mirror of
https://github.com/scratchfoundation/scratch-audio.git
synced 2024-12-22 14:02:29 -05:00
Merge pull request #39 from rschamp/eslint-config-scratch
Use eslint-config-scratch
This commit is contained in:
commit
5007c43ddf
19 changed files with 335 additions and 349 deletions
22
.eslintrc
22
.eslintrc
|
@ -1,22 +0,0 @@
|
|||
{
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||||
"parser": "babel-eslint",
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||||
"rules": {
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||||
"curly": [2, "multi-line"],
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||||
"eol-last": [2],
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||||
"indent": [2, 4],
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||||
"linebreak-style": [2, "unix"],
|
||||
"max-len": [2, 120, 4],
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||||
"no-trailing-spaces": [2, { "skipBlankLines": true }],
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"no-unused-vars": [2, {"args": "after-used", "varsIgnorePattern": "^_"}],
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"quotes": [2, "single"],
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"semi": [2, "always"],
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"space-before-function-paren": [2, "always"],
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"strict": [2, "never"]
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},
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"env": {
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"browser": true,
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"es6": true,
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"node": true
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},
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"extends": ["eslint:recommended"]
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}
|
3
.eslintrc.js
Normal file
3
.eslintrc.js
Normal file
|
@ -0,0 +1,3 @@
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module.exports = {
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extends: ['scratch', 'scratch/node']
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};
|
|
@ -26,6 +26,7 @@
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"babel-loader": "^6.4.1",
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"babel-preset-es2015": "^6.24.1",
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"eslint": "^3.19.0",
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"eslint-config-scratch": "^3.1.0",
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"json": "^9.0.6",
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"minilog": "^3.0.1",
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"soundfont-player": "0.10.5",
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|
|
5
src/.eslintrc.js
Normal file
5
src/.eslintrc.js
Normal file
|
@ -0,0 +1,5 @@
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module.exports = {
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root: true,
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extends: ['scratch', 'scratch/es6'],
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env: {browser: true}
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};
|
|
@ -1,6 +1,6 @@
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var ArrayBufferStream = require('./ArrayBufferStream');
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var Tone = require('tone');
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var log = require('./log');
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const ArrayBufferStream = require('./ArrayBufferStream');
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const Tone = require('tone');
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const log = require('./log');
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/**
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* Decode wav audio files that have been compressed with the ADPCM format.
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@ -10,38 +10,37 @@ var log = require('./log');
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* https://github.com/LLK/scratch-flash/blob/master/src/sound/WAVFile.as
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* @constructor
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*/
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function ADPCMSoundDecoder () {
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}
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const ADPCMSoundDecoder = function () {};
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/**
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* Decode an ADPCM sound stored in an ArrayBuffer and return a promise
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* with the decoded audio buffer.
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* @param {ArrayBuffer} audioData - containing ADPCM encoded wav audio
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* @return {Tone.Buffer}
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* @return {Tone.Buffer} the decoded audio buffer
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*/
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ADPCMSoundDecoder.prototype.decode = function (audioData) {
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return new Promise(function (resolve, reject) {
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var stream = new ArrayBufferStream(audioData);
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return new Promise((resolve, reject) => {
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const stream = new ArrayBufferStream(audioData);
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var riffStr = stream.readUint8String(4);
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if (riffStr != 'RIFF') {
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const riffStr = stream.readUint8String(4);
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if (riffStr !== 'RIFF') {
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log.warn('incorrect adpcm wav header');
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reject();
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}
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var lengthInHeader = stream.readInt32();
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if ((lengthInHeader + 8) != audioData.byteLength) {
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log.warn('adpcm wav length in header: ' + lengthInHeader + ' is incorrect');
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const lengthInHeader = stream.readInt32();
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if ((lengthInHeader + 8) !== audioData.byteLength) {
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log.warn(`adpcm wav length in header: ${lengthInHeader} is incorrect`);
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}
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var wavStr = stream.readUint8String(4);
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if (wavStr != 'WAVE') {
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const wavStr = stream.readUint8String(4);
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if (wavStr !== 'WAVE') {
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log.warn('incorrect adpcm wav header');
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reject();
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}
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var formatChunk = this.extractChunk('fmt ', stream);
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const formatChunk = this.extractChunk('fmt ', stream);
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this.encoding = formatChunk.readUint16();
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this.channels = formatChunk.readUint16();
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this.samplesPerSecond = formatChunk.readUint32();
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|
@ -52,18 +51,18 @@ ADPCMSoundDecoder.prototype.decode = function (audioData) {
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this.samplesPerBlock = formatChunk.readUint16();
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this.adpcmBlockSize = ((this.samplesPerBlock - 1) / 2) + 4; // block size in bytes
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var samples = this.imaDecompress(this.extractChunk('data', stream), this.adpcmBlockSize);
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const samples = this.imaDecompress(this.extractChunk('data', stream), this.adpcmBlockSize);
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// todo: this line is the only place Tone is used here, should be possible to remove
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var buffer = Tone.context.createBuffer(1, samples.length, this.samplesPerSecond);
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// @todo this line is the only place Tone is used here, should be possible to remove
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const buffer = Tone.context.createBuffer(1, samples.length, this.samplesPerSecond);
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// todo: optimize this? e.g. replace the divide by storing 1/32768 and multiply?
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for (var i=0; i<samples.length; i++) {
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// @todo optimize this? e.g. replace the divide by storing 1/32768 and multiply?
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for (let i = 0; i < samples.length; i++) {
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buffer.getChannelData(0)[i] = samples[i] / 32768;
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}
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resolve(buffer);
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}.bind(this));
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});
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};
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/**
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|
@ -95,14 +94,14 @@ ADPCMSoundDecoder.prototype.indexTable = [
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ADPCMSoundDecoder.prototype.extractChunk = function (chunkType, stream) {
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stream.position = 12;
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while (stream.position < (stream.getLength() - 8)) {
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var typeStr = stream.readUint8String(4);
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var chunkSize = stream.readInt32();
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if (typeStr == chunkType) {
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var chunk = stream.extract(chunkSize);
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const typeStr = stream.readUint8String(4);
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const chunkSize = stream.readInt32();
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if (typeStr === chunkType) {
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const chunk = stream.extract(chunkSize);
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return chunk;
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} else {
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stream.position += chunkSize;
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}
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stream.position += chunkSize;
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}
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};
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|
@ -114,19 +113,22 @@ ADPCMSoundDecoder.prototype.extractChunk = function (chunkType, stream) {
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* @return {Int16Array} the uncompressed audio samples
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*/
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ADPCMSoundDecoder.prototype.imaDecompress = function (compressedData, blockSize) {
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var sample, step, code, delta;
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var index = 0;
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var lastByte = -1; // -1 indicates that there is no saved lastByte
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var out = [];
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let sample;
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let step;
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let code;
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let delta;
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let index = 0;
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let lastByte = -1; // -1 indicates that there is no saved lastByte
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const out = [];
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// Bail and return no samples if we have no data
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if (!compressedData) return out;
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compressedData.position = 0;
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var a = 0;
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while (a==0) {
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if (((compressedData.position % blockSize) == 0) && (lastByte < 0)) { // read block header
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if (compressedData.getBytesAvailable() == 0) break;
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const a = 0;
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while (a === 0) {
|
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if (((compressedData.position % blockSize) === 0) && (lastByte < 0)) { // read block header
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if (compressedData.getBytesAvailable() === 0) break;
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sample = compressedData.readInt16();
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index = compressedData.readUint8();
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compressedData.position++; // skip extra header byte
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|
@ -135,7 +137,7 @@ ADPCMSoundDecoder.prototype.imaDecompress = function (compressedData, blockSize)
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} else {
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// read 4-bit code and compute delta from previous sample
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if (lastByte < 0) {
|
||||
if (compressedData.getBytesAvailable() == 0) break;
|
||||
if (compressedData.getBytesAvailable() === 0) break;
|
||||
lastByte = compressedData.readUint8();
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||||
code = lastByte & 0xF;
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} else {
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|
@ -159,7 +161,7 @@ ADPCMSoundDecoder.prototype.imaDecompress = function (compressedData, blockSize)
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out.push(sample);
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}
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}
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var samples = Int16Array.from(out);
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const samples = Int16Array.from(out);
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return samples;
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};
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|
|
|
@ -8,10 +8,10 @@
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* @param {ArrayBuffer} arrayBuffer - array to use as a stream
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* @constructor
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||||
*/
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function ArrayBufferStream (arrayBuffer) {
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const ArrayBufferStream = function (arrayBuffer) {
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this.arrayBuffer = arrayBuffer;
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this.position = 0;
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}
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};
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/**
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* Return a new ArrayBufferStream that is a slice of the existing one
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|
@ -19,8 +19,8 @@ function ArrayBufferStream (arrayBuffer) {
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* @return {ArrayBufferStream} the extracted stream
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*/
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ArrayBufferStream.prototype.extract = function (length) {
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var slicedArrayBuffer = this.arrayBuffer.slice(this.position, this.position+length);
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var newStream = new ArrayBufferStream(slicedArrayBuffer);
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const slicedArrayBuffer = this.arrayBuffer.slice(this.position, this.position + length);
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const newStream = new ArrayBufferStream(slicedArrayBuffer);
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return newStream;
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};
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|
@ -40,10 +40,10 @@ ArrayBufferStream.prototype.getBytesAvailable = function () {
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/**
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* Read an unsigned 8 bit integer from the stream
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* @return {number}
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* @return {number} the next 8 bit integer in the stream
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*/
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ArrayBufferStream.prototype.readUint8 = function () {
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var val = new Uint8Array(this.arrayBuffer, this.position, 1)[0];
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const val = new Uint8Array(this.arrayBuffer, this.position, 1)[0];
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this.position += 1;
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return val;
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};
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|
@ -52,13 +52,13 @@ ArrayBufferStream.prototype.readUint8 = function () {
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* Read a sequence of bytes of the given length and convert to a string.
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* This is a convenience method for use with short strings.
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* @param {number} length - the number of bytes to convert
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* @return {String} a String made by concatenating the chars in the input
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* @return {string} a String made by concatenating the chars in the input
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*/
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ArrayBufferStream.prototype.readUint8String = function (length) {
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var arr = new Uint8Array(this.arrayBuffer, this.position, length);
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const arr = new Uint8Array(this.arrayBuffer, this.position, length);
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this.position += length;
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var str = '';
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||||
for (var i=0; i<arr.length; i++) {
|
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let str = '';
|
||||
for (let i = 0; i < arr.length; i++) {
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str += String.fromCharCode(arr[i]);
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}
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return str;
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|
@ -66,40 +66,40 @@ ArrayBufferStream.prototype.readUint8String = function (length) {
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|||
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/**
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* Read a 16 bit integer from the stream
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* @return {number}
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* @return {number} the next 16 bit integer in the stream
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*/
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ArrayBufferStream.prototype.readInt16 = function () {
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var val = new Int16Array(this.arrayBuffer, this.position, 1)[0];
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const val = new Int16Array(this.arrayBuffer, this.position, 1)[0];
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this.position += 2; // one 16 bit int is 2 bytes
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return val;
|
||||
};
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|
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/**
|
||||
* Read an unsigned 16 bit integer from the stream
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* @return {number}
|
||||
* @return {number} the next unsigned 16 bit integer in the stream
|
||||
*/
|
||||
ArrayBufferStream.prototype.readUint16 = function () {
|
||||
var val = new Uint16Array(this.arrayBuffer, this.position, 1)[0];
|
||||
const val = new Uint16Array(this.arrayBuffer, this.position, 1)[0];
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this.position += 2; // one 16 bit int is 2 bytes
|
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return val;
|
||||
};
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|
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/**
|
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* Read a 32 bit integer from the stream
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* @return {number}
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||||
* @return {number} the next 32 bit integer in the stream
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*/
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ArrayBufferStream.prototype.readInt32 = function () {
|
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var val = new Int32Array(this.arrayBuffer, this.position, 1)[0];
|
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const val = new Int32Array(this.arrayBuffer, this.position, 1)[0];
|
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this.position += 4; // one 32 bit int is 4 bytes
|
||||
return val;
|
||||
};
|
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|
||||
/**
|
||||
* Read an unsigned 32 bit integer from the stream
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* @return {number}
|
||||
* @return {number} the next unsigned 32 bit integer in the stream
|
||||
*/
|
||||
ArrayBufferStream.prototype.readUint32 = function () {
|
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var val = new Uint32Array(this.arrayBuffer, this.position, 1)[0];
|
||||
const val = new Uint32Array(this.arrayBuffer, this.position, 1)[0];
|
||||
this.position += 4; // one 32 bit int is 4 bytes
|
||||
return val;
|
||||
};
|
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|
|
|
@ -1,16 +1,16 @@
|
|||
var SoundPlayer = require('./SoundPlayer');
|
||||
var Tone = require('tone');
|
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const SoundPlayer = require('./SoundPlayer');
|
||||
const Tone = require('tone');
|
||||
|
||||
/**
|
||||
* A prototype for the drum sound functionality that can load drum sounds, play, and stop them.
|
||||
* @param {Tone.Gain} outputNode - a webAudio node that the drum sounds will send their output to
|
||||
* @constructor
|
||||
*/
|
||||
function DrumPlayer (outputNode) {
|
||||
const DrumPlayer = function (outputNode) {
|
||||
this.outputNode = outputNode;
|
||||
|
||||
var baseUrl = 'https://raw.githubusercontent.com/LLK/scratch-audio/develop/sound-files/drums/';
|
||||
var fileNames = [
|
||||
const baseUrl = 'https://raw.githubusercontent.com/LLK/scratch-audio/develop/sound-files/drums/';
|
||||
const fileNames = [
|
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'SnareDrum(1)',
|
||||
'BassDrum(1b)',
|
||||
'SideStick(1)',
|
||||
|
@ -33,12 +33,12 @@ function DrumPlayer (outputNode) {
|
|||
|
||||
this.drumSounds = [];
|
||||
|
||||
for (var i=0; i<fileNames.length; i++) {
|
||||
var url = baseUrl + fileNames[i] + '_22k.wav';
|
||||
for (let i = 0; i < fileNames.length; i++) {
|
||||
const url = `${baseUrl + fileNames[i]}_22k.wav`;
|
||||
this.drumSounds[i] = new SoundPlayer(this.outputNode);
|
||||
this.drumSounds[i].setBuffer(new Tone.Buffer(url));
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Play a drum sound.
|
||||
|
@ -56,7 +56,7 @@ DrumPlayer.prototype.play = function (drum, outputNode) {
|
|||
* Stop all drum sounds.
|
||||
*/
|
||||
DrumPlayer.prototype.stopAll = function () {
|
||||
for (var i=0; i<this.drumSounds.length; i++) {
|
||||
for (let i = 0; i < this.drumSounds.length; i++) {
|
||||
this.drumSounds[i].stop();
|
||||
}
|
||||
};
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
var Tone = require('tone');
|
||||
var Soundfont = require('soundfont-player');
|
||||
const Tone = require('tone');
|
||||
const Soundfont = require('soundfont-player');
|
||||
|
||||
/**
|
||||
* A prototype for the instrument sound functionality that can play notes.
|
||||
|
@ -12,7 +12,7 @@ var Soundfont = require('soundfont-player');
|
|||
* @param {Tone.Gain} outputNode - a webAudio node that the instrument will send its output to
|
||||
* @constructor
|
||||
*/
|
||||
function InstrumentPlayer (outputNode) {
|
||||
const InstrumentPlayer = function (outputNode) {
|
||||
this.outputNode = outputNode;
|
||||
|
||||
// Instrument names used by Musyng Kite soundfont, in order to
|
||||
|
@ -24,7 +24,7 @@ function InstrumentPlayer (outputNode) {
|
|||
'music_box', 'steel_drums', 'marimba', 'lead_1_square', 'fx_4_atmosphere'];
|
||||
|
||||
this.instruments = [];
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Play a note for some number of seconds with a particular instrument.
|
||||
|
@ -37,13 +37,13 @@ function InstrumentPlayer (outputNode) {
|
|||
* @param {number} vol - a volume level (0-100%)
|
||||
*/
|
||||
InstrumentPlayer.prototype.playNoteForSecWithInstAndVol = function (note, sec, instrumentNum, vol) {
|
||||
var gain = vol / 100;
|
||||
const gain = vol / 100;
|
||||
this.loadInstrument(instrumentNum)
|
||||
.then(() => {
|
||||
this.instruments[instrumentNum].play(
|
||||
note, Tone.context.currentTime, {
|
||||
duration : sec,
|
||||
gain : gain
|
||||
duration: sec,
|
||||
gain: gain
|
||||
}
|
||||
);
|
||||
});
|
||||
|
@ -57,20 +57,20 @@ InstrumentPlayer.prototype.playNoteForSecWithInstAndVol = function (note, sec, i
|
|||
InstrumentPlayer.prototype.loadInstrument = function (instrumentNum) {
|
||||
if (this.instruments[instrumentNum]) {
|
||||
return Promise.resolve();
|
||||
} else {
|
||||
return Soundfont.instrument(Tone.context, this.instrumentNames[instrumentNum])
|
||||
.then((inst) => {
|
||||
}
|
||||
return Soundfont.instrument(Tone.context, this.instrumentNames[instrumentNum])
|
||||
.then(inst => {
|
||||
inst.connect(this.outputNode);
|
||||
this.instruments[instrumentNum] = inst;
|
||||
});
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Stop all notes being played on all instruments
|
||||
*/
|
||||
InstrumentPlayer.prototype.stopAll = function () {
|
||||
for (var i=0; i<this.instruments.length; i++) {
|
||||
for (let i = 0; i < this.instruments.length; i++) {
|
||||
if (this.instruments[i]) {
|
||||
this.instruments[i].stop();
|
||||
}
|
||||
|
|
|
@ -1,17 +1,17 @@
|
|||
var Tone = require('tone');
|
||||
var log = require('./log');
|
||||
const Tone = require('tone');
|
||||
const log = require('./log');
|
||||
|
||||
/**
|
||||
* A SoundPlayer stores an audio buffer, and plays it
|
||||
* @constructor
|
||||
*/
|
||||
function SoundPlayer () {
|
||||
const SoundPlayer = function () {
|
||||
this.outputNode = null;
|
||||
this.buffer = new Tone.Buffer();
|
||||
this.bufferSource = null;
|
||||
this.playbackRate = 1;
|
||||
this.isPlaying = false;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Connect the SoundPlayer to an output node
|
||||
|
@ -23,7 +23,7 @@ SoundPlayer.prototype.connect = function (node) {
|
|||
|
||||
/**
|
||||
* Set an audio buffer
|
||||
* @param {Tone.Buffer} buffer
|
||||
* @param {Tone.Buffer} buffer Buffer to set
|
||||
*/
|
||||
SoundPlayer.prototype.setBuffer = function (buffer) {
|
||||
this.buffer = buffer;
|
||||
|
@ -74,8 +74,8 @@ SoundPlayer.prototype.start = function () {
|
|||
* @return {Promise} a Promise that resolves when the sound finishes playing
|
||||
*/
|
||||
SoundPlayer.prototype.finished = function () {
|
||||
var storedContext = this;
|
||||
return new Promise(function (resolve) {
|
||||
const storedContext = this;
|
||||
return new Promise(resolve => {
|
||||
storedContext.bufferSource.onended = function () {
|
||||
this.isPlaying = false;
|
||||
resolve();
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
var Tone = require('tone');
|
||||
const Tone = require('tone');
|
||||
|
||||
/**
|
||||
* An echo effect (aka 'delay effect' in audio terms)
|
||||
|
@ -8,7 +8,7 @@ var Tone = require('tone');
|
|||
* Clamped 0-100
|
||||
* @constructor
|
||||
*/
|
||||
function EchoEffect () {
|
||||
const EchoEffect = function () {
|
||||
Tone.Effect.call(this);
|
||||
|
||||
this.value = 0;
|
||||
|
@ -16,7 +16,7 @@ function EchoEffect () {
|
|||
this.delay = new Tone.FeedbackDelay(0.25, 0.5);
|
||||
|
||||
this.effectSend.chain(this.delay, this.effectReturn);
|
||||
}
|
||||
};
|
||||
|
||||
Tone.extend(EchoEffect, Tone.Effect);
|
||||
|
||||
|
@ -30,14 +30,14 @@ EchoEffect.prototype.set = function (val) {
|
|||
this.value = this.clamp(this.value, 0, 100);
|
||||
|
||||
// mute the effect if value is 0
|
||||
if (this.value == 0) {
|
||||
if (this.value === 0) {
|
||||
this.wet.value = 0;
|
||||
} else {
|
||||
this.wet.value = 0.5;
|
||||
}
|
||||
|
||||
var feedback = (this.value / 100) * 0.75;
|
||||
this.delay.feedback.rampTo(feedback, 1/60);
|
||||
const feedback = (this.value / 100) * 0.75;
|
||||
this.delay.feedback.rampTo(feedback, 1 / 60);
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -53,10 +53,10 @@ EchoEffect.prototype.changeBy = function (val) {
|
|||
* @param {number} input - the input to clamp
|
||||
* @param {number} min - the min value to clamp to
|
||||
* @param {number} max - the max value to clamp to
|
||||
* @return {number} the clamped value
|
||||
*/
|
||||
EchoEffect.prototype.clamp = function (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
};
|
||||
|
||||
module.exports = EchoEffect;
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
var Tone = require('tone');
|
||||
const Tone = require('tone');
|
||||
|
||||
/**
|
||||
* A fuzz effect (aka 'distortion effect' in audio terms)
|
||||
|
@ -7,7 +7,7 @@ var Tone = require('tone');
|
|||
* Clamped 0-100
|
||||
* @constructor
|
||||
*/
|
||||
function FuzzEffect () {
|
||||
const FuzzEffect = function () {
|
||||
Tone.Effect.call(this);
|
||||
|
||||
this.value = 0;
|
||||
|
@ -15,7 +15,7 @@ function FuzzEffect () {
|
|||
this.distortion = new Tone.Distortion(1);
|
||||
|
||||
this.effectSend.chain(this.distortion, this.effectReturn);
|
||||
}
|
||||
};
|
||||
|
||||
Tone.extend(FuzzEffect, Tone.Effect);
|
||||
|
||||
|
@ -43,10 +43,10 @@ FuzzEffect.prototype.changeBy = function (val) {
|
|||
* @param {number} input - the input to clamp
|
||||
* @param {number} min - the min value to clamp to
|
||||
* @param {number} max - the max value to clamp to
|
||||
* @return {number} the clamped value
|
||||
*/
|
||||
FuzzEffect.prototype.clamp = function (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
};
|
||||
|
||||
module.exports = FuzzEffect;
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
var Tone = require('tone');
|
||||
const Tone = require('tone');
|
||||
|
||||
/**
|
||||
* A pan effect, which moves the sound to the left or right between the speakers
|
||||
|
@ -7,7 +7,7 @@ var Tone = require('tone');
|
|||
* Clamped -100 to 100
|
||||
* @constructor
|
||||
*/
|
||||
function PanEffect () {
|
||||
const PanEffect = function () {
|
||||
Tone.Effect.call(this);
|
||||
|
||||
this.value = 0;
|
||||
|
@ -15,7 +15,7 @@ function PanEffect () {
|
|||
this.panner = new Tone.Panner();
|
||||
|
||||
this.effectSend.chain(this.panner, this.effectReturn);
|
||||
}
|
||||
};
|
||||
|
||||
Tone.extend(PanEffect, Tone.Effect);
|
||||
|
||||
|
@ -44,10 +44,10 @@ PanEffect.prototype.changeBy = function (val) {
|
|||
* @param {number} input - the input to clamp
|
||||
* @param {number} min - the min value to clamp to
|
||||
* @param {number} max - the max value to clamp to
|
||||
* @return {number} the clamped value
|
||||
*/
|
||||
PanEffect.prototype.clamp = function (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
};
|
||||
|
||||
module.exports = PanEffect;
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
var Tone = require('tone');
|
||||
const Tone = require('tone');
|
||||
|
||||
/**
|
||||
* A pitch change effect, which changes the playback rate of the sound in order
|
||||
|
@ -18,12 +18,12 @@ var Tone = require('tone');
|
|||
* on one SoundPlayer or a group of them.
|
||||
* @constructor
|
||||
*/
|
||||
function PitchEffect () {
|
||||
const PitchEffect = function () {
|
||||
this.value = 0; // effect value
|
||||
this.ratio = 1; // the playback rate ratio
|
||||
|
||||
this.tone = new Tone();
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Set the effect value
|
||||
|
@ -39,7 +39,7 @@ PitchEffect.prototype.set = function (val, players) {
|
|||
/**
|
||||
* Change the effect value
|
||||
* @param {number} val - the value to change the effect by
|
||||
* @param {Object} players - a dictionary of SoundPlayer objects indexed by md5
|
||||
* @param {object} players - a dictionary of SoundPlayer objects indexed by md5
|
||||
*/
|
||||
PitchEffect.prototype.changeBy = function (val, players) {
|
||||
this.set(this.value + val, players);
|
||||
|
@ -58,7 +58,7 @@ PitchEffect.prototype.getRatio = function (val) {
|
|||
|
||||
/**
|
||||
* Update a sound player's playback rate using the current ratio for the effect
|
||||
* @param {Object} player - a SoundPlayer object
|
||||
* @param {object} player - a SoundPlayer object
|
||||
*/
|
||||
PitchEffect.prototype.updatePlayer = function (player) {
|
||||
player.setPlaybackRate(this.ratio);
|
||||
|
@ -71,7 +71,7 @@ PitchEffect.prototype.updatePlayer = function (player) {
|
|||
PitchEffect.prototype.updatePlayers = function (players) {
|
||||
if (!players) return;
|
||||
|
||||
for (var md5 in players) {
|
||||
for (const md5 in players) {
|
||||
if (players.hasOwnProperty(md5)) {
|
||||
this.updatePlayer(players[md5]);
|
||||
}
|
||||
|
@ -79,4 +79,3 @@ PitchEffect.prototype.updatePlayers = function (players) {
|
|||
};
|
||||
|
||||
module.exports = PitchEffect;
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
var Tone = require('tone');
|
||||
const Tone = require('tone');
|
||||
|
||||
/**
|
||||
* A reverb effect, simulating reverberation in a room
|
||||
|
@ -7,7 +7,7 @@ var Tone = require('tone');
|
|||
* Clamped 0 to 100
|
||||
* @constructor
|
||||
*/
|
||||
function ReverbEffect () {
|
||||
const ReverbEffect = function () {
|
||||
Tone.Effect.call(this);
|
||||
|
||||
this.value = 0;
|
||||
|
@ -15,7 +15,7 @@ function ReverbEffect () {
|
|||
this.reverb = new Tone.Freeverb();
|
||||
|
||||
this.effectSend.chain(this.reverb, this.effectReturn);
|
||||
}
|
||||
};
|
||||
|
||||
Tone.extend(ReverbEffect, Tone.Effect);
|
||||
|
||||
|
@ -44,10 +44,10 @@ ReverbEffect.prototype.changeBy = function (val) {
|
|||
* @param {number} input - the input to clamp
|
||||
* @param {number} min - the min value to clamp to
|
||||
* @param {number} max - the max value to clamp to
|
||||
* @return {number} the clamped value
|
||||
*/
|
||||
ReverbEffect.prototype.clamp = function (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
};
|
||||
|
||||
module.exports = ReverbEffect;
|
||||
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
|
||||
var Tone = require('tone');
|
||||
const Tone = require('tone');
|
||||
|
||||
/**
|
||||
* A "robotic" effect that adds a low-pitched buzzing to the sound, reminiscent of the
|
||||
|
@ -12,16 +11,16 @@ var Tone = require('tone');
|
|||
* Exterminate.
|
||||
* @constructor
|
||||
*/
|
||||
function RoboticEffect () {
|
||||
const RoboticEffect = function () {
|
||||
Tone.Effect.call(this);
|
||||
|
||||
this.value = 0;
|
||||
|
||||
var time = this._delayTimeForValue(100);
|
||||
const time = this._delayTimeForValue(100);
|
||||
this.feedbackCombFilter = new Tone.FeedbackCombFilter(time, 0.9);
|
||||
|
||||
this.effectSend.chain(this.feedbackCombFilter, this.effectReturn);
|
||||
}
|
||||
};
|
||||
|
||||
Tone.extend(RoboticEffect, Tone.Effect);
|
||||
|
||||
|
@ -33,15 +32,15 @@ RoboticEffect.prototype.set = function (val) {
|
|||
this.value = val;
|
||||
|
||||
// mute the effect if value is 0
|
||||
if (this.value == 0) {
|
||||
if (this.value === 0) {
|
||||
this.wet.value = 0;
|
||||
} else {
|
||||
this.wet.value = 1;
|
||||
}
|
||||
|
||||
// set delay time using the value
|
||||
var time = this._delayTimeForValue(this.value);
|
||||
this.feedbackCombFilter.delayTime.rampTo(time, 1/60);
|
||||
const time = this._delayTimeForValue(this.value);
|
||||
this.feedbackCombFilter.delayTime.rampTo(time, 1 / 60);
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -60,10 +59,9 @@ RoboticEffect.prototype.changeBy = function (val) {
|
|||
* @returns {number} a delay time in seconds
|
||||
*/
|
||||
RoboticEffect.prototype._delayTimeForValue = function (val) {
|
||||
var midiNote = ((val - 100) / 10) + 36;
|
||||
var freq = Tone.Frequency(midiNote, 'midi').eval();
|
||||
const midiNote = ((val - 100) / 10) + 36;
|
||||
const freq = Tone.Frequency(midiNote, 'midi').eval();
|
||||
return 1 / freq;
|
||||
};
|
||||
|
||||
module.exports = RoboticEffect;
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
var Tone = require('tone');
|
||||
const Tone = require('tone');
|
||||
|
||||
/**
|
||||
* A wobble effect. In audio terms, it sounds like tremolo.
|
||||
|
@ -11,7 +11,7 @@ var Tone = require('tone');
|
|||
* Clamped 0 to 100
|
||||
* @constructor
|
||||
*/
|
||||
function WobbleEffect () {
|
||||
const WobbleEffect = function () {
|
||||
Tone.Effect.call(this);
|
||||
|
||||
this.value = 0;
|
||||
|
@ -21,7 +21,7 @@ function WobbleEffect () {
|
|||
this.wobbleLFO.connect(this.wobbleGain.gain);
|
||||
|
||||
this.effectSend.chain(this.wobbleGain, this.effectReturn);
|
||||
}
|
||||
};
|
||||
|
||||
Tone.extend(WobbleEffect, Tone.Effect);
|
||||
|
||||
|
@ -36,7 +36,7 @@ WobbleEffect.prototype.set = function (val) {
|
|||
|
||||
this.wet.value = this.value / 100;
|
||||
|
||||
this.wobbleLFO.frequency.rampTo(this.value / 10, 1/60);
|
||||
this.wobbleLFO.frequency.rampTo(this.value / 10, 1 / 60);
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -52,10 +52,10 @@ WobbleEffect.prototype.changeBy = function (val) {
|
|||
* @param {number} input - the input to clamp
|
||||
* @param {number} min - the min value to clamp to
|
||||
* @param {number} max - the max value to clamp to
|
||||
* @return {number} the clamped value
|
||||
*/
|
||||
WobbleEffect.prototype.clamp = function (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
};
|
||||
|
||||
module.exports = WobbleEffect;
|
||||
|
||||
|
|
398
src/index.js
398
src/index.js
|
@ -1,213 +1,32 @@
|
|||
var log = require('./log');
|
||||
var Tone = require('tone');
|
||||
const log = require('./log');
|
||||
const Tone = require('tone');
|
||||
|
||||
var PitchEffect = require('./effects/PitchEffect');
|
||||
var PanEffect = require('./effects/PanEffect');
|
||||
const PitchEffect = require('./effects/PitchEffect');
|
||||
const PanEffect = require('./effects/PanEffect');
|
||||
|
||||
var RoboticEffect = require('./effects/RoboticEffect');
|
||||
var FuzzEffect = require('./effects/FuzzEffect');
|
||||
var EchoEffect = require('./effects/EchoEffect');
|
||||
var ReverbEffect = require('./effects/ReverbEffect');
|
||||
const RoboticEffect = require('./effects/RoboticEffect');
|
||||
const FuzzEffect = require('./effects/FuzzEffect');
|
||||
const EchoEffect = require('./effects/EchoEffect');
|
||||
const ReverbEffect = require('./effects/ReverbEffect');
|
||||
|
||||
var SoundPlayer = require('./SoundPlayer');
|
||||
var ADPCMSoundDecoder = require('./ADPCMSoundDecoder');
|
||||
var InstrumentPlayer = require('./InstrumentPlayer');
|
||||
var DrumPlayer = require('./DrumPlayer');
|
||||
const SoundPlayer = require('./SoundPlayer');
|
||||
const ADPCMSoundDecoder = require('./ADPCMSoundDecoder');
|
||||
const InstrumentPlayer = require('./InstrumentPlayer');
|
||||
const DrumPlayer = require('./DrumPlayer');
|
||||
|
||||
/**
|
||||
* @fileOverview Scratch Audio is divided into a single AudioEngine,
|
||||
* that handles global functionality, and AudioPlayers, belonging to individual sprites and clones.
|
||||
*/
|
||||
|
||||
/**
|
||||
* 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, and creates a single instrument player
|
||||
* and a drum player, used by all play note and play drum blocks.
|
||||
* @constructor
|
||||
*/
|
||||
function AudioEngine () {
|
||||
|
||||
// create the global audio effects
|
||||
this.roboticEffect = new RoboticEffect();
|
||||
this.fuzzEffect = new FuzzEffect();
|
||||
this.echoEffect = new EchoEffect();
|
||||
this.reverbEffect = new ReverbEffect();
|
||||
|
||||
// chain the global effects to the output
|
||||
this.input = new Tone.Gain();
|
||||
this.input.chain (
|
||||
this.roboticEffect, this.fuzzEffect, this.echoEffect, this.reverbEffect,
|
||||
Tone.Master
|
||||
);
|
||||
|
||||
// global tempo in bpm (beats per minute)
|
||||
this.currentTempo = 60;
|
||||
|
||||
// instrument player for play note blocks
|
||||
this.instrumentPlayer = new InstrumentPlayer(this.input);
|
||||
this.numInstruments = this.instrumentPlayer.instrumentNames.length;
|
||||
|
||||
// drum player for play drum blocks
|
||||
this.drumPlayer = new DrumPlayer(this.input);
|
||||
this.numDrums = this.drumPlayer.drumSounds.length;
|
||||
|
||||
// a map of md5s to audio buffers, holding sounds for all sprites
|
||||
this.audioBuffers = {};
|
||||
|
||||
// microphone, for measuring loudness, with a level meter analyzer
|
||||
this.mic = null;
|
||||
this.micMeter = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Decode a sound, decompressing it into audio samples.
|
||||
* Store a reference to it the sound in the audioBuffers dictionary, indexed by md5
|
||||
* @param {Object} sound - an object containing audio data and metadata for a sound
|
||||
* @property {Buffer} data - sound data loaded from scratch-storage.
|
||||
* @property {string} format - format type, either empty or adpcm.
|
||||
* @property {string} md5 - the MD5 and extension of the sound.
|
||||
* @returns {?Promise} - a promise which will resolve after the audio buffer is stored, or null on error.
|
||||
*/
|
||||
AudioEngine.prototype.decodeSound = function (sound) {
|
||||
|
||||
var loaderPromise = null;
|
||||
|
||||
switch (sound.format) {
|
||||
case '':
|
||||
loaderPromise = Tone.context.decodeAudioData(sound.data.buffer);
|
||||
break;
|
||||
case 'adpcm':
|
||||
loaderPromise = (new ADPCMSoundDecoder()).decode(sound.data.buffer);
|
||||
break;
|
||||
default:
|
||||
return log.warn('unknown sound format', sound.format);
|
||||
}
|
||||
|
||||
var storedContext = this;
|
||||
return loaderPromise.then(
|
||||
function (decodedAudio) {
|
||||
storedContext.audioBuffers[sound.md5] = new Tone.Buffer(decodedAudio);
|
||||
},
|
||||
function (error) {
|
||||
log.warn('audio data could not be decoded', error);
|
||||
}
|
||||
);
|
||||
};
|
||||
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
AudioEngine.prototype.loadSounds = function () {
|
||||
log.warn('The loadSounds function is no longer available. Please use Scratch Storage.');
|
||||
};
|
||||
|
||||
/**
|
||||
* Play a note for a duration on an instrument with a volume
|
||||
* @param {number} note - a MIDI note number
|
||||
* @param {number} beats - a duration in beats
|
||||
* @param {number} inst - an instrument number (0-indexed)
|
||||
* @param {number} vol - a volume level (0-100%)
|
||||
* @return {Promise} a Promise that resolves after the duration has elapsed
|
||||
*/
|
||||
AudioEngine.prototype.playNoteForBeatsWithInstAndVol = function (note, beats, inst, vol) {
|
||||
var sec = this.beatsToSec(beats);
|
||||
this.instrumentPlayer.playNoteForSecWithInstAndVol(note, sec, inst, vol);
|
||||
return this.waitForBeats(beats);
|
||||
};
|
||||
|
||||
/**
|
||||
* Convert a number of beats to a number of seconds, using the current tempo
|
||||
* @param {number} beats
|
||||
* @return {number} seconds
|
||||
*/
|
||||
AudioEngine.prototype.beatsToSec = function (beats) {
|
||||
return (60 / this.currentTempo) * beats;
|
||||
};
|
||||
|
||||
/**
|
||||
* Wait for some number of beats
|
||||
* @param {number} beats
|
||||
* @return {Promise} a Promise that resolves after the duration has elapsed
|
||||
*/
|
||||
AudioEngine.prototype.waitForBeats = function (beats) {
|
||||
var storedContext = this;
|
||||
return new Promise(function (resolve) {
|
||||
setTimeout(function () {
|
||||
resolve();
|
||||
}, storedContext.beatsToSec(beats) * 1000);
|
||||
});
|
||||
};
|
||||
|
||||
/**
|
||||
* Set the global tempo in bpm (beats per minute)
|
||||
* @param {number} value - the new tempo to set
|
||||
*/
|
||||
AudioEngine.prototype.setTempo = function (value) {
|
||||
this.currentTempo = value;
|
||||
};
|
||||
|
||||
/**
|
||||
* Change the tempo by some number of bpm (beats per minute)
|
||||
* @param {number} value - the number of bpm to change the tempo by
|
||||
*/
|
||||
AudioEngine.prototype.changeTempo = function (value) {
|
||||
this.setTempo(this.currentTempo + value);
|
||||
};
|
||||
|
||||
/**
|
||||
* Get the current loudness of sound received by the microphone.
|
||||
* Sound is measured in RMS and smoothed.
|
||||
* @return {number} loudness scaled 0 to 100
|
||||
*/
|
||||
AudioEngine.prototype.getLoudness = function () {
|
||||
if (!this.mic) {
|
||||
this.mic = new Tone.UserMedia();
|
||||
this.micMeter = new Tone.Meter('level', 0.5);
|
||||
this.mic.open();
|
||||
this.mic.connect(this.micMeter);
|
||||
}
|
||||
if (this.mic && this.mic.state == 'started') {
|
||||
return this.micMeter.value * 100;
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Names of the audio effects.
|
||||
* @readonly
|
||||
* @enum {string}
|
||||
*/
|
||||
AudioEngine.prototype.EFFECT_NAMES = {
|
||||
pitch: 'pitch',
|
||||
pan: 'pan',
|
||||
echo: 'echo',
|
||||
reverb: 'reverb',
|
||||
fuzz: 'fuzz',
|
||||
robot: 'robot'
|
||||
};
|
||||
|
||||
/**
|
||||
* 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}
|
||||
*/
|
||||
AudioEngine.prototype.createPlayer = function () {
|
||||
return new AudioPlayer(this);
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* 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}
|
||||
* @param {AudioEngine} audioEngine AudioEngine for player
|
||||
* @constructor
|
||||
*/
|
||||
function AudioPlayer (audioEngine) {
|
||||
const AudioPlayer = function (audioEngine) {
|
||||
|
||||
this.audioEngine = audioEngine;
|
||||
|
||||
|
@ -226,7 +45,7 @@ function AudioPlayer (audioEngine) {
|
|||
|
||||
// sound players that are currently playing, indexed by the sound's md5
|
||||
this.activeSoundPlayers = {};
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Play a sound
|
||||
|
@ -245,7 +64,7 @@ AudioPlayer.prototype.playSound = function (md5) {
|
|||
}
|
||||
|
||||
// create a new soundplayer to play the sound
|
||||
var player = new SoundPlayer();
|
||||
const player = new SoundPlayer();
|
||||
player.setBuffer(this.audioEngine.audioBuffers[md5]);
|
||||
player.connect(this.effectsNode);
|
||||
this.pitchEffect.updatePlayer(player);
|
||||
|
@ -255,7 +74,7 @@ AudioPlayer.prototype.playSound = function (md5) {
|
|||
this.activeSoundPlayers[md5] = player;
|
||||
|
||||
// remove sounds that are not playing from the active sound players array
|
||||
for (var id in this.activeSoundPlayers) {
|
||||
for (const id in this.activeSoundPlayers) {
|
||||
if (this.activeSoundPlayers.hasOwnProperty(id)) {
|
||||
if (!this.activeSoundPlayers[id].isPlaying) {
|
||||
delete this.activeSoundPlayers[id];
|
||||
|
@ -283,7 +102,7 @@ AudioPlayer.prototype.playDrumForBeats = function (drum, beats) {
|
|||
*/
|
||||
AudioPlayer.prototype.stopAllSounds = function () {
|
||||
// stop all active sound players
|
||||
for (var md5 in this.activeSoundPlayers) {
|
||||
for (const md5 in this.activeSoundPlayers) {
|
||||
this.activeSoundPlayers[md5].stop();
|
||||
}
|
||||
|
||||
|
@ -344,4 +163,185 @@ AudioPlayer.prototype.setVolume = function (value) {
|
|||
this.effectsNode.gain.value = value / 100;
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* 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, and creates a single instrument player
|
||||
* and a drum player, used by all play note and play drum blocks.
|
||||
* @constructor
|
||||
*/
|
||||
const AudioEngine = function () {
|
||||
|
||||
// create the global audio effects
|
||||
this.roboticEffect = new RoboticEffect();
|
||||
this.fuzzEffect = new FuzzEffect();
|
||||
this.echoEffect = new EchoEffect();
|
||||
this.reverbEffect = new ReverbEffect();
|
||||
|
||||
// chain the global effects to the output
|
||||
this.input = new Tone.Gain();
|
||||
this.input.chain(
|
||||
this.roboticEffect, this.fuzzEffect, this.echoEffect, this.reverbEffect,
|
||||
Tone.Master
|
||||
);
|
||||
|
||||
// global tempo in bpm (beats per minute)
|
||||
this.currentTempo = 60;
|
||||
|
||||
// instrument player for play note blocks
|
||||
this.instrumentPlayer = new InstrumentPlayer(this.input);
|
||||
this.numInstruments = this.instrumentPlayer.instrumentNames.length;
|
||||
|
||||
// drum player for play drum blocks
|
||||
this.drumPlayer = new DrumPlayer(this.input);
|
||||
this.numDrums = this.drumPlayer.drumSounds.length;
|
||||
|
||||
// a map of md5s to audio buffers, holding sounds for all sprites
|
||||
this.audioBuffers = {};
|
||||
|
||||
// microphone, for measuring loudness, with a level meter analyzer
|
||||
this.mic = null;
|
||||
this.micMeter = null;
|
||||
};
|
||||
|
||||
/**
|
||||
* Decode a sound, decompressing it into audio samples.
|
||||
* Store a reference to it the sound in the audioBuffers dictionary, indexed by md5
|
||||
* @param {object} sound - an object containing audio data and metadata for a sound
|
||||
* @property {Buffer} data - sound data loaded from scratch-storage.
|
||||
* @property {string} format - format type, either empty or adpcm.
|
||||
* @property {string} md5 - the MD5 and extension of the sound.
|
||||
* @returns {?Promise} - a promise which will resolve after the audio buffer is stored, or null on error.
|
||||
*/
|
||||
AudioEngine.prototype.decodeSound = function (sound) {
|
||||
|
||||
let loaderPromise = null;
|
||||
|
||||
switch (sound.format) {
|
||||
case '':
|
||||
loaderPromise = Tone.context.decodeAudioData(sound.data.buffer);
|
||||
break;
|
||||
case 'adpcm':
|
||||
loaderPromise = (new ADPCMSoundDecoder()).decode(sound.data.buffer);
|
||||
break;
|
||||
default:
|
||||
return log.warn('unknown sound format', sound.format);
|
||||
}
|
||||
|
||||
const storedContext = this;
|
||||
return loaderPromise.then(
|
||||
decodedAudio => {
|
||||
storedContext.audioBuffers[sound.md5] = new Tone.Buffer(decodedAudio);
|
||||
},
|
||||
error => {
|
||||
log.warn('audio data could not be decoded', error);
|
||||
}
|
||||
);
|
||||
};
|
||||
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
AudioEngine.prototype.loadSounds = function () {
|
||||
log.warn('The loadSounds function is no longer available. Please use Scratch Storage.');
|
||||
};
|
||||
|
||||
/**
|
||||
* Play a note for a duration on an instrument with a volume
|
||||
* @param {number} note - a MIDI note number
|
||||
* @param {number} beats - a duration in beats
|
||||
* @param {number} inst - an instrument number (0-indexed)
|
||||
* @param {number} vol - a volume level (0-100%)
|
||||
* @return {Promise} a Promise that resolves after the duration has elapsed
|
||||
*/
|
||||
AudioEngine.prototype.playNoteForBeatsWithInstAndVol = function (note, beats, inst, vol) {
|
||||
const sec = this.beatsToSec(beats);
|
||||
this.instrumentPlayer.playNoteForSecWithInstAndVol(note, sec, inst, vol);
|
||||
return this.waitForBeats(beats);
|
||||
};
|
||||
|
||||
/**
|
||||
* Convert a number of beats to a number of seconds, using the current tempo
|
||||
* @param {number} beats number of beats to convert to secs
|
||||
* @return {number} seconds number of seconds `beats` will last
|
||||
*/
|
||||
AudioEngine.prototype.beatsToSec = function (beats) {
|
||||
return (60 / this.currentTempo) * beats;
|
||||
};
|
||||
|
||||
/**
|
||||
* Wait for some number of beats
|
||||
* @param {number} beats number of beats to wait for
|
||||
* @return {Promise} a Promise that resolves after the duration has elapsed
|
||||
*/
|
||||
AudioEngine.prototype.waitForBeats = function (beats) {
|
||||
const storedContext = this;
|
||||
return new Promise(resolve => {
|
||||
setTimeout(() => {
|
||||
resolve();
|
||||
}, storedContext.beatsToSec(beats) * 1000);
|
||||
});
|
||||
};
|
||||
|
||||
/**
|
||||
* Set the global tempo in bpm (beats per minute)
|
||||
* @param {number} value - the new tempo to set
|
||||
*/
|
||||
AudioEngine.prototype.setTempo = function (value) {
|
||||
this.currentTempo = value;
|
||||
};
|
||||
|
||||
/**
|
||||
* Change the tempo by some number of bpm (beats per minute)
|
||||
* @param {number} value - the number of bpm to change the tempo by
|
||||
*/
|
||||
AudioEngine.prototype.changeTempo = function (value) {
|
||||
this.setTempo(this.currentTempo + value);
|
||||
};
|
||||
|
||||
/**
|
||||
* Get the current loudness of sound received by the microphone.
|
||||
* Sound is measured in RMS and smoothed.
|
||||
* @return {number} loudness scaled 0 to 100
|
||||
*/
|
||||
AudioEngine.prototype.getLoudness = function () {
|
||||
if (!this.mic) {
|
||||
this.mic = new Tone.UserMedia();
|
||||
this.micMeter = new Tone.Meter('level', 0.5);
|
||||
this.mic.open();
|
||||
this.mic.connect(this.micMeter);
|
||||
}
|
||||
if (this.mic && this.mic.state === 'started') {
|
||||
return this.micMeter.value * 100;
|
||||
}
|
||||
return -1;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Names of the audio effects.
|
||||
* @readonly
|
||||
* @enum {string}
|
||||
*/
|
||||
AudioEngine.prototype.EFFECT_NAMES = {
|
||||
pitch: 'pitch',
|
||||
pan: 'pan',
|
||||
echo: 'echo',
|
||||
reverb: 'reverb',
|
||||
fuzz: 'fuzz',
|
||||
robot: 'robot'
|
||||
};
|
||||
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
AudioEngine.prototype.createPlayer = function () {
|
||||
return new AudioPlayer(this);
|
||||
};
|
||||
|
||||
module.exports = AudioEngine;
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
var minilog = require('minilog');
|
||||
const minilog = require('minilog');
|
||||
minilog.enable();
|
||||
|
||||
module.exports = minilog('scratch-audioengine');
|
||||
|
|
|
@ -2,7 +2,7 @@ var path = require('path');
|
|||
|
||||
module.exports = {
|
||||
entry: {
|
||||
'dist': './src/index.js'
|
||||
dist: './src/index.js'
|
||||
},
|
||||
output: {
|
||||
path: __dirname,
|
||||
|
|
Loading…
Reference in a new issue