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 fireloaderrorif 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 thenoAudiovariable to the globalHowlerobject.FIXED: Fix a rounding error that was causing HTML5 Audio to cut off early on some environments.FIXED: Theonendcallback 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 showautoplayas defaulting tofalse.FIXED: Callloaderrorwhen 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 redundantcanPlayobject (thanks Fabien).FIXED: File extensions are now detected correctly if there is a query string with dots in the filename (thanks theshock).FIXED: Fireonloaderrorif a bad filename is passed with theurlsproperty.
UPDATED: Changed AMD definition to anonymous module and define it as global always (thanks Fabien).ADDED: Added therateproperty toHowlobject 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: Newunloadmethod 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 theposmethod, and always return the reference to the sound when setting a sound that hasn't loaded.
FIXED: Fixed issue where calling thevolumemethod before a sound had loaded prevented the volume from being changed.
FIXED:urlsmethod now works again, and can take a string rather than an array if only one url is being passed.FIXED: Makenode.playasync 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 generalfademethod that allows a playing sound to be faded from one volume to another.DEPRECATED: ThefadeInandfadeOutmethods 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 theplaymethod 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: Theonendevent 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: Callingvolumebeforeplaynow 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:onloaderrorevent fired when sound fails to load (thanks Thiago de Barros Laceda).ADDED:formatproperty 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 withplaymethod.
ADDED:Newpos3dmethod 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 theplaymethod that returns thesoundIdfor 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 theHowlobject 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:Fireonendevent 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:ExposedusingWebAudiovalue through the globalHowlerobject.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:Newonplayevent.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 withonendtimer 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 untilunmuteis 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 sureselfis always defined before returning it.
ADDED:Newoffmethod that allows for the removal of custom events.FIXED:Issue with chaining theonmethod.FIXED:Small typo in documentation.
ADDED:Newbufferproperty 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:Useselfeverywhere instead ofthisto maintain consistency.
- First commit