<audio>
and new Audio()
should be the same but it doesn't look
like that is the case in practice. Whenever I need to create an audio
object in JavaScript I actually just create an element like
this:
The ended event is created based on .currentTime attribute. event-media-ended
the canplaythrough event was used to knowing when the browser has finished downloading the audio file and we can play
code complete use closest
<style type="text/css">
body{background: #aaa;color:#fff;}
div
{
width: 100px;
height: 100px;
background: #dda;
}
</style>
</head>
<body>
<script src="https://ajax.googleapis.com/ajax/libs/jquery/2.1.0/jquery.min.js"></script>
<div >
</div>
<div >
</div>
<div >
</div>
<script type="text/javascript">
$(window).load(function(){
var audioFiles = [
"http://www.soundjay.com/button/beep-01a.mp3",
"http://www.soundjay.com/button/beep-02.mp3",
"http://www.soundjay.com/button/beep-03.mp3",
"http://www.soundjay.com/button/beep-05.mp3"
];
function Preload(url) {
var audio = new Audio();
// once this file loads, it will call loadedAudio()
// the file will be kept by the browser as cache
audio.addEventListener('canplaythrough', loadedAudio, false);
audio.src = url;
}
var loaded = 0;
function loadedAudio() {
// this will be called every time an audio file is loaded
// we keep track of the loaded files vs the requested files
loaded++;
if (loaded == audioFiles.length){
// all have loaded
init();
}
}
var player = document.createElement('audio');
function playAudio(index) {
player.src = audioFiles[index];
player.play();
}
function init() {
$('div').click(function(event) {
$(this).css('background', 'blue');
playAudio(Math.floor(Math.random()*audioFiles.length));
player.addEventListener("ended", function(){
player.currentTime = 0;
$(event.target).closest('div').css('background', '#dda');
});
});
}
// We begin to upload files array
for (var i in audioFiles) {
Preload(audioFiles[i]);
}
});
</script>