我正在构建一个具有广泛音频要求的应用程序,因此我为此使用 SoundJS,并且正在使用 phonegap 编译该应用程序。
我正在使用移动安全方法来构建 soundJS 应用程序。似乎有不同的音频插件,包括一个特殊的 Cordova 音频插件。因此,我无法在已编译的应用程序上注册任何这些插件。这是因为注册任何插件都需要检查是否支持该插件。如果是cordova,该方法会isSupported
检查以下内容:
if (s._capabilities != null || !(window.cordova || window.PhoneGap || window.phonegap) || !window.Media) { return;}
这意味着当应用程序编译时,没有名为 window.cordova 或 phonegap 的全局变量,也没有名为 window.media 的全局变量(我认为这是需要安装才能让 soundjs 工作的媒体插件,我已经添加它到我用于 phonegap 构建的 config.xml 中。
所以问题是,如何调查出了什么问题,如何知道媒体插件是否安装不正确(全部来自我们可以使用的 javascript 变量,因为我无法使用任何其他调试),或者是当我使用 phonegap build 进行编译时,cordova 或 phonegap 没有变量。我们可以列出所有全局变量以查看使用了哪些变量吗?
编辑 感谢 Jesse 提请我注意关于 phonegap 的这些要点,因此我构建了一个小应用程序只是为了测试 deviceready 事件,但由于某种原因,它在通过 phonegap build 编译时仍然无法正常工作:
<!DOCTYPE html>
<html>
<head>
<title>Cordova Device Ready Example</title>
<script type="text/javascript" charset="utf-8" src="js/soundjs-NEXT.min.js"></script>
<script type="text/javascript" charset="utf-8" src="js/cordovaaudioplugin-NEXT.min.js"></script>
<script type="text/javascript" charset="utf-8">
// Call onDeviceReady when Cordova is loaded.
//
// At this point, the document has loaded but cordova-2.3.0.js has not.
// When Cordova is loaded and talking with the native device,
// it will call the event `deviceready`.
//
function onLoad() {
document.getElementById("doc_loaded").innerHTML="Document Loaded"
document.addEventListener("deviceready", onDeviceReady, false);
}
// Cordova is loaded and it is now safe to make calls Cordova methods
//
function onDeviceReady() {
// Now safe to use the Cordova API\
document.getElementById("device_loaded").innerHTML="Device Loaded"
if (window.cordova || window.PhoneGap || window.phonegap){
document.getElementById("phonegap_loaded").innerHTML="Phonegap Loaded"
}
if (window.Media){
document.getElementById("media_loaded").innerHTML="Media Loaded"
}
}
</script>
</head>
<body onload="onLoad()">
Hello Hello, testing phonegap deviceready
<div id="doc_loaded">Loading Doc</div>
<div id="device_loaded">Loading Device</div>
<div id="phonegap_loaded">Detecting Phonegap</div>
<div id="media_loaded">Detecting Media</div>
</body>
</html>
你能帮我找出问题所在吗?
EDIT2 我发现 deviceready 无法正常工作,因为我没有添加cordova:
<script type="text/javascript" src="cordova.js"></script>
所以,当我这样做时,我能够初始化科尔多瓦音频插件。但是,尽管使用了移动安全方法,我仍然无法播放声音:
(此代码托管在 arbsq.net/h6/ 上)
<!DOCTYPE html>
<html>
<head>
<title>SoundJS: Mobile Safe</title>
<link href="css/shared.css" rel="stylesheet" type="text/css"/>
<link href="css/examples.css" rel="stylesheet" type="text/css"/>
<link href="css/soundjs.css" rel="stylesheet" type="text/css"/>
<script src="js/examples.js"></script>
</head>
<body onload="loading_doc()">
<header class="SoundJS">
<h1>Mobile Safe Play</h1>
<p>This example registers and plays a sound with SoundJS in a way that will
work on mobile devices.</p>
</header>
<div class="content" id="content" style="height: auto">
<p id="status">Hello World.</p>
</div>
<div id="error">
<h2>Sorry!</h2>
<p>SoundJS is not currently supported in your browser.</p>
<p>Please <a href="http://github.com/CreateJS/SoundJS/issues" target="_blank">log a bug</a>
with the device and browser you are using. Thank you.</p>
</div>
<script type="text/javascript" src="cordova.js"></script>
<script type="text/javascript" charset="utf-8" src="js/soundjs-NEXT.min.js"></script>
<script type="text/javascript" charset="utf-8" src="js/cordovaaudioplugin-NEXT.min.js"></script>
<!-- We also provide hosted minified versions of all CreateJS libraries.
http://code.createjs.com -->
<script id="editable">
var displayMessage; // the HTML element we use to display messages to the user
this.myNameSpace = this.myNameSpace || {};
function loading_doc() {
if(( /(ipad|iphone|ipod|android|windows phone)/i.test(navigator.userAgent) )) {
document.addEventListener('deviceready', init, false);
} else {
init();
}
}
function init() {
// store this off because walking the DOM to get the reference is expensive
displayMessage = document.getElementById("status");
// if this is on mobile, sounds need to be played inside of a touch event
if (createjs.BrowserDetect.isIOS || createjs.BrowserDetect.isAndroid || createjs.BrowserDetect.isBlackberry || createjs.BrowserDetect.isWindowPhone) {
//document.addEventListener("click", handleTouch, false); // works on Android, does not work on iOS
displayMessage.addEventListener("click", handleTouch, false); // works on Android and iPad
displayMessage.innerHTML = "Touch to Start";
}
else {
handleTouch(null);
}
}
// launch the app inside of this scope
function handleTouch(event) {
displayMessage.removeEventListener("click", handleTouch, false);
// launch the app by creating it
var thisApp = new myNameSpace.MyApp();
}
// create a namespace for the application
// this is a function closure
(function () {
// the application
function MyApp() {
this.init();
}
MyApp.prototype = {
src: null, // the audio src we are trying to play
soundInstance: null, // the soundInstance returned by Sound when we create or play a src
displayStatus: null, // the HTML element we use to display messages to the user
loadProxy: null,
init: function () {
// store the DOM element so we do repeatedly pay the cost to look it up
this.displayStatus = document.getElementById("status");
// this does two things, it initializes the default plugins, and if that fails the if statement triggers and we display an error
// NOTE that WebAudioPlugin plays an empty sound when initialized, which activates web audio on iOS if played inside of a function with a touch event in its callstack
if (!createjs.Sound.initializeDefaultPlugins()) {
document.getElementById("error").style.display = "block";
document.getElementById("content").style.display = "none";
return;
}
// Create a single item to load.
var assetsPath = "audio/";
this.src = assetsPath + "M-GameBG.ogg";
this.displayStatus.innerHTML = "Waiting for load to complete."; // let the user know what's happening
// NOTE createjs.proxy is used to apply scope so we stay within the touch scope, allowing sound to play on mobile devices
this.loadProxy = createjs.proxy(this.handleLoad, this);
createjs.Sound.alternateExtensions = ["mp3"]; // add other extensions to try loading if the src file extension is not supported
createjs.Sound.addEventListener("fileload", this.loadProxy); // add event listener for when load is completed.
createjs.Sound.registerSound(this.src); // register sound, which preloads by default
return this;
},
// play a sound inside
handleLoad: function (event) {
this.soundInstance = createjs.Sound.play(event.src); // start playback and store the soundInstance we are currently playing
this.displayStatus.innerHTML = "Playing source: " + event.src; // let the user know what we are playing
createjs.Sound.removeEventListener("fileload", this.loadProxy); // we only load 1 sound, so remove the listener
}
}
// add MyApp to myNameSpace
myNameSpace.MyApp = MyApp;
}());
</script>
</body>
</html>