API
play(position, force)
Parameters
- position: (Float) time in seconds OR (String) entry-id
- force: (Boolean) true will disable cloning, false is defaulted
Description
This function will start playback of the given spritemap entry.
You can pass through either a value of a time position in seconds (that is
inside a defined sprite entry) or an id of a sprite entry.
The sprite entry id is the preferred and fastest way to play.
Example
// var player = new jukebox.Player(...);
player.play('bgmusic'); // faster, sprite entry's id
player.play(12.34); // slower, will search for matching sprite entry
stop()
Parameters
This method requires no parameters.
Description
This function will stop playback on the origin jukebox.Player instance.
It will reset the position of the stream to the beginning.
Example
// var player = new jukebox.Player(...);
player.play('bgmusic');
// will stop playback after 2 seconds
window.setTimeout(function() {
player.stop();
}, 2000);
pause()
Parameters
This method requires no parameters.
Description
This function will pause playback of the jukebox.Player instance.
It will save the current position of the stream, so you can resume() it later.
Example
// var player = new jukebox.Player(...);
player.play('effect');
// will pause playback after 2 seconds
window.setTimeout(function() {
player.pause();
}, 2000);
resume()
Parameters
This method requires no parameters.
Description
This function will resume playback of the jukebox.Player instance.
It will start playback at the last cached position (of a pause() call).
If no position was cached before, it will start from the current position of the stream.
Example
// var player = new jukebox.Player(...);
player.play('effect');
// will pause playback after 2 seconds
window.setTimeout(function() {
player.pause();
}, 2000);
// will resume playback after 4 seconds
window.setTimeout(function() {
player.resume();
}, 4000);
getVolume()
Parameters
This method requires no parameters.
Description
This function returns (Float) the current volume (min: 0, max: 1.0)
of the jukebox.Player instance.
Example
// var player = new jukebox.Player(...);
player.setVolume(0.3);
// Log the current volume to the console
console.log(player.getVolume());
setVolume(volume)
Parameters
- volume: (Float) volume percentage (min: 0, max: 1.0)
Description
This function will set the volume to the given value.
Important: Some environments like iOS have no support for modifying the volume
Example
// var player = new jukebox.Player(...);
// set volume initially to 30% and start playback
player.setVolume(0.3);
player.play('effect');
// set volume to 100% after 2 seconds
window.setTimeout(function() {
player.setVolume(1.0);
}, 2000);
getCurrentTime()
Parameters
This method requires no parameters.
Description
This function returns (Float) the current position (in seconds) of the jukebox.Player instance.
Example
// var player = new jukebox.Player(...);
player.play('effect');
// Log the start position of the sprite entry to the console
// 200ms timeout lets the jukebox.Manager's loop correct the stream position
window.setTimeout(function() {
console.log('start: ' + player.getCurrentTime());
}, 200);
// Do it again after 2 seconds
window.setTimeout(function() {
console.log('after 2 seconds: ' + player.getCurrentTime());
}, 2000);
setCurrentTime(position)
Parameters
- position: (Float) the position of the jukebox.Player instance (in seconds)
Description
This function returns (Boolean) true if the stream was ready and the position was set. False otherwise.
It will try to set the current position of the jukebox.Player stream.
It may fail if the stream is not ready for that, e.g. if download is still in progress or the background
process is not ready for playback.
Example
// var player = new jukebox.Player(...);
player.play('effect');
// Log the start position of the sprite entry to the console
// 200ms timeout lets the jukebox.Manager's loop correct the stream position
window.setTimeout(function() {
console.log('start: ' + player.getCurrentTime());
player.setCurrentTime(7.00);
console.log('after setCurrentTime call: ' + player.getCurrentTime());
}, 200);
// Do it again after 2 seconds
window.setTimeout(function() {
console.log('after 2 seconds: ' + player.getCurrentTime());
}, 2000);