play({loop[TRUE, FALSE or an INT]}, '{url_to_sound}')
pause()
stop()
StopAll()
start_time({number of seconds})
end_time({number of seconds})
setvol({percentage number - without "%" sign})
fade_to({volume percent to fade to, without the "%"})
fade_from_to({volume % start fade}, {volume % end fade})
start_at_beginning()
stop_at_end()
<HTML>
<BODY>
<EMBED SRC="sound1.wav"
HIDDEN=TRUE>
<A HREF="javascript:document.embeds[0].play(false)">
Play the sound now!</A>
</BODY>The preceding method of playing a sound file is probably the simplest, but can pose many problems. For example, if you are using the
</HTML>
document.embeds
array, JavaScript 1.0 will generate an error, because the embeds
array is a JavaScript 1.1 feature. Rather than use the embeds
array, you can identify the particular <EMBED>
tag you would like to use in JavaScript by using the NAME
and MASTERSOUND
attributes in your original <EMBED>
tag, as follows:
<HTML>
<BODY>
<EMBED SRC="sound1.wav"
HIDDEN=TRUE
NAME="firstsound"
MASTERSOUND>
<A HREF="javascript:document.firstsound.play(false)">
Play the sound now!</A>
</BODY>This is a much more descriptive way to describe your plug-in in JavaScript, and can go a long way towards eliminating confusion. If, for example you had several sounds embedded in an HTML document, it may be easier for developers to use the
</HTML>
NAME
attribute rather than the embeds
array. In the preceding example, notice that the MASTERSOUND
attribute in the <EMBED>
tag is used. This is because any time a NAME
attribute is used referencing LiveAudio, an accommodating MASTERSOUND
tag must be present as well.
Another common example of using LiveConnect and LiveAudio is to defer loading a sound until a user clicks the "play" button. To do this, try the following:
<HTML>
<HEAD>
<SCRIPT LANGUAGE="JavaScript">
<!-- Hide JavaScript from older browsers
function playDeferredSound() {
document.firstsound.play(false,
'http://url_to_new_sound_file/sound1.wav');
}
// -->
</SCRIPT>
</HEAD>
<BODY>
<EMBED
SRC="stub1.wav"
HIDDEN=TRUE
NAME="firstsound"
MASTERSOUND>
<A HREF="javascript:playDeferredSound()">Load and play the sound</A>
</BODY>The stub file,
</HTML>
stub1.wav
, is loaded relatively quickly. (For a description of how to create a stub file, see the EmeraldNet LiveAudio information at http://emerald.net/liveaudio/
.) The play
method then loads the sound file only when it is called. Using this example, the sound file is loaded only when the user wants to hear it.
Web designers might want to create entire new interfaces with LiveConnected LiveAudio. To create an alternate console for sound playing and interaction, a designer might do the following:
<HTML>
<HEAD>
<SCRIPT LANGUAGE="JavaScript">
<!-- Hide JavaScript from older browsers
function playSound() {
document.firstSound.play(false);
}
function pauseSound() {
document.firstSound.pause();
}
function stopSound() {
document.firstSound.stop();
}
function volup() {
currentVolume = document.firstSound.GetVolume();
newVolume = (currentVolume + 10);
if (document.firstSound.GetVolume() == 100) {
alert("Volume is already at maximum");
}
if (newVolume < 90) {
document.firstSound.setvol(newVolume);
}
else
{
if ((newVolume <= 100) && (newVolume > 90)) {
document.firstSound.setvol(100);
}
}
}
function voldown() {
currentVolume = document.firstSound.GetVolume();
newVolume = (currentVolume - 10);
if (document.firstSound.GetVolume() == 0) {
alert("Volume is already at minimum");
}
if (newVolume > 10) {
document.firstSound.setvol(newVolume);
}
else {
if ((newVolume >= 0) && (newVolume < 10)) {
document.firstSound.setvol(0);
}
}
}
// -->
</SCRIPT>
</HEAD>
<BODY>
<EMBED
SRC="sound1.wav"
HIDDEN=TRUE
AUTOSTART=FALSE
NAME="firstSound"
MASTERSOUND>
<P><A HREF="javascript:playSound()">Play the sound now!</A></P>
<P><A HREF="javascript:pauseSound()">Pause the sound now!</A></P>
<P><A HREF="javascript:stopSound()">Stop the sound now!</A></P>
<P><A HREF="javascript:volup()">Increment the Volume!</A></P>
<P><A HREF="javascript:voldown()">Decrement the Volume!</A></P>
</BODY>The preceding example illustrates how you might create your own method of controlling a sound file. The possibilities are really endless; you can use images and
</HTML>
onClick
event handlers to simulate your own sound player.
Last Updated: 05/27/99 21:21:47
Any sample code included above is provided for your use on an "AS IS" basis, under the Netscape License Agreement - Terms of Use