diff --git a/listenToTheTrackers/Sounds/1 - General content 1sec louder.wav b/listenToTheTrackers/Sounds/1 - General content 1sec louder.wav
deleted file mode 100644
index 68949ba..0000000
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diff --git a/listenToTheTrackers/Sounds/2 - Analytics 1sec louder.wav b/listenToTheTrackers/Sounds/2 - Analytics 1sec louder.wav
deleted file mode 100644
index 66fe95e..0000000
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diff --git a/listenToTheTrackers/Sounds/3 - Widgets 1sec.wav b/listenToTheTrackers/Sounds/3 - Widgets 1sec.wav
deleted file mode 100644
index 767f521..0000000
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diff --git a/listenToTheTrackers/Sounds/4 - Ad 1sec.wav b/listenToTheTrackers/Sounds/4 - Ad 1sec.wav
deleted file mode 100644
index 143d5a8..0000000
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diff --git a/listenToTheTrackers/Sounds/5 - Tracker 1sec.wav b/listenToTheTrackers/Sounds/5 - Tracker 1sec.wav
deleted file mode 100644
index 78e2ec5..0000000
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diff --git a/listenToTheTrackers/Sounds/Drudge Report sample.wav b/listenToTheTrackers/Sounds/Drudge Report sample.wav
deleted file mode 100644
index 43a8d67..0000000
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diff --git a/listenToTheTrackers/index.php b/listenToTheTrackers/index.php
deleted file mode 100644
index 0780ae8..0000000
--- a/listenToTheTrackers/index.php
+++ /dev/null
@@ -1,292 +0,0 @@
-
-
-
-
-
-
- Listen to the Trackers
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
- ";
- elseif ($render == "synth")
- print "Listening to synth. The frequencies of 6 distinct tones are increased every time a new tracker of that type starts loading. The frequency is decreased when the tracker finishes ";
- ?>
-
-
-
- Trackers start at ms and end at ms
- Replaying microseconds: 0ms
-
-
-
-
-
-
diff --git a/listenToTheTrackers/js/soundmanagerv297a-20150601/README.rdoc b/listenToTheTrackers/js/soundmanagerv297a-20150601/README.rdoc
deleted file mode 100755
index 451d7a2..0000000
--- a/listenToTheTrackers/js/soundmanagerv297a-20150601/README.rdoc
+++ /dev/null
@@ -1,72 +0,0 @@
-== SoundManager 2: JavaScript Sound for the Web
-
-By wrapping and extending HTML5 and Flash Audio APIs, SoundManager 2 brings reliable cross-platform audio to JavaScript.
-
-== HTML5 Audio() Support
-
- * 100% Flash-free MP3 + MP4/AAC where supported
- * Compatible with Apple iPad 3.2, iPhone/iOS 4 and newer
- * Fallback to Flash for MP3/MP4 support, as needed
- * SM2 API is transparent; HTML5/flash switching handled internally
- * HTML5 API support approximates Flash 8 API features
- * Some other formats (WAV/OGG) supported via HTML5, depending on browser
- * See "useHTML5Audio" property for implementation details
-
-== Basic API Features (Flash 8)
-
- * Load, stop, play, pause, mute, seek, pan and volume control of sounds from Javascript
- * Events: onload, whileloading, whileplaying, onfinish and more
- * ID3V1 and ID3V2 tag support for MP3s (title, artist, genre etc.)
-
-== Shiny Flash 9 Features
-
- * RTMP / Flash Media Server streaming support
- * MPEG-4 (AAC, HE-AAC, H.264) audio support
- * "MultiShot" play (layered/chorusing effects)
- * Waveform/frequency spectrum data
- * Peak (L/R channel volume) data
- * Audio buffering state/event handling
-
-== General Tech Stuff
-
- * Full API Documentation with examples and notes
- * console.log()-style debug output and troubleshooting tools
- * Community-based discussion/support
-
-== As Heard On The Internets
-
-A few nifty sites that have implemented SM2 for driving audio:
-
- * Tidal
- * Beats
- * Songza
- * Earbits
- * freesound.org
- * last.fm
- * 8tracks
- * Discogs
- * The Hype Machine
- * nyan.cat
-
-== Project home, documentation, live demos etc.:
-
-http://www.schillmania.com/projects/soundmanager2/
-
-== Compiling JS builds (-nodebug, -jsmin) and Flash components, AS2/AS3 to SWF
-
-An Ant build file defines the tasks for compiling JS and SWF components, useful if you make changes to the SM2 source and want to recompile.
-Google's Closure Compiler is used for the JS. AS2 compilation is done by MTASC, and AS3 is handled by Adobe's Open Source Flex SDK (mxmlc) compiler.
-Refer to the build.xml file for compiler downloads and path definitions.
-
-== Versioning / Development Notes
-
-Releases are versioned by date, e.g., V2.97a.20110424 and are tagged as such.*
-The latest official release is always on trunk/master.
-Post-release development builds may be available on the appropriate +DEV branch, eg., V2.97a.20110801+DEV
-
-== Forks and Pull Requests
-
-Firstly, thank you for wanting to contribute! Bug fixes and tweaks are welcomed, particularly if they follow the general coding style of the project.
-If making a pull request, use the project's current +DEV development branch as the merge target instead of "master", if possible (please and thank-you.)
-
-* SoundManager 2 has been at "version" 2.97 for a long time, because 2.97 was arguably the best llama-ass-whipping version of WinAmp. (WinAmp 3 was not as good, and WinAmp 5 was "the best of 2 and 3 combined.") This MP3 player was my favourite Windows app during the 90's, and is missed as there's nothing quite like it on OS X where I spend most of my time these days.
diff --git a/listenToTheTrackers/js/soundmanagerv297a-20150601/bower.json b/listenToTheTrackers/js/soundmanagerv297a-20150601/bower.json
deleted file mode 100755
index dca3037..0000000
--- a/listenToTheTrackers/js/soundmanagerv297a-20150601/bower.json
+++ /dev/null
@@ -1,21 +0,0 @@
-{
- "name": "SoundManager2",
- "version": "2.97.20150601",
- "homepage": "https://github.com/scottschiller/SoundManager2",
- "main": "script/soundmanager2.js",
- "ignore": [
- "**/.*",
- "node_modules",
- "bower_components",
- "demo",
- "doc",
- "test",
- "tests",
- "tasks",
- "component.json",
- "composer.json",
- "CONTRIBUTING.md",
- "package.js",
- "package.json"
- ]
-}
diff --git a/listenToTheTrackers/js/soundmanagerv297a-20150601/component.json b/listenToTheTrackers/js/soundmanagerv297a-20150601/component.json
deleted file mode 100755
index cfe9e29..0000000
--- a/listenToTheTrackers/js/soundmanagerv297a-20150601/component.json
+++ /dev/null
@@ -1,20 +0,0 @@
-{
- "name": "soundmanager2",
- "repo": "scottschiller/soundmanager2",
- "description": "A JavaScript Sound API supporting MP3, MPEG4 and HTML5 audio + RTMP, providing reliable cross-browser/platform audio control in as little as 12 KB.",
- "version": "V2.97a.20150601-nodebug-jsmin",
- "keywords": [
- "audio",
- "soundmanager2",
- "soundmanager"
- ],
- "license": "BSD",
- "scripts": [
- "script/soundmanager2-nodebug-jsmin.js"
- ],
- "main": "script/soundmanager2-nodebug-jsmin.js",
- "files":[
- "swf/soundmanager2.swf",
- "swf/soundmanager2_flash9.swf"
- ]
-}
\ No newline at end of file
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diff --git a/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/360-button-vis-play.gif b/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/360-button-vis-play.gif
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diff --git a/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/360-button-vis-play.png b/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/360-button-vis-play.png
deleted file mode 100755
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diff --git a/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/360player-visualization.css b/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/360player-visualization.css
deleted file mode 100755
index c931ae5..0000000
--- a/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/360player-visualization.css
+++ /dev/null
@@ -1,150 +0,0 @@
-/* larger canvas, spectrum + EQ visualization and other items */
-
-.ui360-vis,
-.ui360-vis .sm2-360ui,
-.sm2-inline-list .ui360-vis {
- /* size of the container for the circle, etc. */
- width:256px;
- height:256px;
-}
-
-.ui360-vis {
- position:relative;
- /* a little extra spacing */
- padding-top:1px;
- padding-bottom:1px;
- padding-left:248px;
- margin-left:0px;
- background-position:22.6% 50%; /* (~109px) initial play button position */
-}
-
-.sm2-inline-list .ui360-vis {
- cursor:pointer
-}
-
-.ui360-vis a {
- font:14px "helvetica neue",helvetica,monaco,lucida,terminal,monospace;
- white-space:nowrap;
- text-indent:0px; /* undo inline style */
- top:46%; /* ehh. */
-}
-
-.sm2-inline-list .ui360-vis a {
- line-height:256px;
- top:auto;
-}
-
-.ui360-vis .sm2-360ui {
- margin-left:-256px;
-}
-
-.ui360-vis .sm2-timing {
- font:bold 24px "helvetica neue",helvetica,monaco,lucida,terminal,monospace;
- color:#333;
- text-align:center;
- line-height:256px;
- text-indent:0px;
-}
-
-.sm2-inline-list .ui360-vis,
-.sm2-inline-list .ui360-vis .sm2-360ui {
- margin-left:0px;
-}
-
-.sm2-inline-list .ui360-vis {
- margin:8px 13px 7px 0px;
- padding-left:0px;
- background-position:50% 50%; /* initial play button position */
-}
-
-.sm2-inline-list .ui360-vis .sm2-360ui {
- border:1px solid #eee;
- /* offset the border */
- margin-left:-1px;
- margin-top:-1px;
-}
-
-.sm2-inline-list .ui360-vis a {
- position:absolute;
- display:inline;
- left:0px;
- bottom:0px;
- top:1px;
- width:100%; /* 2px padding in box */
- height:99%; /* dumb vertical hack */
- *height:256px; /* IE is dumb. */
- overflow:hidden;
- font-size:small;
- font-weight:300;
- color:#333;
- margin:0px;
- padding:0px;
- line-height:488px; /* bottom vertical alignment for text */
- *line-height:480px; /* IE again */
- text-align:center;
- border-radius:0px;
-}
-
-.sm2-inline-list .ui360 a:hover {
- background-color:transparent; /* reset */
-}
-
-.sm2-inline-list .ui360-vis:hover .sm2-360ui,
-.sm2-inline-list .ui360-vis a.sm2_link:hover,
-.sm2-inline-list .ui360-vis a.sm2_link:active,
-.sm2-inline-list .ui360-vis a.sm2_link:focus {
- background-color:transparent;
-}
-
-/* Use a bigger loading image for this layout */
-
-.ui360-vis .sm2-360btn,
-.ui360-vis .sm2-360ui.sm2_paused .sm2-360btn,
-.ui360-vis .sm2-360ui.sm2_playing .sm2-360btn {
- width:48px;
- height:48px;
- margin-left:-24px;
- margin-top:-24px;
- border-radius: none;
-}
-
-.ui360-vis,
-.ui360-vis .sm2-360ui.sm2_paused .sm2-360btn,
-.ui360-vis .sm2-360btn-default {
- background:transparent url(360-button-vis-play.png) no-repeat 50% 50%;
- background-image:url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAADAAAAAwCAMAAABg3Am1AAABuVBMVEX///8AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAADv7++lpaXr6+uAgIDk5OQzMzPt7e1tbW3n5+dgYGDW1tZNTU10dHQ5OTnw8PCvr6/e3t6JiYlAQEDb29vo6OgrKyuqqqrq6uq4uLjf399AQEDGxsbq6uqAgIDY2Nje3t61tbXp6enU1NTu7u7r6+vl5eXt7e2fn5/n5+fDw8Ph4eHv7+/t7e3CwsLW1tbu7u7b29vw8PDm5uYgICDp6enY2Nji4uLo6Ojm5uakpKTS0tLPz8/h4eHw8PDs7Ozj4+Pa2trg4ODx8fHT09Pk5OTPz8/S0tLBwcGmpqawsLCOjo7h4eHn5+fo6OgAAADY2NjNzc3n5+cAAADd3d3Gxsbu7u7t7e0AAADX19fl5eXi4uLf39/Hx8fn5+fs7Ozg4ODR0dHX19e4uLjv7+/z8/P09PTy8vL19fXv7+/n5+fx8fH29vbs7Ozq6urm5ubo6Ojw8PDu7u7p6enr6+sAAAB/f3/Z2dn39/fh4eGOjo4ODg7t7e3l5eWWlpba2tqjo6NVVVXk5OTe3t65ubnMzMzExMTf39/GxsampqZiYmJNcTiZAAAAbXRSTlMAAQIEAwcFCAb5EdAImAXpB6oIUAoLCfsgZQ0EVrsGEr4ZYQgbsgpUYxikNd/aatQQli+R7rlUUdas6+8I+VaFruoOOV/S8Nq5sWL8UqmKUFsuHyTcrtsJm0z7C49V3NMKkdKXuk7S7oVeVSv7tAAEVwAAAu5JREFUeF6llmVz3DwURmNLsr1pmJmZmZmxzMwsybS8gXJfhl9cKXbHEK+TmZ4P/nDnOXN1NbalHD8CQ7QRGDmhnIQhBDYQnkhheRECSVIQQrLMHookAciUkHhBw1zVwuLShcJIpPDC0uJC1VxDQTaFx1srSvM3DUxU1TRVlWBjM7+0opUrQaupLSnrLK7ELIepwaCYmbiyuLOspJY38eeLykdGxzDhYQfKCmOjI+VFPkMQYF7NZD0l2DgFJrR+siYPegxBzBvqeoQxpgGw8qOuoTz3HGw9udUPCaFZIORhdS5blZOHjXWDBIdABusanb0S4MpqEw4XcNPqCrQFQQTN+XwPQ8CY5jcDUbB3KLdlg6hnQDZacqEgWA3a2rF6Jri9zWohwI6dXXK2QHZ3OqBw0qC7B6vnAPd0sxZMkHr7VNPD34YZgNrXK3EBSgPU9HJ4eIQDDDogQS4ow4QJxy4+MmKs4oYJZFhhggjQuMoKHoHzn3bsQx1HQOTClOkXLP6lviZTtjCjmn7B5g/izqszliBHTB+HDhl3PSJbwnxSS3n45HDkVLXkvCWg5Uws7eHgJ98/uKqxzLI9w3o6oXuwhd+OPNVEet0WtnU9/sWNJfz1u6cY1/VtLghQuRgk/PmBmT7hogJPXo3L8YQed3Nw8PWfuB89Eb8scUGUrl33DfH/N93BGeH6NUnkArh1O5FOuNETp2GR27cAE/iaJu6mz8HdCQnan+i96XQmdgaZ9PQ9+xMVoPJgNhrNhBKNzj5Q+E/AavH4SSz6OZRo7Mlj3oDDp7jyPJoKJfr8CpvAOUrQi6eppJaVZOrpCwTdP1cgr93UjKxoN9dka2KX8ealZtBADO3lG2+e7xRAd7Y0igOg2tYdBKD/CBIBenf/lYGJD2y8uv8OgaBDDkry3v57SlQXhL7f35OlwJOXGUBBl571JykmzCIE02T/s0tIASyf/R6Arr59fcM62G+8fnsVhdwFwq4Ov345Of/15wd0RYY81HHUTQAAAABJRU5ErkJggg==);
- *background-image:url(360-button-vis-play.png);
- _background:transparent url(360-button-vis-play.gif) no-repeat 50% 50%;
- cursor:pointer;
-}
-
-.ui360-vis:hover .sm2-360btn,
-.ui360-vis .sm2-360btn-default:hover,
-.ui360-vis .sm2-360ui.sm2_paused .sm2-360btn:hover {
- background:transparent url(360-button-vis-play-light.png) no-repeat 50% 50%;
- _background:transparent url(360-button-vis-play.gif) no-repeat 50% 50%;
- cursor:pointer;
-}
-
-
-.ui360-vis .sm2-360ui.sm2_playing .sm2-360btn:hover,
-.ui360-vis .sm2-360btn-playing:hover {
- background:transparent url(360-button-vis-pause-light.png) no-repeat 50% 50%;
- _background:transparent url(360-button-vis-pause-light.gif) no-repeat 50% 50%;
- cursor:pointer;
-}
-
-.ui360-vis {
- /* non-JS / before-loaded state */
- background-position: 21% 50%;
- _background:transparent url(360-button-vis-play.gif) no-repeat 21% 50%; /* IE 6-only: special crap GIF */
-}
-
-.ui360-vis .sm2-360btn-default {
- /* real button, post-loaded state */
- _background:transparent url(360-button-vis-play.gif) no-repeat 50% 50%; /* IE 6-only: special crap GIF */
-}
-
-.ui360-vis .sm2-360ui.sm2_dragging .sm2-360btn {
- visibility: hidden;
-}
\ No newline at end of file
diff --git a/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/360player.css b/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/360player.css
deleted file mode 100755
index 7ad639b..0000000
--- a/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/360player.css
+++ /dev/null
@@ -1,316 +0,0 @@
-/* General warning: Beta-ish. Code could be a bit cleaner. */
-
-.ui360, /* entire UI */
-.sm2-360ui { /* canvas container */
- position:relative;
-}
-
-.ui360 {
- margin-bottom: 5px;
- margin-right: 5px;
-}
-
-.ui360,
-.sm2-360ui {
- min-width:50px; /* should always be at least this. */
- min-height:50px;
-}
-
-.sm2-360ui {
- width:50px;
- height:50px;
-}
-
-.sm2-360ui {
- /* slight inner shadow + BG color + border */
- background-color: #f9f9f9;
- background-color: rgba(0,0,0,0.025);
- box-shadow: inset 0px 0px 8px rgba(0,0,0,0.15);
- /* a little radii, modern browsers only */
- border-radius: 100%;
- -webkit-transition: all 0.1s ease-in-out;
- -moz-transition: all 0.1s ease-in-out;
- transition: all 0.1s ease-in-out;
- /* specifics */
- -moz-transition-property: background, border, box-shadow;
- -webkit-transition-property: background, border, box-shadow;
- transition-property: background, border, box-shadow;
-}
-
-.sm2-360ui:hover {
- background-color: rgba(0,0,0,0.1);
- border-color: rgba(0,0,0,0.15);
- box-shadow: inset 0px 0px 5px rgba(0,0,0,0.15);
-}
-
-.ui360,
-.ui360 * {
- vertical-align:middle;
-}
-
-.sm2-360ui {
- position:relative;
- display:inline-block; /* firefox 3 et al */
- float:left; /* IE 6+7, firefox 2 needs this, inline-block would work with fx3 and others */
- *display:inline;
- clear:left;
-}
-
-.sm2-360ui.sm2_playing,
-.sm2-360ui.sm2_paused {
- /* bump on top when active */
- z-index:10;
-}
-
-.ui360 a { /* .sm2_link class added to playable links by SM2 */
- float:left;
- display:inline;
- position:relative;
- color:#000;
- text-decoration:none;
- left:3px; /* slight spacing on left UI */
- top:18px; /* vertical align */
- text-indent:50px; /* make room for UI at left */
-}
-
-.ui360 a.sm2_link { /* SM2 has now started */
- text-indent:0px; /* UI now in place. */
-}
-
-.ui360 a,
-.ui360 a:hover,
-.ui360 a:focus {
- padding:2px;
- margin-left:-2px;
- margin-top:-2px;
-}
-
-.ui360 a:hover,
-.ui360 a:focus {
- background:#eee;
- border-radius:3px;
- outline:none;
-}
-
-.ui360 .sm2-canvas {
- position:absolute;
- left:0px;
- top:0px;
-}
-
-.ui360 .sm2-canvas.hi-dpi {
- /* hi-dpi / "retina" screens */
- top: -50%;
- left: -50%;
- -moz-transform: scale(0.5);
- -ms-transform: scale(0.5);
- -webkit-transform: scale(0.5);
- transform: scale(0.5);
-}
-
-.ui360 .sm2-timing {
- position:absolute;
- display:block;
- left:0px;
- top:0px;
- width:100%;
- height:100%;
- margin:0px;
- font:11px "helvetica neue",helvetica,monaco,lucida,terminal,monospace;
- color:#666;
- text-align:center;
- line-height:50px;
-}
-
-.ui360 .sm2-timing.alignTweak {
- /* devious center-alignment tweak for Safari (might break things for others.) */
- /* no longer applies. */
- /*
- text-indent:1px;
- */
-}
-
-.ui360 .sm2-cover {
- position:absolute;
- left:0px;
- top:0px;
- width:100%;
- height:100%;
- z-index:2;
- display:none;
- background-image: url(data:image/gif;base64,R0lGODlhAQABAIAAAP///wAAACH5BAEAAAAALAAAAAABAAEAAAICRAEAOw==); /* old-skool bug: IE 9 won't catch mouse events otherwise. /smash */
-}
-
-.ui360 .sm2-360btn {
- position:absolute;
- display:block;
- top:50%;
- left:50%;
-/*
- width:22px;
- height:22px;
- margin-left:-11px;
- margin-top:-11px;
-*/
- /* by default, cover whole space. make smaller when playing. */
- width:50px;
- height:50px;
- margin-left:-25px;
- margin-top:-25px;
- border-radius: 25px;
- cursor:pointer;
- z-index:3;
-}
-
-.ui360 .sm2-360data {
- display:inline-block;
- font-family:helvetica;
-}
-
-.sm2-inline-block .ui360 .sm2-360btn,
-.ui360 .sm2-360ui.sm2_playing .sm2-360btn,
-.ui360 .sm2-360ui.sm2_paused .sm2-360btn {
- /* smaller clickable button, in center */
- width:22px;
- height:22px;
- margin-left:-11px;
- margin-top:-11px;
-}
-
-.ui360 .sm2-360ui.sm2_playing .sm2-cover,
-.ui360 .sm2-360ui.sm2_paused .sm2-cover {
- display:block;
-}
-
-/* this could be optimized a fair bit. */
-
-.ui360,
-.ui360 .sm2-360btn-default,
-.ui360 .sm2-360ui.sm2_paused .sm2-360btn {
- background:transparent url(360-button-play.png) no-repeat;
- /* if you change the source image, update these data: URIs as well. */
- background-image: url(data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAABYAAAAWCAYAAADEtGw7AAABoUlEQVR42sWVu2oCQRhGU/s8gpVYJeQJNkZSbiH4QNuLlQZS21sJayGYaOEFVFDxNiremj9zig2uzk5YQpKFg8PMd75ZZle9E5Ff4e+Ll8tlQuNoPI2vUcCYOdbIxCmm9F5T0YgNMmS/LebSwWdNa7VayXq9ls1mI9vtVna7nQBj5lgjQxYHN7KY3QkiUbDf7+V4PMrpdArBHGtkyOJc3/n1mVaUUl+F5/PZSrABDi4dpmKH3QkixQEHlw5TsccZmsRCoSD1et1ajkuHqdg/HA5GKZPJCOTzeanVasYMLh2mYsXDIGAoDuG6rlSr1WCdBxrcsTIWazgrQiHS6bSRYJ3XDzeq2O/3+9Ltdm9IpVIhstmslEqlUAY36ii8ZrMpjUbjhmQyKeA4jhSLRWMGN+rhOZ1Oh8ANuVxOyuUy40hwo163RK/XeyPQbrdjgYNr/ILAYDB41Gf1wZnFAQfX+iM0HA5fxuPx+2g0Ej22QoYsDq61mGsymTxMp9NX/Sk2yJDFsRZfXpzXbDZ7WiwW3nw+9zUKGDPHGpkL5V//mn7OJyJZApyzeUS5AAAAAElFTkSuQmCC);
- /* hi-dpi, we presume */
- background-image: none, url(360-button-play-2x.png);
- background-size: 22px 22px;
- *background-image: url(360-button-play.png);
- background-repeat: no-repeat;
-}
-
-.ui360 {
- /*
- "fake" button shown before SM2 has started, non-JS/non-SM2 case etc.
- background image will be removed via JS, in threeSixyPlayer.init()
- */
- background-position: 14px 50%;
- _background:transparent url(360-button-play.gif) no-repeat 14px 50%; /* IE 6-only: special crap GIF */
-}
-
-.ui360 .sm2-360btn-default,
-.ui360 .sm2-360ui.sm2_paused .sm2-360btn {
- background-position:50% 50%;
- _background:transparent url(360-button-play.gif) no-repeat 50% 50%; /* IE 6-only: special crap GIF */
-}
-
-.ui360 .sm2-360btn-default,
-.ui360 .sm2-360ui.sm2_paused .sm2-360btn {
- cursor:pointer;
-}
-
-.ui360 .sm2-360btn-default:hover,
-.ui360 .sm2-360ui.sm2_paused .sm2-360btn:hover {
- background:transparent url(360-button-play-light.png) no-repeat 50% 50%;
- /* hi-dpi, we presume */
- background-image: none, url(360-button-play-light-2x.png);
- background-size: 22px 22px;
- _background:transparent url(360-button-play.gif) no-repeat 50% 50%;
- cursor:pointer;
-}
-
-.ui360 .sm2-360ui.sm2_playing .sm2-360btn:hover,
-.ui360 .sm2-360btn-playing:hover {
- background:transparent url(360-button-pause-light.png) no-repeat 50% 50%;
- background-image: none, url(360-button-pause-light-2x.png);
- background-size: 22px 22px;
- _background:transparent url(360-button-pause-light.gif) no-repeat 50% 50%;
- cursor:pointer;
-}
-
-.ui360 .sm2-360ui.sm2_playing .sm2-timing {
- visibility:visible;
-}
-
-.ui360 .sm2-360ui.sm2_buffering .sm2-timing {
- visibility:hidden;
-}
-
-.ui360 .sm2-360ui .sm2-timing,
-.ui360 .sm2-360ui .sm2-360btn:hover + .sm2-timing,
-.ui360 .sm2-360ui.sm2_paused .sm2-timing {
- visibility:hidden;
-}
-
-.ui360 .sm2-360ui.sm2_dragging .sm2-timing,
-.ui360 .sm2-360ui.sm2_dragging .sm2-360btn:hover + .sm2-timing {
- /* paused + dragging */
- visibility:visible;
-}
-
-.ui360 .sm2-360ui.sm2_playing .sm2-360btn,
-.ui360 .sm2-360ui.sm2_dragging .sm2-360btn,
-.ui360 .sm2-360ui.sm2_dragging .sm2-360btn:hover,
-.ui360 .sm2-360ui.sm2_dragging .sm2-360btn-playing:hover {
- /* don't let pause button show on hover when dragging (or paused and dragging) */
- background:transparent;
- cursor:auto;
-}
-
-.ui360 .sm2-360ui.sm2_buffering .sm2-360btn,
-.ui360 .sm2-360ui.sm2_buffering .sm2-360btn:hover {
- background:transparent url(icon_loading_spinner.gif) no-repeat 50% 50%;
- opacity:0.5;
- visibility:visible;
-}
-
-/* inline list style */
-
-.sm2-inline-list .ui360,
-.sm2-inline-block .ui360 {
- position:relative;
- display:inline-block;
- float:left;
- _display:inline;
- /*
- margin-bottom:-15px;
- */
-}
-
-.sm2-inline-block .ui360 {
- margin-right:8px;
-}
-
-.sm2-inline-list .ui360 a {
- display:none;
-}
-
-/* annotations */
-
-ul.ui360playlist {
- list-style-type:none;
-}
-
-ul.ui360playlist,
-ul.ui360playlist li {
- margin:0px;
- padding:0px;
-}
-
-div.ui360 div.metadata {
- display:none;
-}
-
-div.ui360 a span.metadata,
-div.ui360 a span.metadata * {
- /* name of track, note etc. */
- vertical-align:baseline;
-}
diff --git a/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/canvas-visualization-basic.html b/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/canvas-visualization-basic.html
deleted file mode 100755
index 352856b..0000000
--- a/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/canvas-visualization-basic.html
+++ /dev/null
@@ -1,132 +0,0 @@
-
-
-
-360° MP3 player UI demo (SoundManager 2): Javascript + Canvas Visualization, basic example
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
Artist thank-yous: "Graffiti Sex" courtesy of The Fugitives. "Blue Belle Lament" courtesy of Adrian Glynn. "I Tried" and "People Asking" courtesy of SonReal.
The player's default 50x50-pixel canvas is defined both within JavaScript and CSS. For an example with different values, see this larger version.
-
-
threeSixtyPlayer.config = {
- playNext: false, // stop after one sound, or play through list until end
- autoPlay: false, // start playing the first sound right away
- allowMultiple: true, // let many sounds play at once (false = one at a time)
- loadRingColor: '#ccc',// amount of sound which has loaded
- playRingColor: '#000', // amount of sound which has played
- backgroundRingColor: '#eee', // "default" color shown underneath everything else
- animDuration: 500,
- animTransition: Animator.tx.bouncy// http://www.berniecode.com/writing/animator.html
-}
-
-
The CSS for the canvas UI block is a bit ugly, but JavaScript reads the width of the .sm2-360ui element in the DOM as set by CSS and uses that to later draw and update the canvas element while playing.
-
-
.ui360,
-.sm2-360ui {
- /* size of the container for the circle, etc. */
- width:50px;
- height:50px;
-}
-
-
-
-
diff --git a/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/script/360player.js b/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/script/360player.js
deleted file mode 100755
index 4546a41..0000000
--- a/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/script/360player.js
+++ /dev/null
@@ -1,1416 +0,0 @@
-/**
- *
- * SoundManager 2 Demo: 360-degree / "donut player"
- * ------------------------------------------------
- * http://schillmania.com/projects/soundmanager2/
- *
- * An inline player with a circular UI.
- * Based on the original SM2 inline player.
- * Inspired by Apple's preview feature in the
- * iTunes music store (iPhone), among others.
- *
- * Requires SoundManager 2 Javascript API.
- * Also uses Bernie's Better Animation Class (BSD):
- * http://www.berniecode.com/writing/animator.html
- *
-*/
-
-/*jslint white: false, onevar: true, undef: true, nomen: false, eqeqeq: true, plusplus: false, bitwise: true, regexp: false, newcap: true, immed: true */
-/*global document, window, soundManager, navigator */
-
-var threeSixtyPlayer, // instance
- ThreeSixtyPlayer; // constructor
-
-(function(window) {
-
-function ThreeSixtyPlayer() {
-
- var self = this,
- pl = this,
- sm = soundManager, // soundManager instance
- uA = navigator.userAgent,
- isIE = (uA.match(/msie/i)),
- isOpera = (uA.match(/opera/i)),
- isSafari = (uA.match(/safari/i)),
- isChrome = (uA.match(/chrome/i)),
- isFirefox = (uA.match(/firefox/i)),
- isTouchDevice = (uA.match(/ipad|iphone/i)),
- hasRealCanvas = (typeof window.G_vmlCanvasManager === 'undefined' && typeof document.createElement('canvas').getContext('2d') !== 'undefined'),
- // I dunno what Opera doesn't like about this. I'm probably doing it wrong.
- fullCircle = (isOpera||isChrome?359.9:360),
- // exclude old IE from hi-DPI / "retina"-scale display size
- hiDPIScale = (navigator.userAgent.match(/msie [678]/i)? 1 : 2);
-
- // CSS class for ignoring MP3 links
- this.excludeClass = 'threesixty-exclude';
- this.links = [];
- this.sounds = [];
- this.soundsByURL = [];
- this.indexByURL = [];
- this.lastSound = null;
- this.lastTouchedSound = null;
- this.soundCount = 0;
- this.oUITemplate = null;
- this.oUIImageMap = null;
- this.vuMeter = null;
- this.callbackCount = 0;
- this.peakDataHistory = [];
-
- // 360player configuration options
- this.config = {
-
- playNext: false, // stop after one sound, or play through list until end
- autoPlay: false, // start playing the first sound right away
- allowMultiple: false, // let many sounds play at once (false = only one sound playing at a time)
- loadRingColor: '#ccc', // how much has loaded
- playRingColor: '#000', // how much has played
- backgroundRingColor: '#eee', // color shown underneath load + play ("not yet loaded" color)
-
- // optional segment/annotation (metadata) stuff..
- segmentRingColor: 'rgba(255,255,255,0.33)', // metadata/annotation (segment) colors
- segmentRingColorAlt: 'rgba(0,0,0,0.1)',
- loadRingColorMetadata: '#ddd', // "annotations" load color
- playRingColorMetadata: 'rgba(128,192,256,0.9)', // how much has played when metadata is present
-
- circleDiameter: null, // set dynamically according to values from CSS
- circleRadius: null,
- animDuration: 500,
- animTransition: window.Animator.tx.bouncy, // http://www.berniecode.com/writing/animator.html
- showHMSTime: false, // hours:minutes:seconds vs. seconds-only
- scaleFont: true, // also set the font size (if possible) while animating the circle
-
- // optional: spectrum or EQ graph in canvas (not supported in IE <9, too slow via ExCanvas)
- useWaveformData: false,
- waveformDataColor: '#0099ff',
- waveformDataDownsample: 3, // use only one in X (of a set of 256 values) - 1 means all 256
- waveformDataOutside: false,
- waveformDataConstrain: false, // if true, +ve values only - keep within inside circle
- waveformDataLineRatio: 0.64,
-
- // "spectrum frequency" option
- useEQData: false,
- eqDataColor: '#339933',
- eqDataDownsample: 4, // use only one in X (of 256 values)
- eqDataOutside: true,
- eqDataLineRatio: 0.54,
-
- // enable "amplifier" (canvas pulses like a speaker) effect
- usePeakData: true,
- peakDataColor: '#ff33ff',
- peakDataOutside: true,
- peakDataLineRatio: 0.5,
-
- useAmplifier: true, // "pulse" like a speaker
-
- fontSizeMax: null, // set according to CSS
-
- scaleArcWidth: 1, // thickness factor of playback progress ring
-
- useFavIcon: false // Experimental (also requires usePeakData: true).. Try to draw a "VU Meter" in the favicon area, if browser supports it (Firefox + Opera as of 2009)
-
- };
-
- this.css = {
-
- // CSS class names appended to link during various states
- sDefault: 'sm2_link', // default state
- sBuffering: 'sm2_buffering',
- sPlaying: 'sm2_playing',
- sPaused: 'sm2_paused'
-
- };
-
- this.addEventHandler = (typeof window.addEventListener !== 'undefined' ? function(o, evtName, evtHandler) {
- return o.addEventListener(evtName,evtHandler,false);
- } : function(o, evtName, evtHandler) {
- o.attachEvent('on'+evtName,evtHandler);
- });
-
- this.removeEventHandler = (typeof window.removeEventListener !== 'undefined' ? function(o, evtName, evtHandler) {
- return o.removeEventListener(evtName,evtHandler,false);
- } : function(o, evtName, evtHandler) {
- return o.detachEvent('on'+evtName,evtHandler);
- });
-
- this.hasClass = function(o,cStr) {
- return typeof(o.className)!=='undefined'?o.className.match(new RegExp('(\\s|^)'+cStr+'(\\s|$)')):false;
- };
-
- this.addClass = function(o,cStr) {
-
- if (!o || !cStr || self.hasClass(o,cStr)) {
- return false;
- }
- o.className = (o.className?o.className+' ':'')+cStr;
-
- };
-
- this.removeClass = function(o,cStr) {
-
- if (!o || !cStr || !self.hasClass(o,cStr)) {
- return false;
- }
- o.className = o.className.replace(new RegExp('( '+cStr+')|('+cStr+')','g'),'');
-
- };
-
- this.getElementsByClassName = function(className,tagNames,oParent) {
-
- var doc = (oParent||document),
- matches = [], i,j, nodes = [];
- if (typeof tagNames !== 'undefined' && typeof tagNames !== 'string') {
- for (i=tagNames.length; i--;) {
- if (!nodes || !nodes[tagNames[i]]) {
- nodes[tagNames[i]] = doc.getElementsByTagName(tagNames[i]);
- }
- }
- } else if (tagNames) {
- nodes = doc.getElementsByTagName(tagNames);
- } else {
- nodes = doc.all||doc.getElementsByTagName('*');
- }
- if (typeof(tagNames)!=='string') {
- for (i=tagNames.length; i--;) {
- for (j=nodes[tagNames[i]].length; j--;) {
- if (self.hasClass(nodes[tagNames[i]][j],className)) {
- matches.push(nodes[tagNames[i]][j]);
- }
- }
- }
- } else {
- for (i=0; i 1) {
- // only catch left-clicks
- return true;
- }
-
- var o = self.getTheDamnLink(e),
- canvasElements, sURL, soundURL, thisSound, oContainer, has_vis, diameter;
-
- if (o.nodeName.toLowerCase() !== 'a') {
- o = self.isChildOfNode(o,'a');
- if (!o) {
- return true;
- }
- }
-
- if (!self.isChildOfClass(o,'ui360')) {
- // not a link we're interested in
- return true;
- }
-
- sURL = o.getAttribute('href');
-
- if (!o.href || !sm.canPlayLink(o) || self.hasClass(o,self.excludeClass)) {
- return true; // pass-thru for non-MP3/non-links
- }
-
- sm._writeDebug('handleClick()');
- soundURL = (o.href);
- thisSound = self.getSoundByURL(soundURL);
-
- if (thisSound) {
-
- // already exists
- if (thisSound === self.lastSound) {
- // and was playing (or paused)
- thisSound.togglePause();
- } else {
- // different sound
- thisSound.togglePause(); // start playing current
- sm._writeDebug('sound different than last sound: '+self.lastSound.id);
- if (!self.config.allowMultiple && self.lastSound) {
- self.stopSound(self.lastSound);
- }
- }
-
- } else {
-
- // append some dom shiz, make noise
-
- oContainer = o.parentNode;
- has_vis = (self.getElementsByClassName('ui360-vis','div',oContainer.parentNode).length);
-
- // create sound
- thisSound = sm.createSound({
- id:'ui360Sound'+(self.soundCount++),
- url:soundURL,
- onplay:self.events.play,
- onstop:self.events.stop,
- onpause:self.events.pause,
- onresume:self.events.resume,
- onfinish:self.events.finish,
- onbufferchange:self.events.bufferchange,
- type:(o.type||null),
- whileloading:self.events.whileloading,
- whileplaying:self.events.whileplaying,
- useWaveformData:(has_vis && self.config.useWaveformData),
- useEQData:(has_vis && self.config.useEQData),
- usePeakData:(has_vis && self.config.usePeakData)
- });
-
- // tack on some custom data
-
- diameter = parseInt(self.getElementsByClassName('sm2-360ui','div',oContainer)[0].offsetWidth * hiDPIScale, 10);
-
- // see note re: IE <9 and excanvas when Modernizr is included, making weird things happen with ',
- ' ', // note use of imageMap, edit or remove if you use a different-size image.
- ' ', // + Ever-so-slight Safari horizontal alignment tweak
- ' '
- ];
-
- };
-
- this.uiTest = function(sClass) {
-
- // fake a 360 UI so we can get some numbers from CSS, etc.
-
- var oTemplate = document.createElement('div'),
- oFakeUI, oFakeUIBox, oTemp, fakeDiameter, uiHTML, circleDiameter, circleRadius, fontSizeMax, oTiming;
-
- oTemplate.className = 'sm2-360ui';
-
- oFakeUI = document.createElement('div');
- oFakeUI.className = 'ui360'+(sClass?' '+sClass:''); // ui360 ui360-vis
-
- oFakeUIBox = oFakeUI.appendChild(oTemplate.cloneNode(true));
-
- oFakeUI.style.position = 'absolute';
- oFakeUI.style.left = '-9999px';
-
- oTemp = document.body.appendChild(oFakeUI);
-
- fakeDiameter = oFakeUIBox.offsetWidth * hiDPIScale;
-
- uiHTML = self.getUIHTML(fakeDiameter);
-
- oFakeUIBox.innerHTML = uiHTML[1]+uiHTML[2]+uiHTML[3];
-
- circleDiameter = parseInt(fakeDiameter, 10);
- circleRadius = parseInt(circleDiameter/2, 10);
-
- oTiming = self.getElementsByClassName('sm2-timing','div',oTemp)[0];
- fontSizeMax = parseInt(self.getStyle(oTiming,'font-size'), 10);
- if (isNaN(fontSizeMax)) {
- // getStyle() etc. didn't work.
- fontSizeMax = null;
- }
-
- // soundManager._writeDebug('diameter, font size: '+circleDiameter+','+fontSizeMax);
-
- oFakeUI.parentNode.removeChild(oFakeUI);
-
- uiHTML = oFakeUI = oFakeUIBox = oTemp = null;
-
- return {
- circleDiameter: circleDiameter,
- circleRadius: circleRadius,
- fontSizeMax: fontSizeMax
- };
-
- };
-
- this.init = function() {
-
- sm._writeDebug('threeSixtyPlayer.init()');
-
- var oItems = self.getElementsByClassName('ui360','div'),
- i, j, oLinks = [], is_vis = false, foundItems = 0, canvasElements, oCanvas, oCanvasCTX, oCover, diameter, radius, uiData, uiDataVis, oUI, oBtn, o, o2, oID;
-
- for (i=0,j=oItems.length; i.
- * When this is the case, the first doesn't have getContext('2d') and such - so, use the second.
- */
- canvasElements = oCanvas.parentNode.getElementsByTagName('canvas');
- if (canvasElements.length > 1) {
- oCanvas = canvasElements[canvasElements.length-1];
- }
- } else {
- // add a handler for the button
- oCanvas = oLinks[i].parentNode.getElementsByTagName('canvas')[0];
- }
- // enable hi-DPI / retina features?
- if (hiDPIScale > 1) {
- self.addClass(oCanvas, 'hi-dpi');
- }
- oCover = self.getElementsByClassName('sm2-cover','div',oLinks[i].parentNode)[0];
- oBtn = oLinks[i].parentNode.getElementsByTagName('span')[0];
- self.addEventHandler(oBtn,'click',self.buttonClick);
- if (!isTouchDevice) {
- self.addEventHandler(oCover,'mousedown',self.mouseDown);
- } else {
- self.addEventHandler(oCover,'touchstart',self.mouseDown);
- }
- oCanvasCTX = oCanvas.getContext('2d');
- oCanvasCTX.translate(radius, radius);
- oCanvasCTX.rotate(self.deg2rad(-90)); // compensate for arc starting at EAST // http://stackoverflow.com/questions/319267/tutorial-for-html-canvass-arc-function
- }
- }
- if (foundItems>0) {
- self.addEventHandler(document,'click',self.handleClick);
- if (self.config.autoPlay) {
- self.handleClick({target:self.links[0],preventDefault:function(){}});
- }
- }
- sm._writeDebug('threeSixtyPlayer.init(): Found '+foundItems+' relevant items.');
-
- if (self.config.useFavIcon && typeof this.VUMeter !== 'undefined') {
- this.vuMeter = new this.VUMeter(this);
- }
-
- };
-
-}
-
-// Optional: VU Meter component
-
-ThreeSixtyPlayer.prototype.VUMeter = function(oParent) {
-
- var self = oParent,
- me = this,
- _head = document.getElementsByTagName('head')[0],
- isOpera = (navigator.userAgent.match(/opera/i)),
- isFirefox = (navigator.userAgent.match(/firefox/i));
-
- this.vuMeterData = [];
- this.vuDataCanvas = null;
-
- this.setPageIcon = function(sDataURL) {
-
- if (!self.config.useFavIcon || !self.config.usePeakData || !sDataURL) {
- return false;
- }
-
- var link = document.getElementById('sm2-favicon');
- if (link) {
- _head.removeChild(link);
- link = null;
- }
- if (!link) {
- link = document.createElement('link');
- link.id = 'sm2-favicon';
- link.rel = 'shortcut icon';
- link.type = 'image/png';
- link.href = sDataURL;
- document.getElementsByTagName('head')[0].appendChild(link);
- }
-
- };
-
- this.resetPageIcon = function() {
-
- if (!self.config.useFavIcon) {
- return false;
- }
- var link = document.getElementById('favicon');
- if (link) {
- link.href = '/favicon.ico';
- }
-
- };
-
- this.updateVU = function(oSound) {
-
- if (soundManager.flashVersion >= 9 && self.config.useFavIcon && self.config.usePeakData) {
- me.setPageIcon(me.vuMeterData[parseInt(16*oSound.peakData.left, 10)][parseInt(16*oSound.peakData.right, 10)]);
- }
-
- };
-
- this.createVUData = function() {
-
- var i=0, j=0,
- canvas = me.vuDataCanvas.getContext('2d'),
- vuGrad = canvas.createLinearGradient(0, 16, 0, 0),
- bgGrad = canvas.createLinearGradient(0, 16, 0, 0),
- outline = 'rgba(0,0,0,0.2)';
-
- vuGrad.addColorStop(0,'rgb(0,192,0)');
- vuGrad.addColorStop(0.30,'rgb(0,255,0)');
- vuGrad.addColorStop(0.625,'rgb(255,255,0)');
- vuGrad.addColorStop(0.85,'rgb(255,0,0)');
- bgGrad.addColorStop(0,outline);
- bgGrad.addColorStop(1,'rgba(0,0,0,0.5)');
- for (i=0; i<16; i++) {
- me.vuMeterData[i] = [];
- }
- for (i=0; i<16; i++) {
- for (j=0; j<16; j++) {
- // reset/erase canvas
- me.vuDataCanvas.setAttribute('width',16);
- me.vuDataCanvas.setAttribute('height',16);
- // draw new stuffs
- canvas.fillStyle = bgGrad;
- canvas.fillRect(0,0,7,15);
- canvas.fillRect(8,0,7,15);
- /*
- // shadow
- canvas.fillStyle = 'rgba(0,0,0,0.1)';
- canvas.fillRect(1,15-i,7,17-(17-i));
- canvas.fillRect(9,15-j,7,17-(17-j));
- */
- canvas.fillStyle = vuGrad;
- canvas.fillRect(0,15-i,7,16-(16-i));
- canvas.fillRect(8,15-j,7,16-(16-j));
- // and now, clear out some bits.
- canvas.clearRect(0,3,16,1);
- canvas.clearRect(0,7,16,1);
- canvas.clearRect(0,11,16,1);
- me.vuMeterData[i][j] = me.vuDataCanvas.toDataURL('image/png');
- // for debugging VU images
- /*
- var o = document.createElement('img');
- o.style.marginRight = '5px';
- o.src = vuMeterData[i][j];
- document.documentElement.appendChild(o);
- */
- }
- }
-
- };
-
- this.testCanvas = function() {
-
- // canvas + toDataURL();
- var c = document.createElement('canvas'),
- ctx = null, ok;
- if (!c || typeof c.getContext === 'undefined') {
- return null;
- }
- ctx = c.getContext('2d');
- if (!ctx || typeof c.toDataURL !== 'function') {
- return null;
- }
- // just in case..
- try {
- ok = c.toDataURL('image/png');
- } catch(e) {
- // no canvas or no toDataURL()
- return null;
- }
- // assume we're all good.
- return c;
-
- };
-
- this.init = function() {
-
- if (self.config.useFavIcon) {
- me.vuDataCanvas = me.testCanvas();
- if (me.vuDataCanvas && (isFirefox || isOpera)) {
- // these browsers support dynamically-updating the favicon
- me.createVUData();
- } else {
- // browser doesn't support doing this
- self.config.useFavIcon = false;
- }
- }
-
- };
-
- this.init();
-
-};
-
-// completely optional: Metadata/annotations/segments code
-
-ThreeSixtyPlayer.prototype.Metadata = function(oSound, oParent) {
-
- soundManager._wD('Metadata()');
-
- var me = this,
- oBox = oSound._360data.oUI360,
- o = oBox.getElementsByTagName('ul')[0],
- oItems = o.getElementsByTagName('li'),
- isFirefox = (navigator.userAgent.match(/firefox/i)),
- isAlt = false, i, oDuration;
-
- this.lastWPExec = 0;
- this.refreshInterval = 250;
- this.totalTime = 0;
-
- this.events = {
-
- whileplaying: function() {
-
- var width = oSound._360data.width,
- radius = oSound._360data.radius,
- fullDuration = (oSound.durationEstimate||(me.totalTime*1000)),
- isAlt = null, i, j, d;
-
- for (i=0,j=me.data.length; ime.refreshInterval) {
- me.refresh();
- me.lastWPExec = d;
- }
-
- }
-
- };
-
- this.refresh = function() {
-
- // Display info as appropriate
- var i, j, index = null,
- now = oSound.position,
- metadata = oSound._360data.metadata.data;
-
- for (i=0, j=metadata.length; i= metadata[i].startTimeMS && now <= metadata[i].endTimeMS) {
- index = i;
- break;
- }
- }
- if (index !== metadata.currentItem && index < metadata.length) {
- // update
- oSound._360data.oLink.innerHTML = metadata.mainTitle+' | '+metadata[index].title+'';
- // self.setPageTitle(metadata[index].title+' | '+metadata.mainTitle);
- metadata.currentItem = index;
- }
-
- };
-
- this.strToTime = function(sTime) {
- var segments = sTime.split(':'),
- seconds = 0, i;
- for (i=segments.length; i--;) {
- seconds += parseInt(segments[i], 10)*Math.pow(60,segments.length-1-i); // hours, minutes
- }
- return seconds;
- };
-
- this.data = [];
- this.data.givenDuration = null;
- this.data.currentItem = null;
- this.data.mainTitle = oSound._360data.oLink.innerHTML;
-
- for (i=0; i= Math.abs(this.state - this.target)) {
- this.state = this.target;
- } else {
- this.state += movement;
- }
-
- try {
- this.propagate();
- } finally {
- this.options.onStep.call(this);
- if (this.target == this.state) {
- window.clearInterval(this.intervalId);
- this.intervalId = null;
- this.options.onComplete.call(this);
- }
- }
- },
- // shortcuts
- play: function() {this.seekFromTo(0, 1)},
- reverse: function() {this.seekFromTo(1, 0)},
- // return a string describing this Animator, for debugging
- inspect: function() {
- var str = "#";
- return str;
- }
-}
-// merge the properties of two objects
-Animator.applyDefaults = function(defaults, prefs) {
- prefs = prefs || {};
- var prop, result = {};
- for (prop in defaults) result[prop] = prefs[prop] !== undefined ? prefs[prop] : defaults[prop];
- return result;
-}
-// make an array from any object
-Animator.makeArray = function(o) {
- if (o == null) return [];
- if (!o.length) return [o];
- var result = [];
- for (var i=0; i 20) return;
- }
- },
- getStyle: function(state) {
- state = this.from + ((this.to - this.from) * state);
- if (this.property == 'filter') return "alpha(opacity=" + Math.round(state*100) + ")";
- if (this.property == 'opacity') return state;
- return Math.round(state) + this.units;
- },
- inspect: function() {
- return "\t" + this.property + "(" + this.from + this.units + " to " + this.to + this.units + ")\n";
- }
-}
-
-// animates a colour based style property between two hex values
-function ColorStyleSubject(els, property, from, to) {
- this.els = Animator.makeArray(els);
- this.property = Animator.camelize(property);
- this.to = this.expandColor(to);
- this.from = this.expandColor(from);
- this.origFrom = from;
- this.origTo = to;
-}
-
-ColorStyleSubject.prototype = {
- // parse "#FFFF00" to [256, 256, 0]
- expandColor: function(color) {
- var hexColor, red, green, blue;
- hexColor = ColorStyleSubject.parseColor(color);
- if (hexColor) {
- red = parseInt(hexColor.slice(1, 3), 16);
- green = parseInt(hexColor.slice(3, 5), 16);
- blue = parseInt(hexColor.slice(5, 7), 16);
- return [red,green,blue]
- }
- if (window.DEBUG) {
- alert("Invalid colour: '" + color + "'");
- }
- },
- getValueForState: function(color, state) {
- return Math.round(this.from[color] + ((this.to[color] - this.from[color]) * state));
- },
- setState: function(state) {
- var color = '#'
- + ColorStyleSubject.toColorPart(this.getValueForState(0, state))
- + ColorStyleSubject.toColorPart(this.getValueForState(1, state))
- + ColorStyleSubject.toColorPart(this.getValueForState(2, state));
- for (var i=0; i 255) number = 255;
- var digits = number.toString(16);
- if (number < 16) return '0' + digits;
- return digits;
-}
-ColorStyleSubject.parseColor.rgbRe = /^rgb\(\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*\)$/i;
-ColorStyleSubject.parseColor.hexRe = /^\#([0-9a-fA-F]{3}|[0-9a-fA-F]{6})$/;
-
-// Animates discrete styles, i.e. ones that do not scale but have discrete values
-// that can't be interpolated
-function DiscreteStyleSubject(els, property, from, to, threshold) {
- this.els = Animator.makeArray(els);
- this.property = Animator.camelize(property);
- this.from = from;
- this.to = to;
- this.threshold = threshold || 0.5;
-}
-
-DiscreteStyleSubject.prototype = {
- setState: function(state) {
- var j=0;
- for (var i=0; i section ? 1 : 0);
- }
- if (this.options.rememberance) {
- document.location.hash = this.rememberanceTexts[section];
- }
- }
-}
diff --git a/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/script/excanvas.js b/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/script/excanvas.js
deleted file mode 100755
index d748873..0000000
--- a/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/360-player/script/excanvas.js
+++ /dev/null
@@ -1,17 +0,0 @@
-// Excanvas (Explorer Canvas) R43
-// http://excanvas.sourceforge.net/
-// Copyright 2006 Google Inc.
-//
-// Licensed under the Apache License, Version 2.0 (the "License");
-// you may not use this file except in compliance with the License.
-// You may obtain a copy of the License at
-//
-// http://www.apache.org/licenses/LICENSE-2.0
-//
-// Unless required by applicable law or agreed to in writing, software
-// distributed under the License is distributed on an "AS IS" BASIS,
-// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-// See the License for the specific language governing permissions and
-// limitations under the License.
-
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-body {
- font-size:75%;
-}
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-h1, h2, h3 {
- font:normal 3em "Helvetica Neue",helvetica,georgia,"times new roman","Arial Rounded MT Bold",verdana,tahoma,arial,"sans serif";
- font-weight:normal;
- margin-bottom:0px;
-}
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-h1, h2 {
- letter-spacing:-1px; /* zomg web x.0! ;) */
-}
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-h1, h2, h3 {
- padding-bottom:1px;
- margin-bottom:0.25em;
-}
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-h1 {
- margin-top:0px;
- margin-bottom:0px;
- background-color:#666;
- color:#ccc;
- margin-left:-5px;
- padding-left:5px;
- padding-right:5px;
- padding-bottom:5px;
-}
-
-h1,
-h1 a {
- color:#fff;
- text-decoration:none;
-}
-
-h1 a:hover {
- text-decoration:underline;
-}
-
-h2 {
- font-size:2em;
- margin-top:1em;
- background-color:#aaa;
- color:#fff;
- padding:5px;
- margin-left:-5px;
- min-width:23em;
-}
-
-h3 {
- font-size:1.65em;
- margin-top:0.5em;
- margin-bottom:0.25em;
- color:#333;
- min-width:28em;
-}
-
-h3 a {
- font-size:small;
-}
-
-h4 {
- color:#444;
-}
-p {
- font:normal 1em/2em verdana,tahoma,arial,"sans serif";
-}
-
-.balls img {
- position:absolute;
- width:12px;
- height:12px;
-}
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-
-
-
-
-
-
-
-
-
-
-
-
-
Interval-based animation (with sound)
-
-
- Click + drag for fun.
-
-
-
Speeding Up ExternalInterface: Keep .swf in view
-
-
SoundManager 2 now incorporates a "high performance" mode, which has been shown to noticeably improve timing and frequency of flash callbacks. This is important for timing, reducing delay between a JS call and the sound being played, etc.
-
-
To reduce audio delay and timing issues from slow JS/Flash communication, SM2 will try to ensure that the flash movie is visible on screen at all times. If hidden or otherwise off-screen, Flash will be given lower priority and thus JS/flash "lag" (ie., delay) will be introduced when trying to play audio "in sync."
-
-
Generally, positioning the flash movie using position:fixed and bottom/left or bottom/right 0px is the less-intrusive option.
Wondering where to start? This page has inline executable code examples using the SoundManager 2 API.
-
-
If you're wondering how to include SM2 in your page, the basic template will get you started.
-
-
SoundManager 2 Configurations
-
-
SM2's API features and behaviour can vary somewhat depending on client support, so it can be helpful to test under different configurations. The following are different configuration defaults for SoundManager 2. Clicking will change URL parameters and reload the page, causing SM2 to start up with the new options applied. Look at JS console output for details.
In order to configure SoundManager 2 for use, you must first call the setup() method. The url property and an onready function callback are commonly used together here.
-
-
soundManager.setup({
-
- // where to find the SWF files, if needed
- url: '/path/to/swf-directory/',
-
- onready: function() {
- // SM2 has loaded, API ready to use e.g., createSound() etc.
- },
-
- ontimeout: function() {
- // Uh-oh. No HTML5 support, SWF missing, Flash blocked or other issue
- }
-
-});
-
-
-
SoundManager processes the onready and ontimeout queue in the order items were added. You can also add callbacks via soundManager.onready() and soundManager.ontimeout(), respectively. If you add listeners for these events after SM2 has loaded, your callback will be fired immediately.
-
-
A note about initialization
-
-
Keep in mind SoundManager's core methods (createSound, etc.) will not be available until soundManager's onready() event fires. The initialization time for SM2 can vary across browsers/platforms, and should effectively be assumed to be "asynchronous." Because of this, it is recommended you write your code to handle onready being fired either before or after window.onload().
-
If you wish to have SM2 always wait for window.onload() before calling onready() or ontimeout(), you can pass waitForWindowLoad: true to soundManager.setup().
-
-
Debug Output, disabling and minified versions
-
SoundManager 2 has debug mode enabled by default and will write to agents supporting console.log-style debugging, and/or a custom <div> element in the absence of a console.
-
To disable debug output, pass debugMode: false to soundManager.setup().
-
Alternately, you may use the no-debug, minified version of the SM2 javascript library (which has internal debug code removed, and will silently return false.)
-
-
Demo 1: Create + play a sound
-
-
var mySound = soundManager.createSound({
- url: '../mpc/audio/CHINA_1.mp3'
-});
-mySound.play();
-
-
Creates a new sound object with a url, and calls its play() method.
-
Note: It is recommended you make one sound object per url, generally speaking, that you wish to play. Expressed another way: "Reduce, reuse, recycle."
Creates a new sound object with the given id, and then calls soundManager.play(), specifying the id of the desired sound.
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-
If omitted, an id will be automatically generated. If a sound object with the provided id already exists, the existing object will be returned.
-
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Cases for providing your own id
-
-
The id parameter is optional, but makes sound objects easier to look up. It's also helpful when the object returned from createSound() wasn't stored, or isn't in scope. Calling soundManager.getSoundById('mySound2') will return the matching sound object, or null if none is found.
-
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soundManager.play() and related convenience methods take an id string, and call the method on the given sound object. Thus, soundManager.play('foo') is functionally equivalent to soundManager.getSoundById('foo').play()
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-
Reduce, reuse, recycle
-
-
Unless you need to track separate instances of a sound playing simultaneously, it's best to create and re-use one sound object for each unique sound resource (URL) you have. If you want to play a single sound multiple times, layered on top of itself in an overlapping/chorus style, look at the multiShot sound option (Flash 9 + HTML5 only).
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Demo 2: Create with onfinish event handler + play with volume argument
This creates and auto-loads a sound, showing load progress where applicable.
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Demo 3: Play a pre-existing sound by id
-
soundManager.play('aDrumSound');
-
-
This plays an existing sound made earlier using soundManager.createSound(), specifying an id parameter of aDrumSound.
-
Alternately, you can reference a sound by id and call methods directly on the object itself - for example, soundManager.getSoundById('aDrumSound').play();
-
-
Demo 4a: Play a sequence of sounds via onfinish, with multiShot (Flash 9 + HTML5 only)
-
soundManager.play('aDrumSound', {
- // allow onfinish() to fire for each "shot", instead of only last shot
- multiShotEvents: true,
- onfinish: function() {
- soundManager.play('aCymbalSound');
- }
-});
-
-
This will play an existing sound (created in-page), and uses the onfinish() callback to play a second, pre-existing sound.
-
Also note that the button can be clicked multiple times, and the sound will be "layered" as multiShot is enabled for both of these sounds when using Flash 9 or HTML5. An onfinish event will also fire as each sound finishes.
-
Bug/behaviour note: Whenever "play" is called on a SMSound object, any parameters passed in will apply to all currently-playing instances of the sound if multiShot is allowed. For example, the onfinish handler from demo 4a will apply to demo 3 if 4a is started while 3 is still playing.
-
* Multishot is Flash 9+ and HTML5 only.
-
-
Demo 4b: Create and play a sequence of new sounds via onfinish()
-
soundManager.createSound({
- id: 'aBassDrum',
- url: '../mpc/audio/AMB_BD_1.mp3',
- multiShot: false,
- // when the first sound finishes...
- onfinish: function() {
- // create and play the second.
- soundManager.createSound({
- id: 'aRimSound',
- url: '../mpc/audio/AMB_RIM1.mp3'
- }).play();
- }
-});
-soundManager.play('aBassDrum');
-
-
This will create and play a new sound, using the onfinish() callback to create and play a second, new sound.
-
Note that createSound() will return an existing sound object if one already exists with the given id. You can test this by running the demo more than once.
-
-
Demo 4c: Looping a sound (conventional, onfinish()-based)
Note that there are issues with seamlessly-looping sounds, it is "close, but not perfect" with Flash 8/9 at this point.
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-
Demo 4d: Looping a sound (loops parameter method)
-
var s = soundManager.createSound({
- id: 'hhCymbal',
- url: '../mpc/audio/AMB_HHOP.mp3'
-});
-
-s.play({
- loops: 3
-});
-
-
- |
-
Looping is possible as shown above using Flash 9. With flash 8, the sound must be preloaded before looping can begin - eg. autoLoad: true, onload: function() { this.play{loops: 3} }. For tighter looping, see See Seamless Looping MP3 in Flash for further details.
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-
HTML5 support note: Native HTML5 looping is infinite when enabled, and does not support arbitrary loop counts. For now, consider using your own function with onfinish() -> play() if you want to loop a sound a certain number of times. Refer to the above onfinish() example for a basic idea.
-
-
Demo 4e: Sound timing notifications using onPosition()
-
var s = soundManager.getSoundById('aCymbalSound'); // existing sound object
-
-// register some listeners (only do this once, they will work for subsequent plays)
-
-if (typeof addedListeners === 'undefined') {
- addedListeners = true;
-
- s.onPosition(500, function(eventPosition) { // fire at 0.5 seconds
- soundManager._writeDebug('Sound ' + this.id + ' has reached position ' + eventPosition);
- });
-
- s.onPosition(1000, function(eventPosition) { // fire at 1 second
- soundManager._writeDebug('Sound ' + this.id + ' has reached position ' + eventPosition);
- });
-}
-
-s.play({
- multiShot: false,
- whileplaying: function() {
- // demo only: show sound position while playing, for context
- soundManager._writeDebug('position = ' + this.position);
- }
-});
-
-
-
-
onPosition() allows you to add an event listener for a given time (in miliseconds, watching the position property); the event fires when that time has been reached while a sound is playing.
-
Note that for multiShot cases, the listeners will only fire for the original (first) shot because its position is the only one that is tracked within Flash.
-
-
Demo 4f: Sound timing with onPosition() and clearOnPosition()
-
var s = soundManager.getSoundById('aCymbalSound'); // existing sound object
-
-// clear listeners from prior demo, if they were assigned...
-
-if (typeof addedListeners !== 'undefined') {
-
- soundManager._writeDebug('Removing previous demo listeners...');
- s.clearOnPosition(500); // remove 500 msec listener
- s.clearOnPosition(1000); // remove 1000 msec listener
-
-}
-
-s.onPosition(750, function(eventPosition) { // fire at 0.75 seconds
-
- soundManager._writeDebug('Sound ' + this.id + ' has reached position ' + eventPosition);
- // and now, remove the listener using the eventPosition specified in this callback
- // so next time the sound plays, this listener will not fire
- this.clearOnPosition(eventPosition);
-
-});
-
-s.play({
- whileplaying: function() {
- // demo only: show sound position while playing, for context
- soundManager._writeDebug('position = ' + this.position);
- },
- onfinish: function() {
- // when the sound finishes, play it once more to show that the listener does not fire.
- soundManager._writeDebug('Playing once more, onPosition() should not fire');
- this.play({
- onfinish: function() {
- soundManager._writeDebug('"' + this.id + '" finished.');
- }
- });
- }
-});
-
-
-
-
When onPosition() is used, a listener is added and a callback is fired when the sound reaches the desired position. To remove the listener, clearOnPosition() is called using the same position value.
-
-
Demo 4g: Sound splicing / sampling with from: and to: parameters
-
var spliceDemo = soundManager.createSound({
- id: 'spliceSound',
- url: '../mpc/audio/AMB_HHOP.mp3'
-});
-
-// optional: stop before re-starting sound (covers overlapping play attempts)
-spliceDemo.stop();
-
-spliceDemo.play({
- // start position
- from: 500,
- // end position
- to: 1200,
- onstop: function() {
- soundManager._writeDebug('sound stopped at position ' + this.position);
- // note that the "to" target may be over-shot by 200+ msec, depending on polling and other factors.
- }
-});
-
-
- |
-
By specifying "from" and "to" parameters to methods like play() and createSound(), you may play a sample (or segment) of audio from a larger file. An audio "sprite" of one file with many sounds is one way to think of this. Given timing accuracy of the "to" target may vary a lot, it is safest to have perhaps 500-msec gaps of silence between distinct sounds to ensure that no accidental overlaps occur.
If HTML5 audio is being used, the sound should begin playing once a "canplay" event fires (after a connection has established), and the sound will then seek to the correct start position. When using flash, the whole audio file will be loaded before playback can begin.
-
Given limitations, Flash 9's multiShot (chorusing) mode does not apply here. If you wish to trigger a sound numerous times, call stop() before play() to reset the sound each time, or make multiple sound objects that reuse the same sprite.
-
-
Demo 4g: "Fitter, Happier" example using from: and to: parameters
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-
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Portions of a sound can be played by specifying from and to when calling play(). This can be useful for performance, i.e., having an "audio sprite" that loads in a single HTTP request.
-
-
var fhDemo = soundManager.createSound({
- url: 'http://freshly-ground.com/data/audio/sm2/fitter-happier-64kbps.mp3'
-});
-
-function playFromTo(nFrom, nTo) {
- fhDemo.stop(); // optional: stop before re-starting sound (covers overlapping play attempts)
- fhDemo.play({
- from: nFrom,
- to: nTo,
- onstop: function() {
- soundManager._writeDebug('sound stopped at position ' + this.position);
- // note that the "to" target may be over-shot by 200+ msec, depending on polling and other factors.
- }
- });
-}
-
-function fitterHappier() {
- playFromTo(128, 2100);
-}
-
-function moreProductive() {
- playFromTo(2500, 3850);
-}
-
-function comfortable() {
- playFromTo(4275, 5200);
-}
-
-function notDrinkingTooMuch() {
- playFromTo(5500, 7250);
-}
-
-function regularExerciseAtTheGymThreeDaysAWeek() {
- playFromTo(7500, 11500);
-}
-
-function atEase() {
- // interesting edge case: flash may cut off sound near end.
- // workarounds: use play({position:x}), or specify "to" time > duration eg. 99999.
- playFromTo(11600, 99999);
-}
-
-// demo-specific hack: assign to the window object, so demo buttons work
-window.fitterHappier = fitterHappier;
-window.moreProductive = moreProductive;
-window.comfortable = comfortable;
-window.notDrinkingTooMuch = notDrinkingTooMuch;
-window.regularExerciseAtTheGymThreeDaysAWeek = regularExerciseAtTheGymThreeDaysAWeek;
-window.atEase = atEase;
-
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- | | | | |
-
-
Demo 5a: Set sound parameters, then play
-
// predefined/preloaded sound
-var sound = soundManager.getSoundById('chinaCymbal');
-
-// volume at 85%
-sound.setVolume(85);
-
-// 0.25 seconds into sound
-sound.setPosition(250);
-
-// pan 75% to the left
-sound.setPan(-75);
-
-// begin playback with new settings
-sound.play();
-
-
-
This will set the position and pan of an existing, pre-loaded sound, then play it. Where applicable, these settings become the new defaults for the sound.
This is an elegant way of playing a sound with specific parameters "just one time", overriding the defaults applied when the sound was created.
-
-
Note that if planning to layer sounds with multiShot (Flash 9 only), this variant method will give best results as each new "channel" is started with parameters.
-
-
Demo 5b: Global sound muting
-
If not passed a sound ID, soundManager.mute() will mute all existing and newly-created sounds. soundManager.unmute() can also be passed a sound ID, and performs the inverse either on a single sound or all sounds.
-
In this demo, all sounds are globally muted and unmuted a few times. Different parameters are used to help audibly separate the sounds.
-
soundManager.mute(); // mute all sounds
-
-soundManager.createSound({
- id: '880hz',
- url: '../_mp3/880hz.mp3',
- autoLoad: true,
- onload: function() {
- // soundManager.mute(); // mute all sounds
- // play (muted) cymbal sound..
- this.play({
- volume: 75, // volume for when un-muted
- pan: -75, // mostly on left channel
- // .. and clean-up afterwards
- onfinish: function() {
- this.destruct();
- }
- });
-
- this.setVolume(25); // new volume for when un-muted..
-
- soundManager.play('s440hz', {
- pan: 75,
- onfinish: function() {
- document.getElementById('btn-d5b').disabled = false;
- }
- });
-
- // once playing, toggle all sounds some more
- setTimeout(soundManager.unmute, 500);
- setTimeout(soundManager.mute, 1000);
- setTimeout(soundManager.unmute, 1500);
- setTimeout(soundManager.mute, 2000);
- setTimeout(soundManager.unmute, 2500);
- }
-});
-
-
-
-
Demo 5c: Per-object sound muting
-
soundManager.createSound({
- id: '880hz',
- url: '../_mp3/880hz.mp3',
- autoLoad: true,
- onload: function() {
- soundManager.mute('880hz'); // mute this - alternately, this.mute() would work here
- soundManager.play('s440hz', { // play another sound to demo muting
- onfinish: function() {
- document.getElementById('btn-d5c').disabled = false;
- }
- });
-
- // play 880hz (muted)..
- this.play({
- volume: 75,
- // .. and clean-up afterwards
- onfinish: function() {
- this.destruct();
- }
- });
-
- this.setVolume(50); // still muted, however..
-
- // mute/unmute china cymbal some more
- // mute sound calls: soundManager.mute('880hz'), or soundManager.getSoundById('880hz').mute();
- setTimeout(this.unmute, 250);
- setTimeout(this.mute, 500);
- setTimeout(this.unmute, 750);
- setTimeout(this.mute, 1000);
- setTimeout(this.unmute, 1250);
- }
-});
-
-
-
-
Demo 6: Create, play, unload and destroy a sound
-
var foo = soundManager.createSound({
- id: 'fooSound',
- url: '../mpc/audio/AMB_BD_1.mp3'
-});
-
-// soundManager.play('fooSound');
-
-// (Some time later on...)
-// soundManager.unload('fooSound'); - release the loaded MP3
-// soundManager.destroySound('fooSound'); - destroy the sound, freeing up memory etc. Also calls unload().
-
-// Alternate (demo) approach, call methods directly on sound object itself:
-foo.play({
- onfinish: function() {
- // once sound has loaded and played, unload and destroy it.
- this.destruct(); // will also try to unload before destroying.
- }
-});
-
-
-
-
Demo 7: Create, manually pre-load and finally play a sound
-
var preload = soundManager.createSound({
- id: 'preloadSound',
- url: '../mpc/audio/AMB_HHOP.mp3'
-});
-
-// load the sound ahead of time
-preload.load({
- // and start playing it at onload
- onload: function() {
- this.play();
- }
-});
-
-
-
-
Demo 8: Create and play an invalid sound (404)
-
var bad = soundManager.createSound({
- id: 'badSound',
- url: 'badurl.mp3',
- onload: function(bSuccess) {
- soundManager._writeDebug('sound '+(bSuccess?'loaded!': 'did NOT load.'));
- }
-});
-bad.play();
-
-
-
-
Demo 9: Create and destroy a sound at once (unusual crash testcase)
-
var s = soundManager.createSound({
- url: '../mpc/audio/AMB_HHOP.mp3'
-});
-s.play();
-s.destruct();
-
The Flash 9 version seems to resume the sound 1 msec earlier than it should, perhaps related to the timing/delay issue most noticeable on Windows.
-
var count = 0;
-var pos = -1;
-var s = soundManager.createSound({
- url: '../mpc/audio/CHINA_1.mp3',
- whileplaying: function() {
- if (count == 0) {
- if (this.position > 1000) {
- this.pause();
- pos = this.position;
- count++;
- this.resume();
- }
- } else if (count == 1) {
- soundManager._writeDebug('old position: ' + pos);
- soundManager._writeDebug('new position: ' + this.position);
- // See that this.position is less than pos!
- count++;
- }
- },
- onfinish: function() {
- this.destruct();
- }
-});
-s.play();
-
-
-
Demo 11: Inline whileplaying() event assignment
-
Note that when using the Flash 9 version of SM2 with Flash 9 and 10 plugins, flash/OS-related delay conditions may result in the position property being less than the duration property, even by the end of the sound.
-
var foo = soundManager.createSound({
- url: '../mpc/audio/CRASH_1.mp3'
-});
-foo.options.whileplaying = function() {
- soundManager._writeDebug('whileplaying(): '+this.position+' / '+this.duration);
-}
-foo.play();
-
-// note: assign .options before calling .play(), as that "bakes" the options into a play instance object.
-// the below "late" event handler assignment will have no effect on the already-playing instance.
-foo.options.onfinish = function() { soundManager._writeDebug(this.id + ' stopped.'); }
-
To work around a known "chipmunk" sampling rate issue with 48 KHz MP3s in Flash, one can apparently load a sound using Flash 9 with stream = false, and then call play() once the sound has fully-loaded. Exactly why this works is not known.
-
var fortyeight = soundManager.createSound({
- url: 'http://freshly-ground.com/data/audio/48khz-test.mp3'
-});
-
-if (!fortyeight.loaded) {
- // first time loading/playing
- fortyeight.load({
- stream: false,
- onload: function() {
- // sound has fully-loaded
- this.play();
- }
- });
-} else {
- // sound has already loaded
- fortyeight.play();
-}
-
-
-
-
Demo 13: autoLoad:true + play() testcase
-
Bug testcase (Flash 8 version-specific): creating a sound with autoLoad:true and immediately calling play() does not work.
-
var autoLoadTest = soundManager.createSound({
- id: 'autoLoadTest',
- url: getRandomMP3URL(),
- onload: function() {
- soundManager._writeDebug(this.id + ' loaded.');
- },
- onplay: function() {
- soundManager._writeDebug('Starting sound: '+this.id);
- },
- autoPlay: false,
- autoLoad: true,
- stream: true
- });
- // autoLoadTest.play(); // sound will not start
- setTimeout(autoLoadTest.play,1000); // may work with a delay?
-
-
Under Flash 8, this case does not work as expected. Even with the delay, the sound does not begin playing as soon as expected - sometimes it fires after the sound loads, in fact. For this reason, avoid using autoLoad:true if you intend to play the sound shortly after creating it when using Flash 8.
-
-
-
Demo 14: autoPlay + onfinish() testcase
-
Bug testcase (Flash 8 version-specific): onfinish() does not fire with autoPlay:true
Subject to browser support, a data: URI should work when provided to a native HTML5 Audio() instance.
-
You should not use this unless you know what you're doing and are willing to rely only on HTML5 support.
-
Additionally, data: URIs appear not to work on mobile devices (iOS: iPad, iPhone in particular.)
-
IE 9 + 10 do not support WAV under HTML5 Audio(). In addition to being the only major browser lacking .WAV support, irony is not lost on the fact that MSFT co-created the WAV/RIFF spec with IBM. (See yonder.)
-
-
-
if (soundManager.html5) {
- soundManager.createSound({
- // explicit type, SM2 doesn't detect MIME type in data: URIs yet
- type: 'audio/wav',
- // view source (or console) for the full URI.
- url: getWaveDataURI()
- }).play();
-}
Once initialized, players will be added to the array window.sm2BarPlayers. You can access and control players in this fashion. For example, window.sm2BarPlayers[0].actions.play() will start the first player UI. You can also toggle the playlist "drawer" via window.sm2BarPlayers[0].actions.menu().
-
-
Credits
-
-
Thanks to SonReal and Adrian Glynn for making these demos sound notably better.
-
Sample textures are from subtlepatterns.com. "If you need more, that's where to get 'em."
-
SVG icons are from IcoMoon, "Entypo" (CC-BY SA 3.0) and "IcoMoon Free" (GPL) sets.
-
Missing button images? Make sure your server is returning an appropriate MIME type for SVG assets. An .htaccess example: AddType image/svg+xml svg svgz
-
-
-
diff --git a/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/bar-ui/script/bar-ui.js b/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/bar-ui/script/bar-ui.js
deleted file mode 100755
index 95c87c3..0000000
--- a/listenToTheTrackers/js/soundmanagerv297a-20150601/demo/bar-ui/script/bar-ui.js
+++ /dev/null
@@ -1,1676 +0,0 @@
-/*jslint plusplus: true, white: true, nomen: true */
-/*global console, document, navigator, soundManager, window */
-
-(function(window) {
-
- /**
- * SoundManager 2: "Bar UI" player
- * Copyright (c) 2014, Scott Schiller. All rights reserved.
- * http://www.schillmania.com/projects/soundmanager2/
- * Code provided under BSD license.
- * http://schillmania.com/projects/soundmanager2/license.txt
- */
-
- "use strict";
-
- var Player,
- players = [],
- // CSS selector that will get us the top-level DOM node for the player UI.
- playerSelector = '.sm2-bar-ui',
- playerOptions,
- utils;
-
- /**
- * Slightly hackish: event callbacks.
- * Override globally by setting window.sm2BarPlayers.on = {}, or individually by window.sm2BarPlayers[0].on = {} etc.
- */
- players.on = {
- /*
- play: function(player) {
- console.log('playing', player);
- },
- finish: function(player) {
- // each sound
- console.log('finish', player);
- },
- pause: function(player) {
- console.log('pause', player);
- },
- error: function(player) {
- console.log('error', player);
- }
- end: function(player) {
- // end of playlist
- console.log('end', player);
- }
- */
- };
-
- playerOptions = {
- // useful when multiple players are in use, or other SM2 sounds are active etc.
- stopOtherSounds: true,
- // CSS class to let the browser load the URL directly e.g., download foo.mp3
- excludeClass: 'sm2-exclude'
- };
-
- soundManager.setup({
- // trade-off: higher UI responsiveness (play/progress bar), but may use more CPU.
- html5PollingInterval: 50,
- flashVersion: 9
- });
-
- soundManager.onready(function() {
-
- var nodes, i, j;
-
- nodes = utils.dom.getAll(playerSelector);
-
- if (nodes && nodes.length) {
- for (i=0, j=nodes.length; i✖'
- };
-
- function stopOtherSounds() {
-
- if (playerOptions.stopOtherSounds) {
- soundManager.stopAll();
- }
-
- }
-
- function callback(method) {
- if (method) {
- // fire callback, passing current turntable object
- if (exports.on && exports.on[method]) {
- exports.on[method](exports);
- } else if (players.on[method]) {
- players.on[method](exports);
- }
- }
- }
-
- function getTime(msec, useString) {
-
- // convert milliseconds to hh:mm:ss, return as object literal or string
-
- var nSec = Math.floor(msec/1000),
- hh = Math.floor(nSec/3600),
- min = Math.floor(nSec/60) - Math.floor(hh * 60),
- sec = Math.floor(nSec -(hh*3600) -(min*60));
-
- // if (min === 0 && sec === 0) return null; // return 0:00 as null
-
- return (useString ? ((hh ? hh + ':' : '') + (hh && min < 10 ? '0' + min : min) + ':' + ( sec < 10 ? '0' + sec : sec ) ) : { 'min': min, 'sec': sec });
-
- }
-
- function setTitle(item) {
-
- // given a link, update the "now playing" UI.
-
- // if this is an
with an inner link, grab and use the text from that.
- var links = item.getElementsByTagName('a');
-
- if (links.length) {
- item = links[0];
- }
-
- // remove any failed character sequence, also
- dom.playlistTarget.innerHTML = '