mirror of
https://github.com/scratchfoundation/scratch-audio.git
synced 2024-12-22 14:02:29 -05:00
Merge pull request #83 from mzgoddard/break-up-index
break up index.js into files per class
This commit is contained in:
commit
220483119b
4 changed files with 401 additions and 332 deletions
181
src/AudioEngine.js
Normal file
181
src/AudioEngine.js
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@ -0,0 +1,181 @@
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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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134
src/AudioPlayer.js
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134
src/AudioPlayer.js
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const PitchEffect = require('./effects/PitchEffect');
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const PanEffect = require('./effects/PanEffect');
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const SoundPlayer = require('./SoundPlayer');
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class AudioPlayer {
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/**
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* Each sprite or clone has an audio player
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* the audio player handles sound playback, volume, and the sprite-specific audio effects:
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* pitch and pan
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* @param {AudioEngine} audioEngine AudioEngine for player
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* @constructor
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*/
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constructor (audioEngine) {
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this.audioEngine = audioEngine;
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// Create the audio effects
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this.pitchEffect = new PitchEffect();
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this.panEffect = new PanEffect(this.audioEngine);
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// Chain the audio effects together
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// effectsNode -> panEffect -> audioEngine.input
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this.effectsNode = this.audioEngine.audioContext.createGain();
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this.effectsNode.connect(this.panEffect.input);
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this.panEffect.connect(this.audioEngine.input);
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// reset effects to their default parameters
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this.clearEffects();
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// sound players that are currently playing, indexed by the sound's soundId
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this.activeSoundPlayers = {};
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}
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/**
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* Get this sprite's input node, so that other objects can route sound through it.
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* @return {AudioNode} the AudioNode for this sprite's input
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*/
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getInputNode () {
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return this.effectsNode;
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}
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/**
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* Play a sound
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* @param {string} soundId - the soundId id of a sound file
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* @return {Promise} a Promise that resolves when the sound finishes playing
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*/
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playSound (soundId) {
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// if this sound is not in the audio engine, return
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if (!this.audioEngine.audioBuffers[soundId]) {
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return;
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}
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// if this sprite or clone is already playing this sound, stop it first
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if (this.activeSoundPlayers[soundId]) {
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this.activeSoundPlayers[soundId].stop();
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}
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// create a new soundplayer to play the sound
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const player = new SoundPlayer(this.audioEngine.audioContext);
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player.setBuffer(this.audioEngine.audioBuffers[soundId]);
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player.connect(this.effectsNode);
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this.pitchEffect.updatePlayer(player);
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player.start();
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// add it to the list of active sound players
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this.activeSoundPlayers[soundId] = player;
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// remove sounds that are not playing from the active sound players array
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for (const id in this.activeSoundPlayers) {
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if (this.activeSoundPlayers.hasOwnProperty(id)) {
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if (!this.activeSoundPlayers[id].isPlaying) {
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delete this.activeSoundPlayers[id];
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}
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}
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}
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return player.finished();
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}
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/**
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* Stop all sounds that are playing
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*/
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stopAllSounds () {
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// stop all active sound players
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for (const soundId in this.activeSoundPlayers) {
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this.activeSoundPlayers[soundId].stop();
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}
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}
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/**
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* Set an audio effect to a value
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* @param {string} effect - the name of the effect
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* @param {number} value - the value to set the effect to
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*/
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setEffect (effect, value) {
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switch (effect) {
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case this.audioEngine.EFFECT_NAMES.pitch:
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this.pitchEffect.set(value, this.activeSoundPlayers);
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break;
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case this.audioEngine.EFFECT_NAMES.pan:
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this.panEffect.set(value);
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break;
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}
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}
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/**
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* Clear all audio effects
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*/
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clearEffects () {
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this.panEffect.set(0);
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this.pitchEffect.set(0, this.activeSoundPlayers);
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if (this.audioEngine === null) return;
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this.effectsNode.gain.setTargetAtTime(1.0, 0, this.audioEngine.DECAY_TIME);
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}
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/**
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* Set the volume for sounds played by this AudioPlayer
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* @param {number} value - the volume in range 0-100
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*/
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setVolume (value) {
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if (this.audioEngine === null) return;
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this.effectsNode.gain.setTargetAtTime(value / 100, 0, this.audioEngine.DECAY_TIME);
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}
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/**
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* Clean up and disconnect audio nodes.
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*/
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dispose () {
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this.panEffect.dispose();
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this.effectsNode.disconnect();
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}
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}
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module.exports = AudioPlayer;
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82
src/Loudness.js
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82
src/Loudness.js
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@ -0,0 +1,82 @@
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const log = require('./log');
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class Loudness {
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/**
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* Instrument and detect a loudness value from a local microphone.
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* @param {AudioContext} audioContext - context to create nodes from for
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* detecting loudness
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* @constructor
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*/
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constructor (audioContext) {
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/**
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* AudioContext the mic will connect to and provide analysis of
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* @type {AudioContext}
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*/
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this.audioContext = audioContext;
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/**
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* Are we connecting to the mic yet?
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* @type {Boolean}
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*/
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this.connectingToMic = false;
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/**
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* microphone, for measuring loudness, with a level meter analyzer
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* @type {MediaStreamSourceNode}
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*/
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this.mic = null;
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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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* Some code adapted from Tone.js: https://github.com/Tonejs/Tone.js
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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.mic && !this.connectingToMic) {
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this.connectingToMic = true; // prevent multiple connection attempts
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navigator.mediaDevices.getUserMedia({audio: true}).then(stream => {
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this.audioStream = stream;
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this.mic = this.audioContext.createMediaStreamSource(stream);
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this.analyser = this.audioContext.createAnalyser();
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this.mic.connect(this.analyser);
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this.micDataArray = new Float32Array(this.analyser.fftSize);
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})
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.catch(err => {
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log.warn(err);
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});
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}
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// If the microphone is set up and active, measure the loudness
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if (this.mic && this.audioStream.active) {
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this.analyser.getFloatTimeDomainData(this.micDataArray);
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let sum = 0;
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// compute the RMS of the sound
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for (let i = 0; i < this.micDataArray.length; i++){
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sum += Math.pow(this.micDataArray[i], 2);
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}
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let rms = Math.sqrt(sum / this.micDataArray.length);
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// smooth the value, if it is descending
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if (this._lastValue) {
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rms = Math.max(rms, this._lastValue * 0.6);
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}
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this._lastValue = rms;
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// Scale the measurement so it's more sensitive to quieter sounds
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rms *= 1.63;
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rms = Math.sqrt(rms);
|
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// Scale it up to 0-100 and round
|
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rms = Math.round(rms * 100);
|
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// Prevent it from going above 100
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rms = Math.min(rms, 100);
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return rms;
|
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}
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// if there is no microphone input, return -1
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return -1;
|
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}
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}
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module.exports = Loudness;
|
336
src/index.js
336
src/index.js
|
@ -1,337 +1,9 @@
|
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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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|
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const PitchEffect = require('./effects/PitchEffect');
|
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const PanEffect = require('./effects/PanEffect');
|
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|
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const SoundPlayer = require('./SoundPlayer');
|
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const ADPCMSoundDecoder = require('./ADPCMSoundDecoder');
|
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|
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/**
|
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* @fileOverview Scratch Audio is divided into a single AudioEngine,
|
||||
* that handles global functionality, and AudioPlayers, belonging to individual sprites and clones.
|
||||
* @fileOverview Scratch Audio is divided into a single AudioEngine, that
|
||||
* handles global functionality, and AudioPlayers, belonging to individual
|
||||
* sprites and clones.
|
||||
*/
|
||||
|
||||
/**
|
||||
* Wrapper to ensure that audioContext.decodeAudioData is a promise
|
||||
* @param {object} audioContext The current AudioContext
|
||||
* @param {ArrayBuffer} buffer Audio data buffer to decode
|
||||
* @return {Promise} A promise that resolves to the decoded audio
|
||||
*/
|
||||
const decodeAudioData = function (audioContext, buffer) {
|
||||
// Check for newer promise-based API
|
||||
if (audioContext.decodeAudioData.length === 1) {
|
||||
return audioContext.decodeAudioData(buffer);
|
||||
}
|
||||
// Fall back to callback API
|
||||
return new Promise((resolve, reject) => {
|
||||
audioContext.decodeAudioData(buffer,
|
||||
decodedAudio => resolve(decodedAudio),
|
||||
error => reject(error)
|
||||
);
|
||||
});
|
||||
};
|
||||
|
||||
|
||||
class AudioPlayer {
|
||||
/**
|
||||
* Each sprite or clone has an audio player
|
||||
* the audio player handles sound playback, volume, and the sprite-specific audio effects:
|
||||
* pitch and pan
|
||||
* @param {AudioEngine} audioEngine AudioEngine for player
|
||||
* @constructor
|
||||
*/
|
||||
constructor (audioEngine) {
|
||||
this.audioEngine = audioEngine;
|
||||
|
||||
// Create the audio effects
|
||||
this.pitchEffect = new PitchEffect();
|
||||
this.panEffect = new PanEffect(this.audioEngine);
|
||||
|
||||
// Chain the audio effects together
|
||||
// effectsNode -> panEffect -> audioEngine.input
|
||||
this.effectsNode = this.audioEngine.audioContext.createGain();
|
||||
this.effectsNode.connect(this.panEffect.input);
|
||||
this.panEffect.connect(this.audioEngine.input);
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||||
|
||||
// reset effects to their default parameters
|
||||
this.clearEffects();
|
||||
|
||||
// sound players that are currently playing, indexed by the sound's soundId
|
||||
this.activeSoundPlayers = {};
|
||||
}
|
||||
|
||||
/**
|
||||
* Get this sprite's input node, so that other objects can route sound through it.
|
||||
* @return {AudioNode} the AudioNode for this sprite's input
|
||||
*/
|
||||
getInputNode () {
|
||||
return this.effectsNode;
|
||||
}
|
||||
|
||||
/**
|
||||
* Play a sound
|
||||
* @param {string} soundId - the soundId id of a sound file
|
||||
* @return {Promise} a Promise that resolves when the sound finishes playing
|
||||
*/
|
||||
playSound (soundId) {
|
||||
// if this sound is not in the audio engine, return
|
||||
if (!this.audioEngine.audioBuffers[soundId]) {
|
||||
return;
|
||||
}
|
||||
|
||||
// if this sprite or clone is already playing this sound, stop it first
|
||||
if (this.activeSoundPlayers[soundId]) {
|
||||
this.activeSoundPlayers[soundId].stop();
|
||||
}
|
||||
|
||||
// create a new soundplayer to play the sound
|
||||
const player = new SoundPlayer(this.audioEngine.audioContext);
|
||||
player.setBuffer(this.audioEngine.audioBuffers[soundId]);
|
||||
player.connect(this.effectsNode);
|
||||
this.pitchEffect.updatePlayer(player);
|
||||
player.start();
|
||||
|
||||
// add it to the list of active sound players
|
||||
this.activeSoundPlayers[soundId] = player;
|
||||
|
||||
// remove sounds that are not playing from the active sound players array
|
||||
for (const id in this.activeSoundPlayers) {
|
||||
if (this.activeSoundPlayers.hasOwnProperty(id)) {
|
||||
if (!this.activeSoundPlayers[id].isPlaying) {
|
||||
delete this.activeSoundPlayers[id];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return player.finished();
|
||||
}
|
||||
|
||||
/**
|
||||
* Stop all sounds that are playing
|
||||
*/
|
||||
stopAllSounds () {
|
||||
// stop all active sound players
|
||||
for (const soundId in this.activeSoundPlayers) {
|
||||
this.activeSoundPlayers[soundId].stop();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Set an audio effect to a value
|
||||
* @param {string} effect - the name of the effect
|
||||
* @param {number} value - the value to set the effect to
|
||||
*/
|
||||
setEffect (effect, value) {
|
||||
switch (effect) {
|
||||
case this.audioEngine.EFFECT_NAMES.pitch:
|
||||
this.pitchEffect.set(value, this.activeSoundPlayers);
|
||||
break;
|
||||
case this.audioEngine.EFFECT_NAMES.pan:
|
||||
this.panEffect.set(value);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Clear all audio effects
|
||||
*/
|
||||
clearEffects () {
|
||||
this.panEffect.set(0);
|
||||
this.pitchEffect.set(0, this.activeSoundPlayers);
|
||||
if (this.audioEngine === null) return;
|
||||
this.effectsNode.gain.setTargetAtTime(1.0, 0, this.audioEngine.DECAY_TIME);
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the volume for sounds played by this AudioPlayer
|
||||
* @param {number} value - the volume in range 0-100
|
||||
*/
|
||||
setVolume (value) {
|
||||
if (this.audioEngine === null) return;
|
||||
this.effectsNode.gain.setTargetAtTime(value / 100, 0, this.audioEngine.DECAY_TIME);
|
||||
}
|
||||
|
||||
/**
|
||||
* Clean up and disconnect audio nodes.
|
||||
*/
|
||||
dispose () {
|
||||
this.panEffect.dispose();
|
||||
this.effectsNode.disconnect();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* There is a single instance of the AudioEngine. It handles global audio properties and effects,
|
||||
* loads all the audio buffers for sounds belonging to sprites.
|
||||
*/
|
||||
class AudioEngine {
|
||||
constructor () {
|
||||
this.audioContext = new AudioContext();
|
||||
StartAudioContext(this.audioContext);
|
||||
|
||||
this.input = this.audioContext.createGain();
|
||||
this.input.connect(this.audioContext.destination);
|
||||
|
||||
// a map of soundIds to audio buffers, holding sounds for all sprites
|
||||
this.audioBuffers = {};
|
||||
|
||||
// microphone, for measuring loudness, with a level meter analyzer
|
||||
this.mic = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Names of the audio effects.
|
||||
* @enum {string}
|
||||
*/
|
||||
get EFFECT_NAMES () {
|
||||
return {
|
||||
pitch: 'pitch',
|
||||
pan: 'pan'
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* A short duration, for use as a time constant for exponential audio parameter transitions.
|
||||
* See:
|
||||
* https://developer.mozilla.org/en-US/docs/Web/API/AudioParam/setTargetAtTime
|
||||
* @const {number}
|
||||
*/
|
||||
get DECAY_TIME () {
|
||||
return 0.001;
|
||||
}
|
||||
|
||||
/**
|
||||
* Decode a sound, decompressing it into audio samples.
|
||||
* Store a reference to it the sound in the audioBuffers dictionary, indexed by soundId
|
||||
* @param {object} sound - an object containing audio data and metadata for a sound
|
||||
* @property {Buffer} data - sound data loaded from scratch-storage.
|
||||
* @returns {?Promise} - a promise which will resolve to the soundId if decoded and stored.
|
||||
*/
|
||||
decodeSound (sound) {
|
||||
// Make a copy of the buffer because decoding detaches the original buffer
|
||||
const bufferCopy1 = sound.data.buffer.slice(0);
|
||||
|
||||
const soundId = uid();
|
||||
// Partially apply updateSoundBuffer function with the current
|
||||
// soundId so that it's ready to be used on successfully decoded audio
|
||||
const addDecodedAudio = this.updateSoundBuffer.bind(this, soundId);
|
||||
|
||||
// Attempt to decode the sound using the browser's native audio data decoder
|
||||
// If that fails, attempt to decode as ADPCM
|
||||
return decodeAudioData(this.audioContext, bufferCopy1).then(
|
||||
addDecodedAudio,
|
||||
() => {
|
||||
// The audio context failed to parse the sound data
|
||||
// we gave it, so try to decode as 'adpcm'
|
||||
|
||||
// First we need to create another copy of our original data
|
||||
const bufferCopy2 = sound.data.buffer.slice(0);
|
||||
// Try decoding as adpcm
|
||||
return (new ADPCMSoundDecoder(this.audioContext)).decode(bufferCopy2)
|
||||
.then(
|
||||
addDecodedAudio,
|
||||
error => {
|
||||
log.warn('audio data could not be decoded', error);
|
||||
}
|
||||
);
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Retrieve the audio buffer as held in memory for a given sound id.
|
||||
* @param {!string} soundId - the id of the sound buffer to get
|
||||
* @return {AudioBuffer} the buffer corresponding to the given sound id.
|
||||
*/
|
||||
getSoundBuffer (soundId) {
|
||||
return this.audioBuffers[soundId];
|
||||
}
|
||||
|
||||
/**
|
||||
* Add or update the in-memory audio buffer to a new one by soundId.
|
||||
* @param {!string} soundId - the id of the sound buffer to update.
|
||||
* @param {AudioBuffer} newBuffer - the new buffer to swap in.
|
||||
* @return {string} The uid of the sound that was updated or added
|
||||
*/
|
||||
updateSoundBuffer (soundId, newBuffer) {
|
||||
this.audioBuffers[soundId] = newBuffer;
|
||||
return soundId;
|
||||
}
|
||||
|
||||
/**
|
||||
* An older version of the AudioEngine had this function to load all sounds
|
||||
* This is a stub to provide a warning when it is called
|
||||
* @todo remove this
|
||||
*/
|
||||
loadSounds () {
|
||||
log.warn('The loadSounds function is no longer available. Please use Scratch Storage.');
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the current loudness of sound received by the microphone.
|
||||
* Sound is measured in RMS and smoothed.
|
||||
* Some code adapted from Tone.js: https://github.com/Tonejs/Tone.js
|
||||
* @return {number} loudness scaled 0 to 100
|
||||
*/
|
||||
getLoudness () {
|
||||
// The microphone has not been set up, so try to connect to it
|
||||
if (!this.mic && !this.connectingToMic) {
|
||||
this.connectingToMic = true; // prevent multiple connection attempts
|
||||
navigator.mediaDevices.getUserMedia({audio: true}).then(stream => {
|
||||
this.audioStream = stream;
|
||||
this.mic = this.audioContext.createMediaStreamSource(stream);
|
||||
this.analyser = this.audioContext.createAnalyser();
|
||||
this.mic.connect(this.analyser);
|
||||
this.micDataArray = new Float32Array(this.analyser.fftSize);
|
||||
})
|
||||
.catch(err => {
|
||||
log.warn(err);
|
||||
});
|
||||
}
|
||||
|
||||
// If the microphone is set up and active, measure the loudness
|
||||
if (this.mic && this.audioStream.active) {
|
||||
this.analyser.getFloatTimeDomainData(this.micDataArray);
|
||||
let sum = 0;
|
||||
// compute the RMS of the sound
|
||||
for (let i = 0; i < this.micDataArray.length; i++){
|
||||
sum += Math.pow(this.micDataArray[i], 2);
|
||||
}
|
||||
let rms = Math.sqrt(sum / this.micDataArray.length);
|
||||
// smooth the value, if it is descending
|
||||
if (this._lastValue) {
|
||||
rms = Math.max(rms, this._lastValue * 0.6);
|
||||
}
|
||||
this._lastValue = rms;
|
||||
|
||||
// Scale the measurement so it's more sensitive to quieter sounds
|
||||
rms *= 1.63;
|
||||
rms = Math.sqrt(rms);
|
||||
// Scale it up to 0-100 and round
|
||||
rms = Math.round(rms * 100);
|
||||
// Prevent it from going above 100
|
||||
rms = Math.min(rms, 100);
|
||||
return rms;
|
||||
}
|
||||
|
||||
// if there is no microphone input, return -1
|
||||
return -1;
|
||||
}
|
||||
|
||||
/**
|
||||
* Create an AudioPlayer. Each sprite or clone has an AudioPlayer.
|
||||
* It includes a reference to the AudioEngine so it can use global
|
||||
* functionality such as playing notes.
|
||||
* @return {AudioPlayer} new AudioPlayer instance
|
||||
*/
|
||||
createPlayer () {
|
||||
return new AudioPlayer(this);
|
||||
}
|
||||
}
|
||||
const AudioEngine = require('./AudioEngine');
|
||||
|
||||
module.exports = AudioEngine;
|
||||
|
|
Loading…
Reference in a new issue