mirror of
https://github.com/scratchfoundation/scratch-audio.git
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Merge pull request #101 from mzgoddard/clipless-firefox
schedule stop DECAY in the future for firefox
This commit is contained in:
commit
59ff2ad927
6 changed files with 37 additions and 30 deletions
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@ -109,10 +109,21 @@ class AudioEngine {
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* @see {@link https://developer.mozilla.org/en-US/docs/Web/API/AudioParam/setTargetAtTime}
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* @const {number}
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*/
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get DECAY_TIME () {
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get DECAY_DURATION () {
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return 0.025;
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}
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/**
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* Some environments cannot smoothly change parameters immediately, provide
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* a small delay before decaying.
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*
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* @see {@link https://bugzilla.mozilla.org/show_bug.cgi?id=1228207}
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* @const {number}
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*/
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get DECAY_WAIT () {
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return 0.05;
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}
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/**
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* Get the input node.
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* @return {AudioNode} - audio node that is the input for this effect
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@ -98,7 +98,7 @@ class SoundPlayer extends EventEmitter {
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* @type {boolean}
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*/
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get isStarting () {
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return this.isPlaying && this.startingUntil > this.audioEngine.audioContext.currentTime;
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return this.isPlaying && this.startingUntil > this.audioEngine.currentTime;
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}
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/**
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@ -271,7 +271,8 @@ class SoundPlayer extends EventEmitter {
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this.isPlaying = true;
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this.startingUntil = this.audioEngine.audioContext.currentTime + this.audioEngine.DECAY_TIME;
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const {currentTime, DECAY_DURATION} = this.audioEngine;
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this.startingUntil = currentTime + DECAY_DURATION;
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this.emit('play');
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}
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@ -298,7 +299,8 @@ class SoundPlayer extends EventEmitter {
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taken.finished().then(() => taken.dispose());
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taken.volumeEffect.set(0);
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taken.outputNode.stop(this.audioEngine.audioContext.currentTime + this.audioEngine.DECAY_TIME);
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const {currentTime, DECAY_WAIT, DECAY_DURATION} = this.audioEngine;
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taken.outputNode.stop(currentTime + DECAY_WAIT + DECAY_DURATION);
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}
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/**
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@ -144,7 +144,7 @@ class Effect {
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this.outputNode.disconnect();
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}
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if (this._isPatch || this._lastPatch + this.audioEngine.DECAY_TIME < this.audioEngine.currentTime) {
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if (this._isPatch || this._lastPatch + this.audioEngine.DECAY_DURATION < this.audioEngine.currentTime) {
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this.outputNode.connect(target.getInputNode());
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}
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@ -66,16 +66,9 @@ class PanEffect extends Effect {
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const leftVal = Math.cos(p * Math.PI / 2);
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const rightVal = Math.sin(p * Math.PI / 2);
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this.leftGain.gain.setTargetAtTime(
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leftVal,
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this.audioEngine.audioContext.currentTime,
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this.audioEngine.DECAY_TIME
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);
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this.rightGain.gain.setTargetAtTime(
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rightVal,
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this.audioEngine.audioContext.currentTime,
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this.audioEngine.DECAY_TIME
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);
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const {currentTime, DECAY_WAIT, DECAY_DURATION} = this.audioEngine;
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this.leftGain.gain.setTargetAtTime(leftVal, currentTime + DECAY_WAIT, DECAY_DURATION);
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this.rightGain.gain.setTargetAtTime(rightVal, currentTime + DECAY_WAIT, DECAY_DURATION);
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}
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/**
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@ -42,9 +42,9 @@ class VolumeEffect extends Effect {
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this.value = value;
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const {gain} = this.outputNode;
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const {audioContext: {currentTime}, DECAY_TIME} = this.audioEngine;
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gain.setValueAtTime(gain.value, currentTime);
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gain.linearRampToValueAtTime(value / 100, currentTime + DECAY_TIME);
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const {currentTime, DECAY_WAIT, DECAY_DURATION} = this.audioEngine;
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gain.setValueAtTime(gain.value, currentTime + DECAY_WAIT);
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gain.linearRampToValueAtTime(value / 100, currentTime + DECAY_WAIT + DECAY_DURATION);
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}
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/**
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@ -20,10 +20,10 @@ tap.test('SoundPlayer', suite => {
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suite.beforeEach(() => {
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audioContext = new AudioContext();
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audioEngine = new AudioEngine(audioContext);
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// sound will be 0.1 seconds long
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audioContext.DECODE_AUDIO_DATA_RESULT = audioContext.createBuffer(2, 4410, 44100);
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// sound will be 0.2 seconds long
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audioContext.DECODE_AUDIO_DATA_RESULT = audioContext.createBuffer(2, 8820, 44100);
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audioContext.DECODE_AUDIO_DATA_FAILED = false;
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const data = new Uint8Array(44100);
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const data = new Uint8Array(0);
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return audioEngine.decodeSoundPlayer({data}).then(result => {
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soundPlayer = result;
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});
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@ -88,13 +88,13 @@ tap.test('SoundPlayer', suite => {
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inputs: [outputNode.toJSON()]
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}], 'output node connects to gain node to input node');
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audioContext.$processTo(audioEngine.DECAY_TIME / 2);
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audioContext.$processTo(audioEngine.DECAY_WAIT + audioEngine.DECAY_DURATION / 2);
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const engineInputs = help.engineInputs;
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t.notEqual(engineInputs[0].gain.value, 1, 'gain value should not be 1');
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t.notEqual(engineInputs[0].gain.value, 0, 'gain value should not be 0');
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t.equal(outputNode.$state, 'PLAYING');
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audioContext.$processTo(audioEngine.DECAY_TIME);
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audioContext.$processTo(audioEngine.DECAY_WAIT + audioEngine.DECAY_DURATION + 0.001);
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t.deepEqual(help.engineInputs, [{
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name: 'GainNode',
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gain: {
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@ -129,14 +129,14 @@ tap.test('SoundPlayer', suite => {
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t.deepEqual(log, ['finished first', 'finished second', 'finished third'], 'finished in order');
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// fast forward to one ms before decay time
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audioContext.$processTo(audioEngine.DECAY_TIME - 0.001);
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audioContext.$processTo(audioEngine.DECAY_DURATION - 0.001);
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soundPlayer.play();
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t.equal(originalNode, soundPlayer.outputNode, 'same output node');
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// now at DECAY_TIME, we should meet a new player as the old one is taken/stopped
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audioContext.$processTo(audioEngine.DECAY_TIME);
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// now at DECAY_DURATION, we should meet a new player as the old one is taken/stopped
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audioContext.$processTo(audioEngine.DECAY_DURATION);
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t.equal(soundPlayer.isStarting, false, 'player.isStarting now false');
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@ -157,7 +157,7 @@ tap.test('SoundPlayer', suite => {
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const firstPlayNode = soundPlayer.outputNode;
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// go past debounce time and play again
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audioContext.$processTo(audioEngine.DECAY_TIME);
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audioContext.$processTo(audioEngine.DECAY_DURATION);
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return Promise.resolve()
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.then(() => {
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@ -180,18 +180,19 @@ tap.test('SoundPlayer', suite => {
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t.equal(soundPlayer.outputNode.$state, 'PLAYING');
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t.equal(help.engineInputs[0].gain.value, 1, 'old sound connectect to gain node with volume 1');
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audioContext.$processTo(audioContext.currentTime + 0.001);
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const {currentTime} = audioContext;
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audioContext.$processTo(currentTime + audioEngine.DECAY_WAIT + 0.001);
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t.notEqual(help.engineInputs[0].gain.value, 1,
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'old sound connected to gain node which will fade');
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audioContext.$processTo(audioContext.currentTime + audioEngine.DECAY_TIME + 0.001);
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audioContext.$processTo(currentTime + audioEngine.DECAY_WAIT + audioEngine.DECAY_DURATION + 0.001);
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t.equal(soundPlayer.outputNode.$state, 'PLAYING');
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t.equal(firstPlayNode.$state, 'FINISHED');
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t.equal(help.engineInputs[0].gain.value, 0, 'faded old sound to 0');
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t.equal(log.length, 1);
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audioContext.$processTo(audioContext.currentTime + 0.2);
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audioContext.$processTo(currentTime + audioEngine.DECAY_WAIT + audioEngine.DECAY_DURATION + 0.3);
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// wait for a micro-task loop to fire our previous events
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return Promise.resolve();
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