scratch-audio/src/SoundPlayer.js

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const {EventEmitter} = require('events');
const VolumeEffect = require('./effects/VolumeEffect');
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/**
* Name of event that indicates playback has ended.
* @const {string}
*/
const ON_ENDED = 'ended';
class SoundPlayer extends EventEmitter {
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/**
* Play sounds that stop without audible clipping.
*
* @param {AudioEngine} audioEngine - engine to play sounds on
* @param {object} data - required data for sound playback
* @param {string} data.id - a unique id for this sound
* @param {ArrayBuffer} data.buffer - buffer of the sound's waveform to play
* @constructor
*/
constructor (audioEngine, {id, buffer}) {
super();
/**
* Unique sound identifier set by AudioEngine.
* @type {string}
*/
this.id = id;
/**
* AudioEngine creating this sound player.
* @type {AudioEngine}
*/
this.audioEngine = audioEngine;
/**
* Decoded audio buffer from audio engine for playback.
* @type {AudioBuffer}
*/
this.buffer = buffer;
/**
* Output audio node.
* @type {AudioNode}
*/
this.outputNode = null;
/**
* VolumeEffect used to fade out playing sounds when stopping them.
* @type {VolumeEffect}
*/
this.volumeEffect = null;
/**
* Target engine, effect, or chain this player directly connects to.
* @type {AudioEngine|Effect|EffectChain}
*/
this.target = null;
/**
* Internally is the SoundPlayer initialized with at least its buffer
* source node and output node.
* @type {boolean}
*/
this.initialized = false;
/**
* Is the sound playing or starting to play?
* @type {boolean}
*/
this.isPlaying = false;
/**
* Timestamp sound is expected to be starting playback until. Once the
* future timestamp is reached the sound is considered to be playing
* through the audio hardware and stopping should fade out instead of
* cutting off playback.
* @type {number}
*/
this.startingUntil = 0;
/**
* Rate to play back the audio at.
* @type {number}
*/
this.playbackRate = 1;
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// handleEvent is a EventTarget api for the DOM, however the
// web-audio-test-api we use uses an addEventListener that isn't
// compatable with object and requires us to pass this bound function
// instead
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this.handleEvent = this.handleEvent.bind(this);
}
/**
* Is plaback currently starting?
* @type {boolean}
*/
get isStarting () {
return this.isPlaying && this.startingUntil > this.audioEngine.currentTime;
}
/**
* Handle any event we have told the output node to listen for.
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* @param {Event} event - dom event to handle
*/
handleEvent (event) {
if (event.type === ON_ENDED) {
this.onEnded();
}
}
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/**
* Event listener for when playback ends.
*/
onEnded () {
this.emit('stop');
this.isPlaying = false;
}
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/**
* Create the buffer source node during initialization or secondary
* playback.
*/
_createSource () {
if (this.outputNode !== null) {
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this.outputNode.removeEventListener(ON_ENDED, this.handleEvent);
this.outputNode.disconnect();
}
this.outputNode = this.audioEngine.audioContext.createBufferSource();
this.outputNode.playbackRate.value = this.playbackRate;
this.outputNode.buffer = this.buffer;
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this.outputNode.addEventListener(ON_ENDED, this.handleEvent);
if (this.target !== null) {
this.connect(this.target);
}
}
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/**
* Initialize the player for first playback.
*/
initialize () {
this.initialized = true;
this._createSource();
}
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/**
* Connect the player to the engine or an effect chain.
* @param {object} target - object to connect to
* @returns {object} - return this sound player
*/
connect (target) {
if (target === this.volumeEffect) {
this.outputNode.disconnect();
this.outputNode.connect(this.volumeEffect.getInputNode());
return;
}
this.target = target;
if (!this.initialized) {
return;
}
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if (this.volumeEffect === null) {
this.outputNode.disconnect();
this.outputNode.connect(target.getInputNode());
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} else {
this.volumeEffect.connect(target);
}
return this;
}
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/**
* Teardown the player.
*/
dispose () {
if (!this.initialized) {
return;
}
this.stopImmediately();
if (this.volumeEffect !== null) {
this.volumeEffect.dispose();
this.volumeEffect = null;
}
this.outputNode.disconnect();
this.outputNode = null;
this.target = null;
this.initialized = false;
}
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/**
* Take the internal state of this player and create a new player from
* that. Restore the state of this player to that before its first playback.
*
* The returned player can be used to stop the original playback or
* continue it without manipulation from the original player.
*
* @returns {SoundPlayer} - new SoundPlayer with old state
*/
take () {
if (this.outputNode) {
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this.outputNode.removeEventListener(ON_ENDED, this.handleEvent);
}
const taken = new SoundPlayer(this.audioEngine, this);
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taken.playbackRate = this.playbackRate;
if (this.isPlaying) {
taken.startingUntil = this.startingUntil;
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taken.isPlaying = this.isPlaying;
taken.initialized = this.initialized;
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taken.outputNode = this.outputNode;
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taken.outputNode.addEventListener(ON_ENDED, taken.handleEvent);
taken.volumeEffect = this.volumeEffect;
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if (taken.volumeEffect) {
taken.volumeEffect.audioPlayer = taken;
}
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if (this.target !== null) {
taken.connect(this.target);
}
this.emit('stop');
taken.emit('play');
}
this.outputNode = null;
this.volumeEffect = null;
this.initialized = false;
this.startingUntil = 0;
this.isPlaying = false;
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return taken;
}
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/**
* Start playback for this sound.
*
* If the sound is already playing it will stop playback with a quick fade
* out.
*/
play () {
if (this.isStarting) {
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this.emit('stop');
this.emit('play');
return;
}
if (this.isPlaying) {
this.stop();
}
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if (this.initialized) {
this._createSource();
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} else {
this.initialize();
}
this.outputNode.start();
this.isPlaying = true;
const {currentTime, DECAY_DURATION} = this.audioEngine;
this.startingUntil = currentTime + DECAY_DURATION;
this.emit('play');
}
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/**
* Stop playback after quickly fading out.
*/
stop () {
if (!this.isPlaying) {
return;
}
// always do a manual stop on a taken / volume effect fade out sound
// player take will emit "stop" as well as reset all of our playing
// statuses / remove our nodes / etc
const taken = this.take();
taken.volumeEffect = new VolumeEffect(taken.audioEngine, taken, null);
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taken.volumeEffect.connect(taken.target);
// volumeEffect will recursively connect to us if it needs to, so this
// happens too:
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// taken.connect(taken.volumeEffect);
taken.finished().then(() => taken.dispose());
taken.volumeEffect.set(0);
const {currentTime, DECAY_DURATION} = this.audioEngine;
taken.outputNode.stop(currentTime + DECAY_DURATION);
}
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/**
* Stop immediately without fading out. May cause audible clipping.
*/
stopImmediately () {
if (!this.isPlaying) {
return;
}
this.outputNode.stop();
this.isPlaying = false;
this.startingUntil = 0;
this.emit('stop');
}
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/**
* Return a promise that resolves when the sound next finishes.
* @returns {Promise} - resolves when the sound finishes
*/
finished () {
return new Promise(resolve => {
this.once('stop', resolve);
});
}
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/**
* Set the sound's playback rate.
* @param {number} value - playback rate. Default is 1.
*/
setPlaybackRate (value) {
this.playbackRate = value;
if (this.initialized) {
this.outputNode.playbackRate.value = value;
}
}
}
module.exports = SoundPlayer;