
once
method to setup event listeners that will automatically remove themselves once fired. - New
playing
method that will returntrue
if the specified sound is currently playing. - New
duration
method that will return the duration of the audio source. - New
state
method that will return the loaded state of the Howl. - New
preload
option to allow disabling the auto-preload functionality. - New events:
fade
,stop
,mute
,volume
,rate
,seek
. - New
rate
method that allows changing playback rate at runtime. - New global
unload
method that unloads all active Howls and resets theAudioContext
to clear memory. - New
pool
option to allow setting the inactive sound pool size (for advanced use, still defaults to 5). - Support for playback of Dolby Audio files.
- Support for .webm extension in addition to .weba.
- Support for playback of CAFF audio files.
- (Spatial) New
Howler
listener methodsstereo
,pos
andorientation
. - (Spatial) New
Howl
methodsstereo
,pos
,orientation
andpannerAttr
to control stereo and spatial audio of single sounds or groups of sounds. - (Spatial)
pannerAttr
allows for control ofconeInnerAngle
,coneOUterAngle
,coneOuterGain
,distanceModel
,maxDistance
,panningModel
,refDistance
androlloffFactor
. - Third parameter to
on
,once
andoff
to allow listening or removing events for only a specific sound id. - The following methods now alter all sounds within a
Howl
group when noid
is passed:pause
,stop
,volume
,fade
,mute
,loop
,rate
. - New codec recommendations and notes have been added to the documentation.
- Web Audio AudioContext now automatically suspends and resumes to lower processing and power usage.
Bug Fixes
- Improved the
ext
option and made it especially usefully for playing streams (for example, SoundCloud). - The
fade
method now uses native Web Audio fading when in that mode. - Fades are now automatically stopped when a new one is started, volume is changed or the sound is paused/stopped.
- Moved any needed try/catch statements into own methods to prevent de-optimization in V8 and others.
- Automatically checks for disabled audio in Internet Explorer.
- An internal event queue is now used to fix issues caused by multiple actions pre-load.
- When using Web Audio, a panner node is only added when spatial audio is used.
- The
rate
option now changes the playback rate on both Web Audio and HTML5 Audio. - The event system has been overhauled to be more reliable.
- Methods called before a sound has loaded no longer cause events to stick in the queue.
- The
end
event correctly fires at the end of each loop when using Web Audio. - Several issues with playback of sprites.
- Several issues with playback timing after pausing sounds.
- Improved support for seeking a sound while it is playing.
- When playback rate is changed, the
end
event now fires at the correct time. - Potential memory leak when using the
unload
method. - Calling
pause
on a sound that hasn't yet loaded now works correctly. - Muting a sound while it is fading now works.
- Playback of base64 encoded sounds in Internet Explorer 9.
- MIME check for some base64 encoded MP3's.
- Now tries to automatically unlock audio on mobile browsers besides Mobile Safari.
- Falls back to HTML5 Audio when loading an HTTP file on an HTTPS page (avoids Mixed Content errors).
- Stopping a stream is now possible, along with various other fixes.
- Audio on Chrome for Android no longer gets stuck after a period of inactivity.
- Crash in iOS <9 webview.
- Bug in iOS that can cause audio distortion when opening/closing browser.
- Only setup AudioContext after first
Howl
is setup so that background audio on mobile devices behaves as expected.