audio.js

A cross-browser javascript shim for html5 audio

(function(audiojs, audiojsInstance, container) {

Use the path to the audio.js file to create relative paths to the swf and player graphics Remember that some systems (e.g. ruby on rails) append strings like '?1301478336' to asset paths

  var path = (function() {
    var re = new RegExp('audio(\.min)?\.js.*'),
        scripts = document.getElementsByTagName('script');
    for (var i = 0, ii = scripts.length; i < ii; i++) {
      var path = scripts[i].getAttribute('src');
      if(re.test(path)) return path.replace(re, '');
    }
  })();
  

The audiojs interface

This is the global object which provides an interface for creating new audiojs instances. It also stores all of the construction helper methods and variables.

  container[audiojs] = {
    instanceCount: 0,
    instances: {},

The markup for the swf. It is injected into the page if there is not support for the <audio> element. The $ns are placeholders.
$1 The name of the flash movie
$2 The path to the swf
$3 Cache invalidation

    flashSource: '\
      <object classid="clsid:D27CDB6E-AE6D-11cf-96B8-444553540000" id="$1" width="1" height="1" name="$1" style="position: absolute; left: -1px;"> \
        <param name="movie" value="$2?playerInstance='+audiojs+'.instances[\'$1\']&datetime=$3"> \
        <param name="allowscriptaccess" value="always"> \
        <embed name="$1" src="$2?playerInstance='+audiojs+'.instances[\'$1\']&datetime=$3" width="1" height="1" allowscriptaccess="always"> \
      </object>',

The main settings object

Where all the default settings are stored. Each of these variables and methods can be overwritten by the user-provided options object.

    settings: {
      autoplay: false,
      loop: false,
      preload: true,
      imageLocation: path + 'player-graphics.gif',
      swfLocation: path + 'audiojs.swf',
      useFlash: (function() {
        var a = document.createElement('audio');
        return !(a.canPlayType && a.canPlayType('audio/mpeg;').replace(/no/, ''));
      })(),
      hasFlash: (function() {
        if (navigator.plugins && navigator.plugins.length && navigator.plugins['Shockwave Flash']) {
          return true;
        } else if (navigator.mimeTypes && navigator.mimeTypes.length) {
          var mimeType = navigator.mimeTypes['application/x-shockwave-flash'];
          return mimeType && mimeType.enabledPlugin;
        } else {
          try {
            var ax = new ActiveXObject('ShockwaveFlash.ShockwaveFlash');
            return true;
          } catch (e) {}
        }
        return false;
      })(),

The default markup and classes for creating the player:

      createPlayer: {
        markup: '\
          <div class="play-pause"> \
            <p class="play"></p> \
            <p class="pause"></p> \
            <p class="loading"></p> \
            <p class="error"></p> \
          </div> \
          <div class="scrubber"> \
            <div class="progress"></div> \
            <div class="loaded"></div> \
          </div> \
          <div class="time"> \
            <em class="played">00:00</em>/<strong class="duration">00:00</strong> \
          </div> \
          <div class="error-message"></div>',
        playPauseClass: 'play-pause',
        scrubberClass: 'scrubber',
        progressClass: 'progress',
        loaderClass: 'loaded',
        timeClass: 'time',
        durationClass: 'duration',
        playedClass: 'played',
        errorMessageClass: 'error-message',
        playingClass: 'playing',
        loadingClass: 'loading',
        errorClass: 'error'
      },

The css used by the default player. This is is dynamically injected into a <style> tag in the top of the head.

      css: '\
        .audiojs audio { position: absolute; left: -1px; } \
        .audiojs { width: 460px; height: 36px; background: #404040; overflow: hidden; font-family: monospace; font-size: 12px; \
          background-image: -webkit-gradient(linear, left top, left bottom, color-stop(0, #444), color-stop(0.5, #555), color-stop(0.51, #444), color-stop(1, #444)); \
          background-image: -moz-linear-gradient(center top, #444 0%, #555 50%, #444 51%, #444 100%); \
          -webkit-box-shadow: 1px 1px 8px rgba(0, 0, 0, 0.3); -moz-box-shadow: 1px 1px 8px rgba(0, 0, 0, 0.3); \
          -o-box-shadow: 1px 1px 8px rgba(0, 0, 0, 0.3); box-shadow: 1px 1px 8px rgba(0, 0, 0, 0.3); } \
        .audiojs .play-pause { width: 25px; height: 40px; padding: 4px 6px; margin: 0px; float: left; overflow: hidden; border-right: 1px solid #000; } \
        .audiojs p { display: none; width: 25px; height: 40px; margin: 0px; cursor: pointer; } \
        .audiojs .play { display: block; } \
        .audiojs .scrubber { position: relative; float: left; width: 280px; background: #5a5a5a; height: 14px; margin: 10px; border-top: 1px solid #3f3f3f; border-left: 0px; border-bottom: 0px; overflow: hidden; } \
        .audiojs .progress { position: absolute; top: 0px; left: 0px; height: 14px; width: 0px; background: #ccc; z-index: 1; \
          background-image: -webkit-gradient(linear, left top, left bottom, color-stop(0, #ccc), color-stop(0.5, #ddd), color-stop(0.51, #ccc), color-stop(1, #ccc)); \
          background-image: -moz-linear-gradient(center top, #ccc 0%, #ddd 50%, #ccc 51%, #ccc 100%); } \
        .audiojs .loaded { position: absolute; top: 0px; left: 0px; height: 14px; width: 0px; background: #000; \
          background-image: -webkit-gradient(linear, left top, left bottom, color-stop(0, #222), color-stop(0.5, #333), color-stop(0.51, #222), color-stop(1, #222)); \
          background-image: -moz-linear-gradient(center top, #222 0%, #333 50%, #222 51%, #222 100%); } \
        .audiojs .time { float: left; height: 36px; line-height: 36px; margin: 0px 0px 0px 6px; padding: 0px 6px 0px 12px; border-left: 1px solid #000; color: #ddd; text-shadow: 1px 1px 0px rgba(0, 0, 0, 0.5); } \
        .audiojs .time em { padding: 0px 2px 0px 0px; color: #f9f9f9; font-style: normal; } \
        .audiojs .time strong { padding: 0px 0px 0px 2px; font-weight: normal; } \
        .audiojs .error-message { float: left; display: none; margin: 0px 10px; height: 36px; width: 400px; overflow: hidden; line-height: 36px; white-space: nowrap; color: #fff; \
          text-overflow: ellipsis; -o-text-overflow: ellipsis; -icab-text-overflow: ellipsis; -khtml-text-overflow: ellipsis; -moz-text-overflow: ellipsis; -webkit-text-overflow: ellipsis; } \
        .audiojs .error-message a { color: #eee; text-decoration: none; padding-bottom: 1px; border-bottom: 1px solid #999; white-space: wrap; } \
        \
        .audiojs .play { background: url("$1") -2px -1px no-repeat; } \
        .audiojs .loading { background: url("$1") -2px -31px no-repeat; } \
        .audiojs .error { background: url("$1") -2px -61px no-repeat; } \
        .audiojs .pause { background: url("$1") -2px -91px no-repeat; } \
        \
        .playing .play, .playing .loading, .playing .error { display: none; } \
        .playing .pause { display: block; } \
        \
        .loading .play, .loading .pause, .loading .error { display: none; } \
        .loading .loading { display: block; } \
        \
        .error .time, .error .play, .error .pause, .error .scrubber, .error .loading { display: none; } \
        .error .error { display: block; } \
        .error .play-pause p { cursor: auto; } \
        .error .error-message { display: block; }',

The default event callbacks:

      trackEnded: function(e) {},
      flashError: function() {
        var player = this.settings.createPlayer,
            errorMessage = getByClass(player.errorMessageClass, this.wrapper),
            html = 'Missing <a href="http://get.adobe.com/flashplayer/">flash player</a> plugin.';
        if (this.mp3) html += ' <a href="'+this.mp3+'">Download audio file</a>.';
        container[audiojs].helpers.removeClass(this.wrapper, player.loadingClass);
        container[audiojs].helpers.addClass(this.wrapper, player.errorClass);
        errorMessage.innerHTML = html;
      },
      loadError: function(e) {
        var player = this.settings.createPlayer,
            errorMessage = getByClass(player.errorMessageClass, this.wrapper);
        container[audiojs].helpers.removeClass(this.wrapper, player.loadingClass);
        container[audiojs].helpers.addClass(this.wrapper, player.errorClass);
        errorMessage.innerHTML = 'Error loading: "'+this.mp3+'"';
      },
      init: function() {
        var player = this.settings.createPlayer;
        container[audiojs].helpers.addClass(this.wrapper, player.loadingClass);
      },
      loadStarted: function() {
        var player = this.settings.createPlayer,
            duration = getByClass(player.durationClass, this.wrapper),
            m = Math.floor(this.duration / 60),
            s = Math.floor(this.duration % 60);
        container[audiojs].helpers.removeClass(this.wrapper, player.loadingClass);
        duration.innerHTML = ((m<10?'0':'')+m+':'+(s<10?'0':'')+s);
      },
      loadProgress: function(percent) {
        var player = this.settings.createPlayer,
            scrubber = getByClass(player.scrubberClass, this.wrapper),
            loaded = getByClass(player.loaderClass, this.wrapper);
        loaded.style.width = (scrubber.offsetWidth * percent) + 'px';
      },
      playPause: function() {
        if (this.playing) this.settings.play();
        else this.settings.pause();
      },
      play: function() {
        var player = this.settings.createPlayer;
        container[audiojs].helpers.addClass(this.wrapper, player.playingClass);
      },
      pause: function() {
        var player = this.settings.createPlayer;
        container[audiojs].helpers.removeClass(this.wrapper, player.playingClass);
      },
      updatePlayhead: function(percent) {
        var player = this.settings.createPlayer,
            scrubber = getByClass(player.scrubberClass, this.wrapper),
            progress = getByClass(player.progressClass, this.wrapper);
        progress.style.width = (scrubber.offsetWidth * percent) + 'px';

        var played = getByClass(player.playedClass, this.wrapper),
            p = this.duration * percent,
            m = Math.floor(p / 60),
            s = Math.floor(p % 60);
        played.innerHTML = ((m<10?'0':'')+m+':'+(s<10?'0':'')+s);
      }
    },

Contructor functions

create()
Used to create a single audiojs instance.
If an array is passed then it calls back to createAll().
Otherwise, it creates a single instance and returns it.

    create: function(element, options) {
      var options = options || {}
      if (element.length) {
        return this.createAll(options, element);
      } else {
        return this.newInstance(element, options);
      }
    },

createAll()
Creates multiple audiojs instances.
If elements is null, then automatically find any <audio> tags on the page and create audiojs instances for them.

    createAll: function(options, elements) {
      var audioElements = elements || document.getElementsByTagName('audio'),
          instances = []
          options = options || {};
      for (var i = 0, ii = audioElements.length; i < ii; i++) {
        instances.push(this.newInstance(audioElements[i], options));
      }
      return instances;
    },

Creating and returning a new instance

This goes through all the steps required to build out a usable audiojs instance.

    newInstance: function(element, options) {
      var element = element,
          s = this.helpers.clone(this.settings),
          id = 'audiojs'+this.instanceCount,
          wrapperId = 'audiojs_wrapper'+this.instanceCount,
          instanceCount = this.instanceCount++;

Check for autoplay, loop and preload attributes and write them into the settings.

      if (element.getAttribute('autoplay') != null) s.autoplay = true;
      if (element.getAttribute('loop') != null) s.loop = true;
      if (element.getAttribute('preload') == 'none') s.preload = false;

Merge the default settings with the user-defined options.

      if (options) this.helpers.merge(s, options);

Inject the player html if required.

      if (s.createPlayer.markup) element = this.createPlayer(element, s.createPlayer, wrapperId);
      else element.parentNode.setAttribute('id', wrapperId);

Return a new audiojs instance.

      var audio = new container[audiojsInstance](element, s);

If css has been passed in, dynamically inject it into the <head>.

      if (s.css) this.helpers.injectCss(audio, s.css);

If <audio> or mp3 playback isn't supported, insert the swf & attach the required events for it.

      if (s.useFlash && s.hasFlash) {
        this.injectFlash(audio, id);
        this.attachFlashEvents(audio.wrapper, audio);
      } else if (s.useFlash && !s.hasFlash) {
        this.settings.flashError.apply(audio);
      }

Attach event callbacks to the new audiojs instance.

      if (!s.useFlash || (s.useFlash && s.hasFlash)) this.attachEvents(audio.wrapper, audio);

Store the newly-created audiojs instance.

      this.instances[id] = audio;
      return audio;
    },

Helper methods for constructing a working player

Inject a wrapping div and the markup for the html player.

    createPlayer: function(element, player, id) {
      var wrapper = document.createElement('div'),
          newElement = element.cloneNode(true);
      wrapper.setAttribute('class', 'audiojs');
      wrapper.setAttribute('className', 'audiojs');
      wrapper.setAttribute('id', id);

Fix IE's broken implementation of innerHTML & cloneNode for HTML5 elements.

      if (newElement.outerHTML && !document.createElement('audio').canPlayType) {
        newElement = this.helpers.cloneHtml5Node(element);
        wrapper.innerHTML = player.markup;
        wrapper.appendChild(newElement);
        element.outerHTML = wrapper.outerHTML;
        wrapper = document.getElementById(id);
      } else {
        wrapper.appendChild(newElement);
        wrapper.innerHTML = wrapper.innerHTML + player.markup;
        element.parentNode.replaceChild(wrapper, element);
      }
      return wrapper.getElementsByTagName('audio')[0];
    },

Attaches useful event callbacks to an audiojs instance.

    attachEvents: function(wrapper, audio) {
      if (!audio.settings.createPlayer) return;
      var player = audio.settings.createPlayer,
          playPause = getByClass(player.playPauseClass, wrapper),
          scrubber = getByClass(player.scrubberClass, wrapper),
          leftPos = function(elem) {
            var curleft = 0;
            if (elem.offsetParent) {
              do { curleft += elem.offsetLeft; } while (elem = elem.offsetParent);
            }
            return curleft;
          };

      container[audiojs].events.addListener(playPause, 'click', function(e) {
        audio.playPause.apply(audio);
      });

      container[audiojs].events.addListener(scrubber, 'click', function(e) {
        var relativeLeft = e.clientX - leftPos(this);
        audio.skipTo(relativeLeft / scrubber.offsetWidth);
      });

If flash is being used, then the following handlers don't need to be registered.

      if (audio.settings.useFlash) return;

Start tracking the load progress of the track.

      container[audiojs].events.trackLoadProgress(audio);

      container[audiojs].events.addListener(audio.element, 'timeupdate', function(e) {
        audio.updatePlayhead.apply(audio);
      });

      container[audiojs].events.addListener(audio.element, 'ended', function(e) {
        audio.trackEnded.apply(audio);
      });

      container[audiojs].events.addListener(audio.source, 'error', function(e) {

on error, cancel any load timers that are running.

        clearInterval(audio.readyTimer);
        clearInterval(audio.loadTimer);
        audio.settings.loadError.apply(audio);
      });

    },

Flash requires a slightly different API to the <audio> element, so this method is used to overwrite the standard event handlers.

    attachFlashEvents: function(element, audio) {
      audio['swfReady'] = false;
      audio['load'] = function(mp3) {

If the swf isn't ready yet then just set audio.mp3. init() will load it in once the swf is ready.

        audio.mp3 = mp3;
        if (audio.swfReady) audio.element.load(mp3);
      }
      audio['loadProgress'] = function(percent, duration) {
        audio.loadedPercent = percent;
        audio.duration = duration;
        audio.settings.loadStarted.apply(audio);
        audio.settings.loadProgress.apply(audio, [percent]);
      }
      audio['skipTo'] = function(percent) {
        if (percent > audio.loadedPercent) return;
        audio.updatePlayhead.call(audio, [percent])
        audio.element.skipTo(percent);
      }
      audio['updatePlayhead'] = function(percent) {
        audio.settings.updatePlayhead.apply(audio, [percent]);
      }
      audio['play'] = function() {

If the audio hasn't started preloading, then start it now.
Then set preload to true, so that any tracks loaded in subsequently are loaded straight away.

        if (!audio.settings.preload) {
          audio.settings.preload = true;
          audio.element.init(audio.mp3);
        }
        audio.playing = true;

IE doesn't allow a method named play() to be exposed through ExternalInterface, so lets go with pplay().
http://dev.nuclearrooster.com/2008/07/27/externalinterfaceaddcallback-can-cause-ie-js-errors-with-certain-keyworkds/

        audio.element.pplay();
        audio.settings.play.apply(audio);
      }
      audio['pause'] = function() {
        audio.playing = false;

Use ppause() for consistency with pplay(), even though it isn't really required.

        audio.element.ppause();
        audio.settings.pause.apply(audio);
      }
      audio['setVolume'] = function(v) {
        audio.element.setVolume(v);
      }
      audio['loadStarted'] = function() {

Load the mp3 specified by the audio element into the swf.

        audio.swfReady = true;
        if (audio.settings.preload) audio.element.init(audio.mp3);
        if (audio.settings.autoplay) audio.play.apply(audio);
      }
    },

Injecting an swf from a string

Build up the swf source by replacing the $keys and then inject the markup into the page.

    injectFlash: function(audio, id) {
      var flashSource = this.flashSource.replace(/\$1/g, id);
      flashSource = flashSource.replace(/\$2/g, audio.settings.swfLocation);

(+new Date) ensures the swf is not pulled out of cache. The fixes an issue with Firefox running multiple players on the same page.

      flashSource = flashSource.replace(/\$3/g, (+new Date + Math.random()));

Inject the player markup using a more verbose innerHTML insertion technique that works with IE.

      var html = audio.wrapper.innerHTML,
          div = document.createElement('div');
      div.innerHTML = flashSource + html;
      audio.wrapper.innerHTML = div.innerHTML;
      audio.element = this.helpers.getSwf(id);
    },

Helper functions

    helpers: {

Merge two objects, with obj2 overwriting obj1
The merge is shallow, but that's all that is required for our purposes.

      merge: function(obj1, obj2) {
        for (attr in obj2) {
          if (obj1.hasOwnProperty(attr) || obj2.hasOwnProperty(attr)) {
            obj1[attr] = obj2[attr];
          }
        }
      },

Clone a javascript object (recursively)

      clone: function(obj){
        if (obj == null || typeof(obj) !== 'object') return obj;
        var temp = new obj.constructor();
        for (var key in obj) temp[key] = arguments.callee(obj[key]);
        return temp;
      },

Adding/removing classnames from elements

      addClass: function(element, className) {
        var re = new RegExp('(\\s|^)'+className+'(\\s|$)');
        if (re.test(element.className)) return;
        element.className += ' ' + className;
      },
      removeClass: function(element, className) {
        var re = new RegExp('(\\s|^)'+className+'(\\s|$)');
        element.className = element.className.replace(re,' ');
      },

Dynamic CSS injection
Takes a string of css, inserts it into a <style>, then injects it in at the very top of the <head>. This ensures any user-defined styles will take precedence.

      injectCss: function(audio, string) {

If an audiojs <style> tag already exists, then append to it rather than creating a whole new <style>.

        var prepend = '',
            styles = document.getElementsByTagName('style'),
            css = string.replace(/\$1/g, audio.settings.imageLocation);

        for (var i = 0, ii = styles.length; i < ii; i++) {
          var title = styles[i].getAttribute('title');
          if (title && ~title.indexOf('audiojs')) {
            style = styles[i];
            if (style.innerHTML === css) return;
            prepend = style.innerHTML;
            break;
          }
        };

        var head = document.getElementsByTagName('head')[0],
            firstchild = head.firstChild,
            style = document.createElement('style');

        if (!head) return;

        style.setAttribute('type', 'text/css');
        style.setAttribute('title', 'audiojs');

        if (style.styleSheet) style.styleSheet.cssText = prepend + css;
        else style.appendChild(document.createTextNode(prepend + css));

        if (firstchild) head.insertBefore(style, firstchild);
        else head.appendChild(styleElement);
      },

Handle all the IE6+7 requirements for cloning <audio> nodes
Create a html5-safe document fragment by injecting an <audio> element into the document fragment.

      cloneHtml5Node: function(audioTag) {
        var fragment = document.createDocumentFragment(),
            doc = fragment.createElement ? fragment : document;
        doc.createElement('audio');
        var div = doc.createElement('div');
        fragment.appendChild(div);
        div.innerHTML = audioTag.outerHTML;
        return div.firstChild;
      },

Cross-browser <object> / <embed> element selection

      getSwf: function(name) {
        var swf = document[name] || window[name];
        return swf.length > 1 ? swf[swf.length - 1] : swf;
      }
    },

Event-handling

    events: {
      memoryLeaking: false,
      listeners: [],

A simple cross-browser event handler abstraction

      addListener: function(element, eventName, func) {

For modern browsers use the standard DOM-compliant addEventListener.

        if (element.addEventListener) {
          element.addEventListener(eventName, func, false);

For older versions of Internet Explorer, use attachEvent.
Also provide a fix for scoping this to the calling element and register each listener so the containing elements can be purged on page unload.

        } else if (element.attachEvent) {
          this.listeners.push(element);
          if (!this.memoryLeaking) {
            window.attachEvent('onunload', function() {
              if(this.listeners) {
                for (var i = 0, ii = this.listeners.length; i < ii; i++) {
                  container[audiojs].events.purge(this.listeners[i]);
                }
              }
            });
            this.memoryLeaking = true;
          }
          element.attachEvent('on' + eventName, function() {
            func.call(element, window.event);
          });
        }
      },

      trackLoadProgress: function(audio) {

If preload has been set to none, then we don't want to start loading the track yet.

        if (!audio.settings.preload) return;

        var readyTimer,
            loadTimer,
            audio = audio,
            ios = (/(ipod|iphone|ipad)/i).test(navigator.userAgent);

Use timers here rather than the official progress event, as Chrome has issues calling progress when loading mp3 files from cache.

        readyTimer = setInterval(function() {
          if (audio.element.readyState > -1) {

iOS doesn't start preloading the mp3 until the user interacts manually, so this stops the loader being displayed prematurely.

            if (!ios) audio.init.apply(audio);
          }
          if (audio.element.readyState > 1) {
            if (audio.settings.autoplay) audio.play.apply(audio);
            clearInterval(readyTimer);

Once we have data, start tracking the load progress.

            loadTimer = setInterval(function() {
              audio.loadProgress.apply(audio);
              if (audio.loadedPercent >= 1) clearInterval(loadTimer);
            });
          }
        }, 10);
        audio.readyTimer = readyTimer;
        audio.loadTimer = loadTimer;
      },

Douglas Crockford's IE6 memory leak fix
http://javascript.crockford.com/memory/leak.html
This is used to release the memory leak created by the circular references created when fixing this scoping for IE. It is called on page unload.

      purge: function(d) {
        var a = d.attributes, i;
        if (a) {
          for (i = 0; i < a.length; i += 1) {
            if (typeof d[a[i].name] === 'function') d[a[i].name] = null;
          }
        }
        a = d.childNodes;
        if (a) {
          for (i = 0; i < a.length; i += 1) purge(d.childNodes[i]);
        }
      },

DOMready function
As seen here: https://github.com/dperini/ContentLoaded/.

      ready: (function() { return function(fn) {
        var win = window, done = false, top = true,
        doc = win.document, root = doc.documentElement,
        add = doc.addEventListener ? 'addEventListener' : 'attachEvent',
        rem = doc.addEventListener ? 'removeEventListener' : 'detachEvent',
        pre = doc.addEventListener ? '' : 'on',
        init = function(e) {
          if (e.type == 'readystatechange' && doc.readyState != 'complete') return;
          (e.type == 'load' ? win : doc)[rem](pre + e.type, init, false);
          if (!done && (done = true)) fn.call(win, e.type || e);
        },
        poll = function() {
          try { root.doScroll('left'); } catch(e) { setTimeout(poll, 50); return; }
          init('poll');
        };
        if (doc.readyState == 'complete') fn.call(win, 'lazy');
        else {
          if (doc.createEventObject && root.doScroll) {
            try { top = !win.frameElement; } catch(e) { }
            if (top) poll();
          }
          doc[add](pre + 'DOMContentLoaded', init, false);
          doc[add](pre + 'readystatechange', init, false);
          win[add](pre + 'load', init, false);
        }
      }
      })()

    }
  }

The audiojs class

We create one of these per <audio> and then push them into audiojs['instances'].

  container[audiojsInstance] = function(element, settings) {

Each audio instance returns an object which contains an API back into the <audio> element.

    this.element = element;
    this.wrapper = element.parentNode;
    this.source = element.getElementsByTagName('source')[0] || element;

First check the <audio> element directly for a src and if one is not found, look for a <source> element.

    this.mp3 = (function(element) {
      var source = element.getElementsByTagName('source')[0];
      return element.getAttribute('src') || (source ? source.getAttribute('src') : null);
    })(element);
    this.settings = settings;
    this.loadStartedCalled = false;
    this.loadedPercent = 0;
    this.duration = 1;
    this.playing = false;
  }

  container[audiojsInstance].prototype = {

API access events: Each of these do what they need do and then call the matching methods defined in the settings object.

    updatePlayhead: function() {
      var percent = this.element.currentTime / this.duration;
      this.settings.updatePlayhead.apply(this, [percent]);
    },
    skipTo: function(percent) {
      if (percent > this.loadedPercent) return;
      this.element.currentTime = this.duration * percent;
      this.updatePlayhead();
    },
    load: function(mp3) {
      this.loadStartedCalled = false;
      this.source.setAttribute('src', mp3);

The now outdated load() method is required for Safari 4

      this.element.load();
      this.mp3 = mp3;
      container[audiojs].events.trackLoadProgress(this);
    },
    loadError: function() {
      this.settings.loadError.apply(this);
    },
    init: function() {
      this.settings.init.apply(this);
    },
    loadStarted: function() {

Wait until element.duration exists before setting up the audio player.

      if (!this.element.duration) return false;

      this.duration = this.element.duration;
      this.updatePlayhead();
      this.settings.loadStarted.apply(this);
    },
    loadProgress: function() {
      if (this.element.buffered != null && this.element.buffered.length) {

Ensure loadStarted() is only called once.

        if (!this.loadStartedCalled) {
          this.loadStartedCalled = this.loadStarted();
        }
        var durationLoaded = this.element.buffered.end(this.element.buffered.length - 1);
        this.loadedPercent = durationLoaded / this.duration;

        this.settings.loadProgress.apply(this, [this.loadedPercent]);
      }
    },
    playPause: function() {
      if (this.playing) this.pause();
      else this.play();
    },
    play: function() {
      var ios = (/(ipod|iphone|ipad)/i).test(navigator.userAgent);

On iOS this interaction will trigger loading the mp3, so run init().

      if (ios && this.element.readyState == 0) this.init.apply(this);

If the audio hasn't started preloading, then start it now.
Then set preload to true, so that any tracks loaded in subsequently are loaded straight away.

      if (!this.settings.preload) {
        this.settings.preload = true;
        this.element.setAttribute('preload', 'auto');
        container[audiojs].events.trackLoadProgress(this);
      }
      this.playing = true;
      this.element.play();
      this.settings.play.apply(this);
    },
    pause: function() {
      this.playing = false;
      this.element.pause();
      this.settings.pause.apply(this);
    },
    setVolume: function(v) {
      this.element.volume = v;
    },
    trackEnded: function(e) {
      this.skipTo.apply(this, [0]);
      if (!this.settings.loop) this.pause.apply(this);
      this.settings.trackEnded.apply(this);
    }
  }

getElementsByClassName
Having to rely on getElementsByTagName is pretty inflexible internally, so a modified version of Dustin Diaz's getElementsByClassName has been included. This version cleans things up and prefers the native DOM method if it's available.

  var getByClass = function(searchClass, node) {
    var matches = [];
    node = node || document;

    if (node.getElementsByClassName) {
      matches = node.getElementsByClassName(searchClass);
    } else {
      var i, l, 
          els = node.getElementsByTagName("*"),
          pattern = new RegExp("(^|\\s)"+searchClass+"(\\s|$)");

      for (i = 0, l = els.length; i < l; i++) {
        if (pattern.test(els[i].className)) {
          matches.push(els[i]);
        }
      }
    }
    return matches.length > 1 ? matches : matches[0];
  };

The global variable names are passed in here and can be changed if they conflict with anything else.

})('audiojs', 'audiojsInstance', this);