Reputation: 117
In this question you can find SoundManager2 and Howler.js code examples for audio playback.
I basically use the SoundManager2 script from that page - with a few modifications as shown in the code snippet below.
In my HTML5 browser app I could use this script to simply play a sound by calling the sound id("Song1") and the function("playAudio" for example).
My question:
How can I structure a Howler.js script to get the same functionality
→ play a sound by calling the sound id and the correct function?
<!DOCTYPE html>
<script type="text/javascript" src="api/soundmanager2.js"></script>
<script>
soundManager.setup({
url: 'api/',
onready: function() {
soundManager.createSound({
id: 'Song1',
url: 'audio/Song1.ogg'
});
},
});
function playAudio(snd) {
soundManager.play(snd);
}
function stopAudio(snd) {
soundManager.stop(snd);
}
</script>
Upvotes: 0
Views: 745
Reputation: 13688
Howler.js is meant to be a simple API, so it doesn't have this feature built-in, but it would be easy enough to just create a map with an object:
var Song1 = new Howl({
src: 'audio/Song1.ogg'
});
var Song2 = new Howl({
src: 'audio/Song2.ogg'
});
var sounds = {
Song1: Song1,
Song2: Song2,
};
function playAudio(snd) {
sounds[snd].play();
}
function stopAudio(snd) {
sounds[snd].stop();
}
Upvotes: 1