ADDED
: TheAudioContext
is now available on the globalHowler
object (thanks Matt DesLauriers).FIXED
: When falling back to HTML5 Audio due to XHR error, delete cache for source file to prevent multi-playback issues.
FIXED
: Improved performance of loading files using data URIs (thanks Rob Wu).FIXED
: Data URIs now work with Web Audio API (thanks Rob Wu).FIXED
: Omitting the second parameter of theoff
method now correctly clears all events by that name (thanks Gabriel Munteanu).FIXED
: Fireend
event when unloading playing sounds.FIXED
: Small error fix in iOS check.
FIXED
: Playing multiple sprites rapdily with HTML5 Audio cause the sprite to break due to a v1.1.22 update.FIXED
: Don't run the iOS test if there is no audio context, which prevents a breaking error.
ADDED
: Howler will now automatically attempt to unlock audio on iOS (thanks Federico Brigante).ADDED
: Newcodecs
global Howler method to check for codec support in the current browser (thanks Jay Oster).FIXED
: End timers are now correctly cleaned up when a sound naturally completes rather than being forced to stop.
ADDED
: Support for npm and bower (thanks Morantron).ADDED
: Support for audio/aac, audio/m4a and audio/mp4 mime types (thanks Federico Brigante).FIXED
: Fixed calculation of duration after pausing a sprite that was sometimes causing unexpected behavior.FIXED
: Clear the event listener when creating a new HTML5 Audio node.
ADDED
: When using Web Audio API, the panningModel now defaults to 'equalpower' to give higher quality sound. It then automatically switches to 'HRTF' when using 3D sound. This can also be overridden with the newmodel
property.FIXED
: Fixed another bug causing issues in CocoonJS (thanks Olivier Biot).FIXED
: Fixed an issue that could have caused invalid state errors and a memory leak when unloading in Internet Explorer.FIXED
: The documentation has been updated to include therate
property.
ADDED
: Added CocoonJS support (thanks Olivier Biot).FIXED
: Fixed several issues with pausing sprite instances by overhauling how end timers are tracked and cleared internally.FIXED
: Prevent error when using a server-side require where window is absent (thanks AlexMost).
FIXED
: Muting a looping sound now correctly keeps the sound muted when using HTML5 Audio.FIXED
: Wrap AudioContext creation in try/catch to gracefully handle browser bugs: Chromium issue (thanks Chris Buckley).FIXED
: Listen for HTML5 Audio errors and fireloaderror
if any are encountered (thanks digitaltonic).
FIXED
: Fix another bug in Chrome that would throw an error when pausing/stopping when a source is already stopped.ADDED
: CommonJS support for things like Browserify (thanks Michal Kuklis).ADDED
: Support for playback mp4 files.ADDED
: Expose thenoAudio
variable to the globalHowler
object.FIXED
: Fix a rounding error that was causing HTML5 Audio to cut off early on some environments.FIXED
: Theonend
callback now correctly fires when changing the pos of a sound after it has started playing and when it is using HTML5 Audio.
FIXED
: Prevent InvalidStateError when unloading a sound that has already been stopped.FIXED
: Fix bug in unload method that prevented the first sound from being unloaded.
FIXED
: Fix bug that prevented master volume from being set to 0.FIXED
: Fix bug that prevented initial volume from being set to 0.FIXED
: Update the README to accurately showautoplay
as defaulting tofalse
.FIXED
: Callloaderror
when decodeAudioData fails.FIXED
: Fix bug in setting position on an active playing WebAudio node through 'pos(position, id)' (thanks Arjun Mehta).FIXED
: Fix an issue with looping after resuming playback when in WebAudio playback (thanks anzev).
FIXED
: Critical bug fix that was breaking support on some browsers and some codecs.
FIXED
: Code cleanup by removing redundantcanPlay
object (thanks Fabien).FIXED
: File extensions are now detected correctly if there is a query string with dots in the filename (thanks theshock).FIXED
: Fireonloaderror
if a bad filename is passed with theurls
property.
UPDATED
: Changed AMD definition to anonymous module and define it as global always (thanks Fabien).ADDED
: Added therate
property toHowl
object creation, allowing you to specify the playback rate. This only works when using Web Audio (thanks Qqwy).FIXED
: Prevent some instances of IE9 from throwing "Not Implemented" error (thanks Tero Tilus).
FIXED
: Fix bug caused by trying to disconnect audio node when using HTML5 Audio.FIXED
: Correctly return the sound's position when it is paused.FIXED
: Fix another bug that caused looping sounds to not always correctly resume after a pause.
ADDED
: Newunload
method to destroy a Howl object. This will stop all associated sounds instantly and remove the sound from the cache.FIXED
: When using Web Audio, loop from the correct position after pausing the sound halfway through.FIXED
: Always return a number when getting a sound's position with thepos
method, and always return the reference to the sound when setting a sound that hasn't loaded.
FIXED
: Fixed issue where calling thevolume
method before a sound had loaded prevented the volume from being changed.
FIXED
:urls
method now works again, and can take a string rather than an array if only one url is being passed.FIXED
: Makenode.play
async when not using webAudio (thanks Alex Dong).
FIXED
: Hotfix for a missing parameter that somehow missed the 1.1.6 commit in global muting.
ADDED
: A generalfade
method that allows a playing sound to be faded from one volume to another.DEPRECATED
: ThefadeIn
andfadeOut
methods should no longer be used and have been deprecated. These will be removed in a future major release.FIXED
: No longer require the sprite parameter to be passed into theplay
method when just passing a callback function.FIXED
: Cleaned up global muting code. (thanks arnorhs).
ADDED
: Support for the Ogg Opus codec (thanks Andrew Carpenter).ADDED
: Semver tags for easy package management (thanks Martin Reurings).ADDED
: Improve style/readability of code that discovers which audio file extension to use (thanks Fabien).ADDED
: Theonend
event now passes the soundId back as the 2nd parameter of the callback (thanks Ross Cairns).FIXED
: A few small typos in the comments. (thanks VAS).
FIXED
: A few small bugs that broke global mute and unmute when using HTML5 Audio.
FIXED
: Bug that prevented global mute from working 100% of the time when using HTML5 Audio.
FIXED
: Callingvolume
beforeplay
now works as expected.FIXED
: Edge case issue with cache cleaning.FIXED
: Load event didn't fire when new URLs were loaded after the initial load.
ADDED
:onloaderror
event fired when sound fails to load (thanks Thiago de Barros Laceda).ADDED
:format
property that overrides the URL extraction of the file format (thanks Kenan Shifflett).FIXED
: AMD implementation now only defines one module and removes global scope (thanks Kenan Shifflett).FIXED
: Broken chaining withplay
method.
ADDED:
Newpos3d
method that allows for positional audio (Web Audio API only).ADDED:
Multi-playback control system that allows for control of specific play instances when sprites are used. A callback has been added to theplay
method that returns thesoundId
for the playback instance. This can then be passed as the optional last parameter to other methods to control that specific playback instead of the whole sound object.ADDED:
Pass theHowl
object reference as the first parameter in the custom event callbacks.ADDED:
New optional parameter in sprite defintions to define a sprite as looping rather than the whole track. In the sprite definition array, set the 3rd value to true for looping (spriteName: [pos, duration, loop]
).FIXED:
Now all audio acts as a sound sprite internally, which helps to fix several lingering bugs (doesn't affect the API at all).FIXED:
Improved implementation of Web Audio API looping.FIXED:
Improved implementation of HTML5 Audio looping.FIXED:
Issue that caused the fallback to not work when testing locally.FIXED:
Fireonend
event at the end offadeOut
.FIXED:
Prevent errors from being thrown on browsers that don't support HTML5 Audio.FIXED:
Various code cleanup and optimizations.
ADDED:
Support for AMD loading as a module (thanks @mostlygeek).
ADDED:
Automatically switch to HTML5 Audio if there is an error due to CORS.FIXED:
Check that only numbers get passed into volume methods.
ADDED:
ExposedusingWebAudio
value through the globalHowler
object.FIXED:
Issue with non-sprite HTML5 Audio clips becoming unplayable (thanks Paul Morris).
FIXED:
Issue that caused simultaneous playback of audio sprites to break while using HTML5 Audio.
ADDED:
Spec-implementation detection to cover new and deprecated Web Audio API methods (thanks @canuckistani).
ADDED:
Newonplay
event.ADDED:
Support for playing audio from base64 encoded strings.FIXED:
Issue with soundId not being unique when multiple sounds were played simultaneously.FIXED:
Verify that an HTML5 Audio Node is ready to play before playing it.FIXED:
Issue withonend
timer not getting cleared all the time.
FIXED:
Cancel the correct timer when multiple HTML5 Audio sounds are played at the same time.FIXED:
Make sure howler.js is future-compatible with UglifyJS 2.FIXED:
Duration now gets set correctly when pulled from cache.FIXED:
Tiny typo in README.md (thanks @johnfn).
FIXED:
Issue with global mute calls happening before an HTML5 Audio element is loaded.
FIXED:
Global mute now also mutes all future sounds that are played untilunmute
is called.
ADDED:
Support for WebM audio.FIXED:
Issue with volume changes when on HTML5 Audio.FIXED:
Round volume values to fix inconsistencies in fade in/out methods.
FIXED:
Make sureself
is always defined before returning it.
ADDED:
Newoff
method that allows for the removal of custom events.FIXED:
Issue with chaining theon
method.FIXED:
Small typo in documentation.
ADDED:
Newbuffer
property that allows you to force the use of HTML5 on specific sounds to allow streaming of large audio files.ADDED:
Support for multiple events per event type.FIXED:
Issue with method chaining before a sound was ready to play.FIXED:
Useself
everywhere instead ofthis
to maintain consistency.
- First commit