mirror of
https://github.com/scratchfoundation/scratch-audio.git
synced 2025-07-27 06:09:59 -04:00
182 lines
6 KiB
JavaScript
182 lines
6 KiB
JavaScript
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const StartAudioContext = require('startaudiocontext');
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const AudioContext = require('audio-context');
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const log = require('./log');
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const uid = require('./uid');
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const ADPCMSoundDecoder = require('./ADPCMSoundDecoder');
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const AudioPlayer = require('./AudioPlayer');
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const Loudness = require('./Loudness');
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/**
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* Wrapper to ensure that audioContext.decodeAudioData is a promise
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* @param {object} audioContext The current AudioContext
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* @param {ArrayBuffer} buffer Audio data buffer to decode
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* @return {Promise} A promise that resolves to the decoded audio
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*/
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const decodeAudioData = function (audioContext, buffer) {
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// Check for newer promise-based API
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if (audioContext.decodeAudioData.length === 1) {
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return audioContext.decodeAudioData(buffer);
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}
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// Fall back to callback API
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return new Promise((resolve, reject) => {
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audioContext.decodeAudioData(buffer,
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decodedAudio => resolve(decodedAudio),
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error => reject(error)
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);
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});
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};
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/**
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* There is a single instance of the AudioEngine. It handles global audio
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* properties and effects, loads all the audio buffers for sounds belonging to
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* sprites.
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*/
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class AudioEngine {
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constructor () {
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/**
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* AudioContext to play and manipulate sounds with a graph of source
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* and effect nodes.
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* @type {AudioContext}
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*/
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this.audioContext = new AudioContext();
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StartAudioContext(this.audioContext);
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/**
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* Master GainNode that all sounds plays through. Changing this node
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* will change the volume for all sounds.
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* @type {GainNode}
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*/
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this.input = this.audioContext.createGain();
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this.input.connect(this.audioContext.destination);
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/**
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* a map of soundIds to audio buffers, holding sounds for all sprites
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* @type {Object<String, ArrayBuffer>}
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*/
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this.audioBuffers = {};
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/**
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* A Loudness detector.
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* @type {Loudness}
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*/
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this.loudness = null;
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}
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/**
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* Names of the audio effects.
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* @enum {string}
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*/
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get EFFECT_NAMES () {
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return {
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pitch: 'pitch',
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pan: 'pan'
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};
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}
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/**
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* A short duration, for use as a time constant for exponential audio parameter transitions.
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* See:
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* https://developer.mozilla.org/en-US/docs/Web/API/AudioParam/setTargetAtTime
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* @const {number}
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*/
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get DECAY_TIME () {
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return 0.001;
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}
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/**
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* Decode a sound, decompressing it into audio samples.
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* Store a reference to it the sound in the audioBuffers dictionary, indexed by soundId
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* @param {object} sound - an object containing audio data and metadata for a sound
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* @property {Buffer} data - sound data loaded from scratch-storage.
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* @returns {?Promise} - a promise which will resolve to the soundId if decoded and stored.
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*/
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decodeSound (sound) {
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// Make a copy of the buffer because decoding detaches the original buffer
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const bufferCopy1 = sound.data.buffer.slice(0);
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const soundId = uid();
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// Partially apply updateSoundBuffer function with the current
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// soundId so that it's ready to be used on successfully decoded audio
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const addDecodedAudio = this.updateSoundBuffer.bind(this, soundId);
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// Attempt to decode the sound using the browser's native audio data decoder
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// If that fails, attempt to decode as ADPCM
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return decodeAudioData(this.audioContext, bufferCopy1).then(
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addDecodedAudio,
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() => {
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// The audio context failed to parse the sound data
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// we gave it, so try to decode as 'adpcm'
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// First we need to create another copy of our original data
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const bufferCopy2 = sound.data.buffer.slice(0);
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// Try decoding as adpcm
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return (new ADPCMSoundDecoder(this.audioContext)).decode(bufferCopy2)
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.then(
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addDecodedAudio,
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error => {
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log.warn('audio data could not be decoded', error);
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}
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);
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}
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);
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}
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/**
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* Retrieve the audio buffer as held in memory for a given sound id.
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* @param {!string} soundId - the id of the sound buffer to get
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* @return {AudioBuffer} the buffer corresponding to the given sound id.
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*/
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getSoundBuffer (soundId) {
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return this.audioBuffers[soundId];
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}
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/**
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* Add or update the in-memory audio buffer to a new one by soundId.
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* @param {!string} soundId - the id of the sound buffer to update.
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* @param {AudioBuffer} newBuffer - the new buffer to swap in.
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* @return {string} The uid of the sound that was updated or added
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*/
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updateSoundBuffer (soundId, newBuffer) {
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this.audioBuffers[soundId] = newBuffer;
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return soundId;
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}
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/**
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* An older version of the AudioEngine had this function to load all sounds
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* This is a stub to provide a warning when it is called
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* @todo remove this
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*/
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loadSounds () {
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log.warn('The loadSounds function is no longer available. Please use Scratch Storage.');
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}
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/**
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* Get the current loudness of sound received by the microphone.
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* Sound is measured in RMS and smoothed.
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* @return {number} loudness scaled 0 to 100
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*/
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getLoudness () {
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// The microphone has not been set up, so try to connect to it
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if (!this.loudness) {
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this.loudness = new Loudness(this.audioContext);
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}
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return this.loudness.getLoudness();
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}
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/**
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* Create an AudioPlayer. Each sprite or clone has an AudioPlayer.
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* It includes a reference to the AudioEngine so it can use global
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* functionality such as playing notes.
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* @return {AudioPlayer} new AudioPlayer instance
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*/
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createPlayer () {
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return new AudioPlayer(this);
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}
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}
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module.exports = AudioEngine;
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