ZwiiCMS/core/vendor/filemanager/js/jPlayer/actionscript/happyworm/jPlayer/JplayerMp3.as

368 lines
12 KiB
ActionScript
Executable File

/*
* jPlayer Plugin for jQuery JavaScript Library
* http://www.jplayer.org
*
* Copyright (c) 2009 - 2013 Happyworm Ltd
* Licensed under the MIT license.
* http://opensource.org/licenses/MIT
*
* Author: Mark J Panaghiston
* Date: 28th May 2013
*/
package happyworm.jPlayer {
import flash.display.Sprite;
import flash.media.Sound;
import flash.media.SoundChannel;
import flash.media.SoundLoaderContext;
import flash.media.SoundTransform;
import flash.net.URLRequest;
import flash.utils.Timer;
import flash.errors.IOError;
import flash.events.*;
public class JplayerMp3 extends Sprite {
private var mySound:Sound = new Sound();
private var myChannel:SoundChannel = new SoundChannel();
private var myContext:SoundLoaderContext = new SoundLoaderContext(3000, false);
private var myTransform:SoundTransform = new SoundTransform();
private var myRequest:URLRequest = new URLRequest();
private var timeUpdateTimer:Timer = new Timer(250, 0); // Matched to HTML event freq
private var progressTimer:Timer = new Timer(250, 0); // Matched to HTML event freq
private var seekingTimer:Timer = new Timer(100, 0); // Internal: How often seeking is checked to see if it is over.
private var playingTimer:Timer = new Timer(100, 0); // Internal: How often waiting/playing is checked.
private var waitingTimer:Timer = new Timer(3000, 0); // Internal: Check from loadstart to loadOpen. Generates a waiting event.
public var myStatus:JplayerStatus = new JplayerStatus();
public function JplayerMp3(volume:Number) {
timeUpdateTimer.addEventListener(TimerEvent.TIMER, timeUpdateHandler);
progressTimer.addEventListener(TimerEvent.TIMER, progressHandler);
seekingTimer.addEventListener(TimerEvent.TIMER, seekingHandler);
playingTimer.addEventListener(TimerEvent.TIMER, playingHandler);
waitingTimer.addEventListener(TimerEvent.TIMER, waitingHandler);
setVolume(volume);
}
public function setFile(src:String):void {
this.dispatchEvent(new JplayerEvent(JplayerEvent.DEBUG_MSG, myStatus, "setFile: " + src));
if(myStatus.isPlaying) {
myChannel.stop();
}
progressUpdates(false);
timeUpdates(false);
waitingTimer.stop();
try {
mySound.close();
} catch (err:IOError) {
// Occurs if the file is either yet to be opened or has finished downloading.
}
mySound = null;
mySound = new Sound();
mySound.addEventListener(IOErrorEvent.IO_ERROR, errorHandler);
mySound.addEventListener(Event.OPEN, loadOpen);
mySound.addEventListener(Event.COMPLETE, loadComplete);
myRequest = new URLRequest(src);
myStatus.reset();
myStatus.src = src;
myStatus.srcSet = true;
timeUpdateEvent();
}
public function clearFile():void {
setFile("");
myStatus.srcSet = false;
}
private function errorHandler(err:IOErrorEvent):void {
// MP3 player needs to stop progress and timeupdate events as they are started before the error occurs.
// NB: The MP4 player works differently and the error occurs before they are started.
progressUpdates(false);
timeUpdates(false);
myStatus.error(); // Resets status except the src, and it sets srcError property.
this.dispatchEvent(new JplayerEvent(JplayerEvent.JPLAYER_ERROR, myStatus));
}
private function loadOpen(e:Event):void {
this.dispatchEvent(new JplayerEvent(JplayerEvent.DEBUG_MSG, myStatus, "loadOpen:"));
waitingTimer.stop();
myStatus.loading();
if(myStatus.playOnLoad) {
myStatus.playOnLoad = false; // Capture the flag
// this.dispatchEvent(new JplayerEvent(JplayerEvent.JPLAYER_LOADSTART, myStatus)); // So loadstart event happens before play event occurs.
play();
} else {
// this.dispatchEvent(new JplayerEvent(JplayerEvent.JPLAYER_LOADSTART, myStatus));
pause();
}
progressUpdates(true);
}
private function loadComplete(e:Event):void {
this.dispatchEvent(new JplayerEvent(JplayerEvent.DEBUG_MSG, myStatus, "loadComplete:"));
myStatus.loaded();
progressUpdates(false);
progressEvent();
this.dispatchEvent(new JplayerEvent(JplayerEvent.JPLAYER_CANPLAYTHROUGH, myStatus));
}
private function soundCompleteHandler(e:Event):void {
myStatus.pausePosition = 0;
myStatus.isPlaying = false;
timeUpdates(false);
timeUpdateEvent();
this.dispatchEvent(new JplayerEvent(JplayerEvent.JPLAYER_ENDED, myStatus));
}
private function progressUpdates(active:Boolean):void {
// Using a timer rather than Flash's load progress event, because that event gave data at about 200Hz. The 10Hz timer is closer to HTML5 norm.
if(active) {
progressTimer.start();
} else {
progressTimer.stop();
}
}
private function progressHandler(e:TimerEvent):void {
progressEvent();
}
private function progressEvent():void {
this.dispatchEvent(new JplayerEvent(JplayerEvent.DEBUG_MSG, myStatus, "progressEvent:"));
updateStatusValues();
this.dispatchEvent(new JplayerEvent(JplayerEvent.JPLAYER_PROGRESS, myStatus));
}
private function timeUpdates(active:Boolean):void {
if(active) {
timeUpdateTimer.start();
playingTimer.start();
} else {
timeUpdateTimer.stop();
playingTimer.stop();
}
}
private function timeUpdateHandler(e:TimerEvent):void {
timeUpdateEvent();
}
private function timeUpdateEvent():void {
updateStatusValues();
this.dispatchEvent(new JplayerEvent(JplayerEvent.JPLAYER_TIMEUPDATE, myStatus));
}
private function seeking(active:Boolean):void {
if(active) {
seekingEvent();
waitingEvent();
seekingTimer.start();
} else {
seekingTimer.stop();
}
}
private function seekingHandler(e:TimerEvent):void {
if(myStatus.pausePosition <= getDuration()) {
seekedEvent();
seeking(false);
if(myStatus.playOnSeek) {
myStatus.playOnSeek = false; // Capture the flag.
play();
}
} else if(myStatus.isLoaded && (myStatus.pausePosition > getDuration())) {
// Illegal seek time
seeking(false);
seekedEvent();
pause(0);
}
}
private function seekingEvent():void {
myStatus.isSeeking = true;
updateStatusValues();
this.dispatchEvent(new JplayerEvent(JplayerEvent.JPLAYER_SEEKING, myStatus));
}
private function seekedEvent():void {
myStatus.isSeeking = false;
updateStatusValues();
this.dispatchEvent(new JplayerEvent(JplayerEvent.JPLAYER_SEEKED, myStatus));
}
private function playingHandler(e:TimerEvent):void {
checkPlaying(false); // Without forcing playing event.
}
private function checkPlaying(force:Boolean):void {
if(mySound.isBuffering) {
if(!myStatus.isWaiting) {
waitingEvent();
}
} else {
if(myStatus.isWaiting || force) {
playingEvent();
}
}
}
private function waitingEvent():void {
myStatus.isWaiting = true;
this.dispatchEvent(new JplayerEvent(JplayerEvent.JPLAYER_WAITING, myStatus));
}
private function playingEvent():void {
myStatus.isWaiting = false;
this.dispatchEvent(new JplayerEvent(JplayerEvent.JPLAYER_CANPLAY, myStatus));
this.dispatchEvent(new JplayerEvent(JplayerEvent.JPLAYER_PLAYING, myStatus));
}
private function waitingHandler(e:TimerEvent):void {
waitingTimer.stop();
if(myStatus.playOnLoad) {
waitingEvent();
}
}
public function load():Boolean {
if(myStatus.loadRequired()) {
myStatus.startingDownload();
this.dispatchEvent(new JplayerEvent(JplayerEvent.JPLAYER_LOADSTART, myStatus));
waitingTimer.start();
mySound.load(myRequest, myContext);
return true;
} else {
return false;
}
}
public function play(time:Number = NaN):Boolean {
var wasPlaying:Boolean = myStatus.isPlaying;
if(!isNaN(time) && myStatus.srcSet) {
if(myStatus.isPlaying) {
myChannel.stop();
myStatus.isPlaying = false;
}
myStatus.pausePosition = time;
}
if(myStatus.isStartingDownload) {
myStatus.playOnLoad = true; // Raise flag, captured in loadOpen()
return true;
} else if(myStatus.loadRequired()) {
myStatus.playOnLoad = true; // Raise flag, captured in loadOpen()
return load();
} else if((myStatus.isLoading || myStatus.isLoaded) && !myStatus.isPlaying) {
if(myStatus.isLoaded && myStatus.pausePosition > getDuration()) { // The time is invalid, ie., past the end.
myStatus.pausePosition = 0;
timeUpdates(false);
timeUpdateEvent();
if(wasPlaying) { // For when playing and then get a play(huge)
this.dispatchEvent(new JplayerEvent(JplayerEvent.JPLAYER_PAUSE, myStatus));
}
} else if(myStatus.pausePosition > getDuration()) {
myStatus.playOnSeek = true;
seeking(true);
} else {
myStatus.isPlaying = true; // Set immediately before playing. Could affects events.
myChannel = mySound.play(myStatus.pausePosition);
myChannel.soundTransform = myTransform;
myChannel.addEventListener(Event.SOUND_COMPLETE, soundCompleteHandler);
timeUpdates(true);
if(!wasPlaying) {
this.dispatchEvent(new JplayerEvent(JplayerEvent.JPLAYER_PLAY, myStatus));
}
checkPlaying(true); // Force the playing event unless waiting, which will be dealt with in the playingTimer.
}
return true;
} else {
return false;
}
}
public function pause(time:Number = NaN):Boolean {
myStatus.playOnLoad = false; // Reset flag in case load/play issued immediately before this command, ie., before loadOpen() event.
myStatus.playOnSeek = false; // Reset flag in case play(time) issued before the command and is still seeking to time set.
var wasPlaying:Boolean = myStatus.isPlaying;
// To avoid possible loops with timeupdate and pause(time). A pause() does not have the problem.
var alreadyPausedAtTime:Boolean = false;
if(!isNaN(time) && myStatus.pausePosition == time) {
alreadyPausedAtTime = true;
}
if(myStatus.isPlaying) {
myStatus.isPlaying = false;
myChannel.stop();
if(myChannel.position > 0) { // Required otherwise a fast play then pause causes myChannel.position to equal zero and not the correct value. ie., When it happens leave pausePosition alone.
myStatus.pausePosition = myChannel.position;
}
}
if(!isNaN(time) && myStatus.srcSet) {
myStatus.pausePosition = time;
}
if(wasPlaying) {
this.dispatchEvent(new JplayerEvent(JplayerEvent.JPLAYER_PAUSE, myStatus));
}
if(myStatus.isStartingDownload) {
return true;
} else if(myStatus.loadRequired()) {
if(time > 0) { // We do not want the stop() command, which does pause(0), causing a load operation.
return load();
} else {
return true; // Technically the pause(0) succeeded. ie., It did nothing, since nothing was required.
}
} else if(myStatus.isLoading || myStatus.isLoaded) {
if(myStatus.isLoaded && myStatus.pausePosition > getDuration()) { // The time is invalid, ie., past the end.
myStatus.pausePosition = 0;
} else if(myStatus.pausePosition > getDuration()) {
seeking(true);
}
timeUpdates(false);
// Need to be careful with timeupdate event, otherwise a pause in a timeupdate event can cause a loop.
// Neither pause() nor pause(time) will cause a timeupdate loop.
if(wasPlaying || !isNaN(time) && !alreadyPausedAtTime) {
timeUpdateEvent();
}
return true;
} else {
return false;
}
}
public function playHead(percent:Number):Boolean {
var time:Number = percent * getDuration() / 100;
if(myStatus.isPlaying || myStatus.playOnLoad || myStatus.playOnSeek) {
return play(time);
} else {
return pause(time);
}
}
public function setVolume(v:Number):void {
myStatus.volume = v;
myTransform.volume = v;
myChannel.soundTransform = myTransform;
}
private function updateStatusValues():void {
myStatus.seekPercent = 100 * getLoadRatio();
myStatus.currentTime = getCurrentTime();
myStatus.currentPercentRelative = 100 * getCurrentRatioRel();
myStatus.currentPercentAbsolute = 100 * getCurrentRatioAbs();
myStatus.duration = getDuration();
}
public function getLoadRatio():Number {
if((myStatus.isLoading || myStatus.isLoaded) && mySound.bytesTotal > 0) {
return mySound.bytesLoaded / mySound.bytesTotal;
} else {
return 0;
}
}
public function getDuration():Number {
if(mySound.length > 0) {
return mySound.length;
} else {
return 0;
}
}
public function getCurrentTime():Number {
if(myStatus.isPlaying) {
return myChannel.position;
} else {
return myStatus.pausePosition;
}
}
public function getCurrentRatioRel():Number {
if((getDuration() > 0) && (getCurrentTime() <= getDuration())) {
return getCurrentTime() / getDuration();
} else {
return 0;
}
}
public function getCurrentRatioAbs():Number {
return getCurrentRatioRel() * getLoadRatio();
}
}
}