mirror of
https://github.com/scratchfoundation/scratch-audio.git
synced 2024-12-22 14:02:29 -05:00
commit
2a63b0b027
5 changed files with 354 additions and 33 deletions
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@ -5,9 +5,9 @@ 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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const SoundPlayer = require('./GreenPlayer');
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/**
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* Wrapper to ensure that audioContext.decodeAudioData is a promise
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@ -77,13 +77,20 @@ class AudioEngine {
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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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* A short duration to transition audio prarameters.
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*
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* Used as a time constant for exponential transitions. A general value
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* must be large enough that it does not cute off lower frequency, or bass,
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* sounds. Human hearing lower limit is ~20Hz making a safe value 25
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* milliseconds or 0.025 seconds, where half of a 20Hz wave will play along
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* with the DECAY. Higher frequencies will play multiple waves during the
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* same amount of time and avoid clipping.
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*
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* @see {@link 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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return 0.025;
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}
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/**
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@ -96,40 +103,77 @@ class AudioEngine {
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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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* @param {object} sound - an object containing audio data and metadata for
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* a sound
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* @param {Buffer} sound.data - sound data loaded from scratch-storage
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* @returns {?Promise} - a promise which will resolve to the sound id and
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* buffer if decoded
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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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_decodeSound (sound) {
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// Make a copy of the buffer because decoding detaches the original
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// buffer
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const bufferCopy1 = sound.data.buffer.slice(0);
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// todo: multiple decodings of the same buffer create duplicate decoded
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// copies in audioBuffers. Create a hash id of the buffer or deprecate
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// audioBuffers to avoid memory issues for large audio buffers.
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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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// Attempt to decode the sound using the browser's native audio data
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// decoder If that fails, attempt to decode as ADPCM
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const decoding = decodeAudioData(this.audioContext, bufferCopy1)
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.catch(() => {
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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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return new ADPCMSoundDecoder(this.audioContext).decode(bufferCopy2);
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})
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.then(
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buffer => ([soundId, buffer]),
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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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return decoding;
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}
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/**
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* Decode a sound, decompressing it into audio samples.
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*
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* Store a reference to it the sound in the audioBuffers dictionary,
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* indexed by soundId.
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*
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* @param {object} sound - an object containing audio data and metadata for
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* a sound
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* @param {Buffer} sound.data - sound data loaded from scratch-storage
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* @returns {?Promise} - a promise which will resolve to the sound id
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*/
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decodeSound (sound) {
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return this._decodeSound(sound)
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.then(([id, buffer]) => {
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this.audioBuffers[id] = buffer;
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return id;
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});
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}
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/**
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* Decode a sound, decompressing it into audio samples.
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*
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* Create a SoundPlayer instance that can be used to play the sound and
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* stop and fade out playback.
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*
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* @param {object} sound - an object containing audio data and metadata for
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* a sound
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* @param {Buffer} sound.data - sound data loaded from scratch-storage
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* @returns {?Promise} - a promise which will resolve to the buffer
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*/
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decodeSoundPlayer (sound) {
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return this._decodeSound(sound)
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.then(([id, buffer]) => new SoundPlayer(this, {id, buffer}));
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}
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/**
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@ -138,6 +182,11 @@ class AudioEngine {
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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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// todo: Deprecate audioBuffers. If something wants to hold onto the
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// buffer, it should. Otherwise buffers need to be able to release their
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// decoded memory to avoid running out of memory which is possible with
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// enough large audio buffers as they are full 16bit pcm waveforms for
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// each audio channel.
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return this.audioBuffers[soundId];
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}
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258
src/GreenPlayer.js
Normal file
258
src/GreenPlayer.js
Normal file
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@ -0,0 +1,258 @@
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const {EventEmitter} = require('events');
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const VolumeEffect = require('./effects/VolumeEffect');
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/**
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* Name of event that indicates playback has ended.
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* @const {string}
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*/
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const ON_ENDED = 'ended';
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class SoundPlayer extends EventEmitter {
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/**
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* Play sounds that stop without audible clipping.
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*
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* @param {AudioEngine} audioEngine - engine to play sounds on
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* @param {object} data - required data for sound playback
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* @param {string} data.id - a unique id for this sound
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* @param {ArrayBuffer} data.buffer - buffer of the sound's waveform to play
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* @constructor
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*/
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constructor (audioEngine, {id, buffer}) {
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super();
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this.id = id;
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this.audioEngine = audioEngine;
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this.buffer = buffer;
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this.outputNode = null;
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this.target = null;
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this.initialized = false;
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this.isPlaying = false;
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this.playbackRate = 1;
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}
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/**
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* Handle any event we have told the output node to listen for.
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* @param {Event} event - dom event to handle
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*/
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handleEvent (event) {
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if (event.type === ON_ENDED) {
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this.onEnded();
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}
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}
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/**
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* Event listener for when playback ends.
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*/
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onEnded () {
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this.emit('stop');
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this.isPlaying = false;
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}
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/**
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* Create the buffer source node during initialization or secondary
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* playback.
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*/
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_createSource () {
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if (this.outputNode !== null) {
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this.outputNode.removeEventListener(ON_ENDED, this);
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this.outputNode.disconnect();
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}
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this.outputNode = this.audioEngine.audioContext.createBufferSource();
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this.outputNode.playbackRate.value = this.playbackRate;
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this.outputNode.buffer = this.buffer;
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this.outputNode.addEventListener(ON_ENDED, this);
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if (this.target !== null) {
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this.connect(this.target);
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}
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}
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/**
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* Initialize the player for first playback.
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*/
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initialize () {
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this.initialized = true;
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this.volumeEffect = new VolumeEffect(this.audioEngine, this, null);
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this._createSource();
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}
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/**
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* Connect the player to the engine or an effect chain.
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* @param {object} target - object to connect to
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* @returns {object} - return this sound player
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*/
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connect (target) {
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if (target === this.volumeEffect) {
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this.outputNode.disconnect();
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this.outputNode.connect(this.volumeEffect.getInputNode());
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return;
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}
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this.target = target;
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if (!this.initialized) {
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return;
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}
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this.volumeEffect.connect(target);
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return this;
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}
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/**
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* Teardown the player.
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*/
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dispose () {
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if (!this.initialized) {
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return;
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}
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this.stopImmediately();
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this.volumeEffect.dispose();
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this.volumeEffect = null;
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this.outputNode.disconnect();
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this.outputNode = null;
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this.target = null;
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this.initialized = false;
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}
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/**
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* Take the internal state of this player and create a new player from
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* that. Restore the state of this player to that before its first playback.
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*
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* The returned player can be used to stop the original playback or
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* continue it without manipulation from the original player.
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*
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* @returns {SoundPlayer} - new SoundPlayer with old state
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*/
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take () {
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if (this.outputNode) {
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this.outputNode.removeEventListener(ON_ENDED, this);
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}
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const taken = new SoundPlayer(this.audioEngine, this);
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taken.playbackRate = this.playbackRate;
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if (this.isPlaying) {
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taken.isPlaying = this.isPlaying;
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taken.initialize();
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taken.outputNode.disconnect();
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taken.outputNode = this.outputNode;
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taken.outputNode.addEventListener(ON_ENDED, taken);
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taken.volumeEffect.set(this.volumeEffect.value);
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if (this.target !== null) {
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taken.connect(this.target);
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}
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}
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if (this.isPlaying) {
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this.emit('stop');
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taken.emit('play');
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}
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this.outputNode = null;
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if (this.volumeEffect !== null) {
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this.volumeEffect.dispose();
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}
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this.volumeEffect = null;
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this.initialized = false;
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this.isPlaying = false;
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return taken;
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}
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/**
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* Start playback for this sound.
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*
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* If the sound is already playing it will stop playback with a quick fade
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* out.
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*/
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play () {
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if (this.isPlaying) {
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// Spawn a Player with the current buffer source, and play for a
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// short period until its volume is 0 and release it to be
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// eventually garbage collected.
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this.take().stop();
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}
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if (!this.initialized) {
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this.initialize();
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} else {
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this._createSource();
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}
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this.volumeEffect.set(this.volumeEffect.DEFAULT_VALUE);
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this.outputNode.start();
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this.isPlaying = true;
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this.emit('play');
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}
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/**
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* Stop playback after quickly fading out.
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*/
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stop () {
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if (!this.isPlaying) {
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return;
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}
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this.volumeEffect.set(0);
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this.outputNode.stop(this.audioEngine.audioContext.currentTime + this.audioEngine.DECAY_TIME);
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this.isPlaying = false;
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this.emit('stop');
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}
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/**
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* Stop immediately without fading out. May cause audible clipping.
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*/
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stopImmediately () {
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if (!this.isPlaying) {
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return;
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}
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this.outputNode.stop();
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this.isPlaying = false;
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this.emit('stop');
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}
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/**
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* Return a promise that resolves when the sound next finishes.
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* @returns {Promise} - resolves when the sound finishes
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*/
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finished () {
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return new Promise(resolve => {
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this.once('stop', resolve);
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});
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}
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/**
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* Set the sound's playback rate.
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* @param {number} value - playback rate. Default is 1.
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*/
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setPlaybackRate (value) {
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this.playbackRate = value;
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if (this.initialized) {
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this.outputNode.playbackRate.value = value;
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}
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}
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}
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module.exports = SoundPlayer;
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@ -38,7 +38,7 @@ class Effect {
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* @return {boolean} is the effect affecting the graph?
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*/
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get _isPatch () {
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return this.initialized && this.value !== this.DEFAULT_VALUE;
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return this.initialized && (this.value !== this.DEFAULT_VALUE || this.audioPlayer === null);
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}
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/**
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@ -138,7 +138,9 @@ class Effect {
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}
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if (this.lastEffect === null) {
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this.audioPlayer.connect(this);
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if (this.audioPlayer !== null) {
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this.audioPlayer.connect(this);
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}
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} else {
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this.lastEffect.connect(this);
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}
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@ -58,8 +58,16 @@ class PanEffect extends Effect {
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const leftVal = Math.cos(p * Math.PI / 2);
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const rightVal = Math.sin(p * Math.PI / 2);
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this.leftGain.gain.setTargetAtTime(leftVal, 0, this.audioEngine.DECAY_TIME);
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this.rightGain.gain.setTargetAtTime(rightVal, 0, this.audioEngine.DECAY_TIME);
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this.leftGain.gain.setTargetAtTime(
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leftVal,
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this.audioEngine.audioContext.currentTime,
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this.audioEngine.DECAY_TIME
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);
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this.rightGain.gain.setTargetAtTime(
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rightVal,
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this.audioEngine.audioContext.currentTime,
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this.audioEngine.DECAY_TIME
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);
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}
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/**
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|
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@ -34,7 +34,11 @@ class VolumeEffect extends Effect {
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this.value = value;
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// A gain of 1 is normal. Scale down scratch's volume value. Apply the
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// change over a tiny period of time.
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this.outputNode.gain.setTargetAtTime(value / 100, 0, this.audioEngine.DECAY_TIME);
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this.outputNode.gain.setTargetAtTime(
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value / 100,
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this.audioEngine.audioContext.currentTime,
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this.audioEngine.DECAY_TIME
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);
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}
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/**
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Reference in a new issue