Merge pull request #39 from rschamp/eslint-config-scratch

Use eslint-config-scratch
This commit is contained in:
Eric Rosenbaum 2017-04-18 12:01:54 -04:00 committed by GitHub
commit 5007c43ddf
19 changed files with 335 additions and 349 deletions

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@ -1,22 +0,0 @@
{
"parser": "babel-eslint",
"rules": {
"curly": [2, "multi-line"],
"eol-last": [2],
"indent": [2, 4],
"linebreak-style": [2, "unix"],
"max-len": [2, 120, 4],
"no-trailing-spaces": [2, { "skipBlankLines": true }],
"no-unused-vars": [2, {"args": "after-used", "varsIgnorePattern": "^_"}],
"quotes": [2, "single"],
"semi": [2, "always"],
"space-before-function-paren": [2, "always"],
"strict": [2, "never"]
},
"env": {
"browser": true,
"es6": true,
"node": true
},
"extends": ["eslint:recommended"]
}

3
.eslintrc.js Normal file
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@ -0,0 +1,3 @@
module.exports = {
extends: ['scratch', 'scratch/node']
};

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@ -26,6 +26,7 @@
"babel-loader": "^6.4.1",
"babel-preset-es2015": "^6.24.1",
"eslint": "^3.19.0",
"eslint-config-scratch": "^3.1.0",
"json": "^9.0.6",
"minilog": "^3.0.1",
"soundfont-player": "0.10.5",

5
src/.eslintrc.js Normal file
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@ -0,0 +1,5 @@
module.exports = {
root: true,
extends: ['scratch', 'scratch/es6'],
env: {browser: true}
};

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@ -1,6 +1,6 @@
var ArrayBufferStream = require('./ArrayBufferStream');
var Tone = require('tone');
var log = require('./log');
const ArrayBufferStream = require('./ArrayBufferStream');
const Tone = require('tone');
const log = require('./log');
/**
* Decode wav audio files that have been compressed with the ADPCM format.
@ -10,38 +10,37 @@ var log = require('./log');
* https://github.com/LLK/scratch-flash/blob/master/src/sound/WAVFile.as
* @constructor
*/
function ADPCMSoundDecoder () {
}
const ADPCMSoundDecoder = function () {};
/**
* Decode an ADPCM sound stored in an ArrayBuffer and return a promise
* with the decoded audio buffer.
* @param {ArrayBuffer} audioData - containing ADPCM encoded wav audio
* @return {Tone.Buffer}
* @return {Tone.Buffer} the decoded audio buffer
*/
ADPCMSoundDecoder.prototype.decode = function (audioData) {
return new Promise(function (resolve, reject) {
var stream = new ArrayBufferStream(audioData);
return new Promise((resolve, reject) => {
const stream = new ArrayBufferStream(audioData);
var riffStr = stream.readUint8String(4);
if (riffStr != 'RIFF') {
const riffStr = stream.readUint8String(4);
if (riffStr !== 'RIFF') {
log.warn('incorrect adpcm wav header');
reject();
}
var lengthInHeader = stream.readInt32();
if ((lengthInHeader + 8) != audioData.byteLength) {
log.warn('adpcm wav length in header: ' + lengthInHeader + ' is incorrect');
const lengthInHeader = stream.readInt32();
if ((lengthInHeader + 8) !== audioData.byteLength) {
log.warn(`adpcm wav length in header: ${lengthInHeader} is incorrect`);
}
var wavStr = stream.readUint8String(4);
if (wavStr != 'WAVE') {
const wavStr = stream.readUint8String(4);
if (wavStr !== 'WAVE') {
log.warn('incorrect adpcm wav header');
reject();
}
var formatChunk = this.extractChunk('fmt ', stream);
const formatChunk = this.extractChunk('fmt ', stream);
this.encoding = formatChunk.readUint16();
this.channels = formatChunk.readUint16();
this.samplesPerSecond = formatChunk.readUint32();
@ -52,18 +51,18 @@ ADPCMSoundDecoder.prototype.decode = function (audioData) {
this.samplesPerBlock = formatChunk.readUint16();
this.adpcmBlockSize = ((this.samplesPerBlock - 1) / 2) + 4; // block size in bytes
var samples = this.imaDecompress(this.extractChunk('data', stream), this.adpcmBlockSize);
const samples = this.imaDecompress(this.extractChunk('data', stream), this.adpcmBlockSize);
// todo: this line is the only place Tone is used here, should be possible to remove
var buffer = Tone.context.createBuffer(1, samples.length, this.samplesPerSecond);
// @todo this line is the only place Tone is used here, should be possible to remove
const buffer = Tone.context.createBuffer(1, samples.length, this.samplesPerSecond);
// todo: optimize this? e.g. replace the divide by storing 1/32768 and multiply?
for (var i=0; i<samples.length; i++) {
// @todo optimize this? e.g. replace the divide by storing 1/32768 and multiply?
for (let i = 0; i < samples.length; i++) {
buffer.getChannelData(0)[i] = samples[i] / 32768;
}
resolve(buffer);
}.bind(this));
});
};
/**
@ -95,14 +94,14 @@ ADPCMSoundDecoder.prototype.indexTable = [
ADPCMSoundDecoder.prototype.extractChunk = function (chunkType, stream) {
stream.position = 12;
while (stream.position < (stream.getLength() - 8)) {
var typeStr = stream.readUint8String(4);
var chunkSize = stream.readInt32();
if (typeStr == chunkType) {
var chunk = stream.extract(chunkSize);
const typeStr = stream.readUint8String(4);
const chunkSize = stream.readInt32();
if (typeStr === chunkType) {
const chunk = stream.extract(chunkSize);
return chunk;
} else {
stream.position += chunkSize;
}
stream.position += chunkSize;
}
};
@ -114,19 +113,22 @@ ADPCMSoundDecoder.prototype.extractChunk = function (chunkType, stream) {
* @return {Int16Array} the uncompressed audio samples
*/
ADPCMSoundDecoder.prototype.imaDecompress = function (compressedData, blockSize) {
var sample, step, code, delta;
var index = 0;
var lastByte = -1; // -1 indicates that there is no saved lastByte
var out = [];
let sample;
let step;
let code;
let delta;
let index = 0;
let lastByte = -1; // -1 indicates that there is no saved lastByte
const out = [];
// Bail and return no samples if we have no data
if (!compressedData) return out;
compressedData.position = 0;
var a = 0;
while (a==0) {
if (((compressedData.position % blockSize) == 0) && (lastByte < 0)) { // read block header
if (compressedData.getBytesAvailable() == 0) break;
const a = 0;
while (a === 0) {
if (((compressedData.position % blockSize) === 0) && (lastByte < 0)) { // read block header
if (compressedData.getBytesAvailable() === 0) break;
sample = compressedData.readInt16();
index = compressedData.readUint8();
compressedData.position++; // skip extra header byte
@ -135,7 +137,7 @@ ADPCMSoundDecoder.prototype.imaDecompress = function (compressedData, blockSize)
} else {
// read 4-bit code and compute delta from previous sample
if (lastByte < 0) {
if (compressedData.getBytesAvailable() == 0) break;
if (compressedData.getBytesAvailable() === 0) break;
lastByte = compressedData.readUint8();
code = lastByte & 0xF;
} else {
@ -159,7 +161,7 @@ ADPCMSoundDecoder.prototype.imaDecompress = function (compressedData, blockSize)
out.push(sample);
}
}
var samples = Int16Array.from(out);
const samples = Int16Array.from(out);
return samples;
};

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@ -8,10 +8,10 @@
* @param {ArrayBuffer} arrayBuffer - array to use as a stream
* @constructor
*/
function ArrayBufferStream (arrayBuffer) {
const ArrayBufferStream = function (arrayBuffer) {
this.arrayBuffer = arrayBuffer;
this.position = 0;
}
};
/**
* Return a new ArrayBufferStream that is a slice of the existing one
@ -19,8 +19,8 @@ function ArrayBufferStream (arrayBuffer) {
* @return {ArrayBufferStream} the extracted stream
*/
ArrayBufferStream.prototype.extract = function (length) {
var slicedArrayBuffer = this.arrayBuffer.slice(this.position, this.position+length);
var newStream = new ArrayBufferStream(slicedArrayBuffer);
const slicedArrayBuffer = this.arrayBuffer.slice(this.position, this.position + length);
const newStream = new ArrayBufferStream(slicedArrayBuffer);
return newStream;
};
@ -40,10 +40,10 @@ ArrayBufferStream.prototype.getBytesAvailable = function () {
/**
* Read an unsigned 8 bit integer from the stream
* @return {number}
* @return {number} the next 8 bit integer in the stream
*/
ArrayBufferStream.prototype.readUint8 = function () {
var val = new Uint8Array(this.arrayBuffer, this.position, 1)[0];
const val = new Uint8Array(this.arrayBuffer, this.position, 1)[0];
this.position += 1;
return val;
};
@ -52,13 +52,13 @@ ArrayBufferStream.prototype.readUint8 = function () {
* Read a sequence of bytes of the given length and convert to a string.
* This is a convenience method for use with short strings.
* @param {number} length - the number of bytes to convert
* @return {String} a String made by concatenating the chars in the input
* @return {string} a String made by concatenating the chars in the input
*/
ArrayBufferStream.prototype.readUint8String = function (length) {
var arr = new Uint8Array(this.arrayBuffer, this.position, length);
const arr = new Uint8Array(this.arrayBuffer, this.position, length);
this.position += length;
var str = '';
for (var i=0; i<arr.length; i++) {
let str = '';
for (let i = 0; i < arr.length; i++) {
str += String.fromCharCode(arr[i]);
}
return str;
@ -66,40 +66,40 @@ ArrayBufferStream.prototype.readUint8String = function (length) {
/**
* Read a 16 bit integer from the stream
* @return {number}
* @return {number} the next 16 bit integer in the stream
*/
ArrayBufferStream.prototype.readInt16 = function () {
var val = new Int16Array(this.arrayBuffer, this.position, 1)[0];
const val = new Int16Array(this.arrayBuffer, this.position, 1)[0];
this.position += 2; // one 16 bit int is 2 bytes
return val;
};
/**
* Read an unsigned 16 bit integer from the stream
* @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];
this.position += 2; // one 16 bit int is 2 bytes
return val;
};
/**
* Read a 32 bit integer from the stream
* @return {number}
* @return {number} the next 32 bit integer in the stream
*/
ArrayBufferStream.prototype.readInt32 = function () {
var val = new Int32Array(this.arrayBuffer, this.position, 1)[0];
const val = new Int32Array(this.arrayBuffer, this.position, 1)[0];
this.position += 4; // one 32 bit int is 4 bytes
return val;
};
/**
* Read an unsigned 32 bit integer from the stream
* @return {number}
* @return {number} the next unsigned 32 bit integer in the stream
*/
ArrayBufferStream.prototype.readUint32 = function () {
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');
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 = [
'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();
}
};

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@ -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();
}

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@ -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();

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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;

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@ -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;

View file

@ -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;

View file

@ -1,4 +1,4 @@
var minilog = require('minilog');
const minilog = require('minilog');
minilog.enable();
module.exports = minilog('scratch-audioengine');

View file

@ -2,7 +2,7 @@ var path = require('path');
module.exports = {
entry: {
'dist': './src/index.js'
dist: './src/index.js'
},
output: {
path: __dirname,