load adpcm sounds

This commit is contained in:
Eric Rosenbaum 2016-11-19 14:18:42 -05:00
parent d2eb771eea
commit 19beacc5ce

View file

@ -31,7 +31,8 @@ function AudioEngine (sounds) {
// load sounds
this.soundPlayers = this.loadSounds(sounds);
this.soundPlayers = [];
this.loadSounds(sounds);
// Tone.Buffer.on('load', this._soundsLoaded.bind(this));
// soundfont setup
@ -63,38 +64,43 @@ function AudioEngine (sounds) {
}
AudioEngine.prototype.loadSounds = function (sounds) {
var soundPlayers = [];
for (var i=0; i<sounds.length; i++) {
var buffer;
if (sounds[i].format == 'adpcm') {
log.warn('attempting to load sound in adpcm format');
var loader = new ADPCMSoundLoader(sounds[i].fileUrl);
loader; // lint
// var audioBuffer = loader.getAudioBuffer();
// buffer = new Tone.Buffer(audioBuffer);
} else {
buffer = new Tone.Buffer(sounds[i].fileUrl);
}
this.soundPlayers = [];
// create a set of empty sound player objects
// the sound buffers will be added asynchronously as they load
for (var i=0; i<sounds.length; i++){
var player = {};
player.buffer = buffer;
player.buffer = null;
player.bufferSource = null;
soundPlayers[i] = player;
this.soundPlayers[i] = player;
}
return soundPlayers;
};
// load the sounds- most sounds decode natively, but for adpcm sounds
// we use our own decoder
var storedContext = this;
for (var index=0; index<sounds.length; index++) {
if (sounds[index].format == 'adpcm') {
log.warn('attempting to load sound in adpcm format');
// create a closure to the sound index, to use when the
// docder completes and resolves the promise
(function () {
var storedIndex = index;
var loader = new ADPCMSoundLoader();
loader.load(sounds[storedIndex].fileUrl).then(function (audioBuffer) {
storedContext.soundPlayers[storedIndex].buffer = new Tone.Buffer(audioBuffer);
});
}());
} else {
this.soundPlayers[index].buffer = new Tone.Buffer(sounds[index].fileUrl);
}
// AudioEngine.prototype._soundsLoaded = function() {
// console.log('all sounds loaded');
// }
}
};
AudioEngine.prototype.playSound = function (index) {
// if the soundplayer exists and its buffer has loaded
if (this.soundPlayers[index] && this.soundPlayers[index].buffer.loaded) {
if (this.soundPlayers[index].buffer && this.soundPlayers[index].buffer.loaded) {
// stop the sound if it's already playing
var b = this.soundPlayers[index].bufferSource;
if (b) {
@ -108,6 +114,8 @@ AudioEngine.prototype.playSound = function (index) {
this.soundPlayers[index].bufferSource = bufferSource;
return new Promise(function (resolve) {
// bufferSource.onended = resolve; // this works, but causes the block to display a
// blocklydropdowncontent that says 'BufferSource'
bufferSource.onended = function (){resolve();};
});
}