Prerelease version 2.0b.20070201 - demos + documentation in development. Bugs, comments/feedback appreciated! :)

What is SoundManager?

(Choose your language)

SoundManager 2 is a Javascript Sound API which talks to Flash, effectively mapping most of Flash 8's native sound capabilities to Javascript. It enables web developers and front-end engineers to programmatically control sound in a cross-browser/platform way, using a language they already know.

In short, "It's Javascript Sound for the Web."

(Disclaimer: The following paragraphs are a parody, poking fun at the web 2.0 hype.)

SoundManagR 2.0 Betatm is a social, long-tail-oriented RIA-based enterprise javascript sound platform which leverages streaming AJAX push technology, Web 2.0, and leveraging. Including plenty of ajaxy goodness, this turn-key, SOA-based and Ajax-enhanced platform will take your Rich Enterprise Applications to the next level, connect the dots and move the needle when mashed up with Web 2.0 collective wisdom of the crowd-wowing features such as drag and drop, auto-complete and real-time performance thanks to enterprise mashup servers.

By leveraging the collective blogosphere and rich folksonomy aspects of the web, it is expected that these supporting technologies may be joining the RIP (Rich Internet Professionals) and DOA (Development Of Asininity) groups within the next few years.*

Demos

Less Talk, More Show.

Some examples of Javascript-driven sound, and applications implementing SoundManager 2:

Getting Started

"I'd like to use this on my site. Where do I start?"

No problem! See this template example which shows the basic requirements of SoundManager 2. (For technical requirements, refer to Requirements + Specifications.)

Like a fine whiskey, SoundManager should come with a disclaimer that reads, "Use Responsibly." You should know when to stop, too.

Licensing

SoundManager 2 is provided free of charge under a BSD license. If you find a nifty or innovative use for it (or just want to comment), feedback is always appreciated.

Download

Current version: 2.0b.20070201

SoundManager v2.0b.20070201 (1.07 MB, .zip)

Includes API, ActionScript source, documentation, examples and demos.

Basic Use

Adding SoundManager 2 to your page

A single Javascript include will link in all of the required code for the library, which will automatically self-initialise after the document has loaded.

Within <head>:

<script type="text/javascript" src="soundmanager2.js"></script>

When ready, SM2 simply calls soundManager.onload() or soundManager.onerror(), methods which you can attach functions to just as with window.onload().

Alternate pre-window.onload() method

By default, SM2 will wait until window.onload() before trying to fully initialise. If you wish to start loading the movie before this time, place an inline script node with a single call within <body>, optimally just before </body>:

<script type="text/javascript">soundManager.createMovie();</script>

Alternately, the path to the .swf may be specified, overriding the default:

<script type="text/javascript">soundManager.createMovie('/path/to/soundmanager2.swf');</script>

In the event an exception occours at this point, SM2 may exit and wait to retry after window.onload().

For a live example of this code, check the template example.

Successful Initialisation

Once SoundManager has initialised and soundManager.onload() has fired (onload() example), sounds may be created, loaded and played in one call using minimal parameters.

soundManager.play('mySound','/path/to/some.mp3');

Sounds can also be created without automatically loading or playing, for later use:

soundManager.createSound('myNewSound','/path/to/some.mp3');

Once defined, sound objects have methods and properties which can be accessed by the soundManager controller.

soundManager.play('myNewSound');
soundManager.setVolume('myNewSound',50);
soundManager.setPan('myNewSound',-100);

Initialisation Failure + Error Handling

In the event SoundManager encounters an error during loading, it will silently fail and disable itself; all subsequent calls to the soundManager controller object will return false. If defined, soundManager.onerror() will be called rather than soundManager.onload(). If enabled, debug messages will be written to the browser and/or console.

Debugging + Console Support

During development, SoundManager may throw custom errors to help debugging. For post-live testing, debug mode can be forced by appending debug=1 somewhere in the URL (eg. #debug=1 or ?debug=1) and refreshing the page. In the event pre-onload() errors are preventing debug messages, debug=alert may serve as a last-effort debugging tool. You may also view some live debug output on this page.

Supported debug tool/browser consoles:

  • Firebug (console[log|warn|info|error])
  • Safari (console.log)

For those browsers without native console support (or when configured to echo to both console and browser), an element with CSS matching div#soundmanager-debug will be created and appended to the document as soon as possible. Messages will be appended in reverse order in-browser to ease reading, with most recent at the top. You may put this element (an empty DIV with the debug ID) in your page's HTML, and can then apply your own CSS to make it look pretty.

For configuring default debug behaviour, see SoundManager Global Properties.

SoundManager onload Equivalent

This is a user-defined onload-style function implemented by SoundManager. Because of the overhead associated in creating and initialising the Flash and Javascript code necessary for SoundManager to function, a separate "onload"-type function is provided so your code can hook into it.

soundManager.onload = function() {
  // soundManager should be ready to use/call at this point
  soundManager.createSound('mySound','/path/to/mysoundfile.mp3');
  soundManager.play('mySound');
}

SoundManager onerror Equivalent

Note also that if SoundManager fails to load, it will call soundManager.onerror() if defined. (onload will not be called given the failure.) You can assign a handler here to be notified of failure, and take appropriate action.

soundManager.onerror = function() {
  // soundManager failed to initialise (security restrictions, no support, missing SWF etc.)
  // Notify user if needed, disable sound-specific functionality etc.
}

Object Literal Format

Sounds can be created with instance-specific parameters in an object literal (JSON) format, where omitted parameters inherit default values as defined in soundManager.

soundManager.createSound({
  id: 'mySound',
  url: '/path/to/some.mp3',
  autoLoad: true,
  autoPlay: false,
  onload: function() {
    alert('The sound '+this.sID+' loaded!');
  },
  volume: 50
});

This object can also be passed as an optional argument to the play method, overriding options set at creation time.

For a full list of available options, see Sound Properties Object

SoundManager API

The following are methods, collections, properties and event handlers provided by the globally-scoped soundManager Javascript object. Both sound properties and methods can be set on a global (inherited) default, or per-sound basis.

SoundManager Core Methods

createSound(object:options)
Creates a sound with an arbitrary number of optional arguments.
Example:
soundManager.createSound({
 id: 'mySound', // required
 url: '/audio/mysoundfile.mp3', // required
 // optional sound parameters here, see Sound Properties for full list
 volume: 50,
 autoPlay: true,
 onprogress: soundIsLoading // remember to omit comma on the last item
});

(Note: Code formatting is stylistic, not necessarily recommended.) See Object Literal Format.

createSound(id:string,url:string)
Creates a sound with the specified ID and URL (simple method.)
Example: soundManager.createSound('mySound','/audio/mysoundfile.mp3');
play(id:string,[options object])
Starts playing the sound specified by ID. (Will start loading if applicable, and will play ASAP.)
Returns a boolean value indicating "sound created", ie. if the related sound object didn't exist prior to this call and was created to do so.
Example: soundManager.play('mySound');
Note that the second parameter, options object, is not required and can take almost any argument from the object literal format (eg. volume.) These should be applied on an instance-specific basis (only overriding existing options for this play instance), but may persist due to an incomplete implementation. (To be fixed.)
Example 2: soundManager.play('mySound',{volume:50,onfinish:playNextSound});
setPosition(id:string,msecOffset:integer)
Seeeks to a given position within a sound, specified by miliseconds (1000 msec = 1 second)
Example: soundManager.setPosition('mySound',2500);
pause(id:string)
Pauses the sound specified by ID. (Does not toggle.)
Example: soundManager.pause('mySound');
resume(id:string)
Resumes the currently-paused sound specified by ID.
Example: soundManager.resume('mySound');
togglePause(id:string)
Pauses/resumes play on the sound specified by ID.
Example: soundManager.pause('mySound');
setVolume(id:string,volume:integer)
Sets the volume of the sound specified by ID. Accepted values: 0-100
Example: soundManager.setVolume('mySound',50);
stop(id:string)
Stops playing the sound specified by ID.
Example: soundManager.stop('mySound');
stopAll()
Stops any currently-playing sounds.
Example: soundManager.stopAll();
unload(id:string)
Stops loading the sound specified by ID, canceling any current HTTP request.
Example: soundManager.unload('mySound');
Note that SoundManager does this by loading a new, tiny "stub" MP3 file, ./data/null.mp3, which replaces the current one from loading. This is defined in the SM2 global object as nullURL, and can be edited.
getSoundById(id:string)
Returns an SMSound object specified by ID.
Example: var mySMSound = soundManager.getSoundById('mySound');
loadFromXML(xmlURL:string)
Loads and creates sounds as defined in a SoundManager v1 XML file (legacy)
Example: soundManager.loadFromXML('/path/to/some.xml');
XML format example: MPC drumkit XML file

Sound Properties Object

The soundManager.defaultOptions object contains parameters which are inherited by default when sounds are made via createSound. They can be overridden on a per-sound basis at create time, or changed dynamically in some cases. Note that none of these options are required when calling createSound, as the defaults will be inherited if unspecified.

soundManager.defaultOptions apply the properties and event handlers as specified above. Defaults are shown below as an example.

soundManager.defaultOptions = {
  'autoLoad': false,             // enable automatic loading (otherwise .load() will be called on demand with .play()..
  'stream': true,                // allows playing before entire file has loaded (recommended)
  'autoPlay': false,             // enable playing of file as soon as possible (much faster if "stream" is true)
  'onid3': null,                 // callback function for "ID3 data is added/available"
  'onload': null,                // callback function for "load finished"
  'whileloading': null,          // callback function for "download progress update" (X of Y bytes received)
  'onplay': null,                // callback for "play" start
  'whileplaying': null,          // callback during play (position update)
  'onstop': null,                // callback for "user stop"
  'onfinish': null,              // callback function for "sound finished playing"
  'onbeforefinish': null,        // callback for "before sound finished playing (at [time])"
  'onbeforefinishtime': 5000,    // offset (milliseconds) before end of sound to trigger beforefinish..
  'onbeforefinishcomplete':null, // function to call when said sound finishes playing
  'onjustbeforefinish':null,     // callback for [n] msec before end of current sound
  'onjustbeforefinishtime':200,  // [n] - if not using, set to 0 (or null handler) and event will not fire.
  'multiShot': true,             // let sounds "restart" or layer on top of each other when played multiple times..
  'pan': 0,                      // "pan" settings, left-to-right, -100 to 100
  'volume': 100                  // self-explanatory. 0-100, the latter being the max.
}

Note: Details on event handlers, sound properties and methods have yet to be documented. For live examples, see the code behind the jsAMP MP3 Player demo which uses much of this functionality.

SoundManager Global Properties

SoundManager includes a few global parameters which configure debug mode, flash movie path and other behaviours.

soundManager.url = '/path/to/soundmanager2.swf';
soundManager.debugMode = true;    // enable debugging output (div#soundmanager-debug, OR console..
soundManager.useConsole = true;   // use firebug/safari console.log()-type debug console if available
soundManager.consoleOnly = false; // if console is being used, do not create/write to #soundmanager-debug
soundManager.allowPolling = true; // allow flash to poll for status update..
soundManager.nullURL = '/null.mp3'; // URL of silent/blank MP3 to use when unloading/canceling a loaded/loading sound

To modify global SoundManager defaults, edit the main soundmanager2.js file (look for above section in code) or assign new values in your own application script before window.onload() fires.

Example per-application override:

soundManager.debugMode = false;             // disable debug mode
soundManager.defaultOptions.volume = 33;    // set global default volume

SoundManager Core Events

onload()
Function called when SoundManager has successfully loaded.
Example: soundManager.onload = function() { alert('SoundManager ready to use'); }
Once this function has been called, all core methods will be available to use.
Note that onload() is not called when SoundManager fails to load; instead, onerror() is called.
onerror()
Function called when SoundManager fails to load.
Example: soundManager.onerror = function() { alert('SoundManager failed to load'); }

Object Collections

soundIDs[]
An array of sound ID strings, ordered by creation.
sounds[]
A "hash"/object literal of SMSound objects indexed by sound ID (as in sounds['mySound']), used internally by SoundManager.

Requirements + Specifications

Prerequisites (client)

Supported sound format (MP3 only - d'oh!)

SM2 uses Flash's native Sound object for loading and managing sound. Perhaps a Flash design decision, the Flash 8 sound object only supports MP3 files through the loadSound method. SM2 is not able to load other sound formats, including audio-only SWF files, due to this limitation. Refer to the Flash 8 sound object documentation for details.

Supported Browsers/Platforms

Javascript-to-flash communication is possible through Flash 8's ExternalInterface feature, which (as I understand) uses a standard browser plugin architecture implemented by each browser manufacturer (see NPAPI.) As a result, the following browsers should be supported:

For reference, see Adobe's ExternalInterface support page which documents supported browsers.

At this time, not all combinations of browser/OS have been tested. Some unlisted configurations may be supported, but have not been tested.

Unsupported/Buggy Browsers/Platforms

The following browser/OS combinations have been reported as buggy, or may be non-supported:

Revision History

"Use Responsibly"

A Word Of Vice

Not every button, link, element or paragraph on the web needs to zoom, move, change colour and be noisy, repetitive and annoying all at the same time. Use your own discretion! :)

Demo Credits

Background Tile

Modified from squidfingers.com (free patterns)

Sounds - MPC Demo

Sounds downloaded from AKAI.com

General

SoundManager was written to meet a desire to have Javascript-driven sound for interactive web-based projects. It is free for use in both personal and commercial projects (specific licensing info pending.) It was originally developed for personal use and has been packaged with the hopes of being useful to others.

Links

About

Scott Schiller (contact) is a Front-end Engineer (previously "Web Developer") who builds fun creative and technical stuff on the web - or failing that, tries - when he has free time. He likes building cool things which contribute to, yet enjoys mocking, the Web 2.0 meme. (See How Web 2.0-Aware Are You?)

Debug Output

Live debug info from SoundManager 2, active on this page for demo tests.

If you're seeing errors here or in demos, this info can help in troubleshooting.