Merge pull request #76 from kchadha/decode-sound-refactor

Refactor decodeSound function
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kchadha 2018-04-17 11:02:34 -04:00 committed by GitHub
commit 6cbe1b9e0f
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@ -15,6 +15,27 @@ const ADPCMSoundDecoder = require('./ADPCMSoundDecoder');
* that handles global functionality, and AudioPlayers, belonging to individual sprites and clones.
*/
/**
* Wrapper to ensure that audioContext.decodeAudioData is a promise
* @param {object} audioContext The current AudioContext
* @param {ArrayBuffer} buffer Audio data buffer to decode
* @return {Promise} A promise that resolves to the decoded audio
*/
const decodeAudioData = function (audioContext, buffer) {
// Check for newer promise-based API
if (audioContext.decodeAudioData.length === 1) {
return audioContext.decodeAudioData(buffer);
}
// Fall back to callback API
return new Promise((resolve, reject) => {
audioContext.decodeAudioData(buffer,
decodedAudio => resolve(decodedAudio),
error => reject(error)
);
});
};
class AudioPlayer {
/**
* Each sprite or clone has an audio player
@ -189,46 +210,35 @@ class AudioEngine {
* Store a reference to it the sound in the audioBuffers dictionary, indexed by soundId
* @param {object} sound - an object containing audio data and metadata for a sound
* @property {Buffer} data - sound data loaded from scratch-storage.
* @property {string} format - format type, either empty or adpcm.
* @returns {?Promise} - a promise which will resolve to the soundId if decoded and stored.
*/
decodeSound (sound) {
const soundId = uid();
let loaderPromise = null;
// Make a copy of the buffer because decoding detaches the original buffer
const bufferCopy = sound.data.buffer.slice(0);
const bufferCopy1 = sound.data.buffer.slice(0);
switch (sound.format) {
case '':
// Check for newer promise-based API
if (this.audioContext.decodeAudioData.length === 1) {
loaderPromise = this.audioContext.decodeAudioData(bufferCopy);
} else {
// Fall back to callback API
loaderPromise = new Promise((resolve, reject) => {
this.audioContext.decodeAudioData(bufferCopy,
decodedAudio => resolve(decodedAudio),
error => reject(error)
const soundId = uid();
// Partially apply updateSoundBuffer function with the current
// soundId so that it's ready to be used on successfully decoded audio
const addDecodedAudio = this.updateSoundBuffer.bind(this, soundId);
// Attempt to decode the sound using the browser's native audio data decoder
// If that fails, attempt to decode as ADPCM
return decodeAudioData(this.audioContext, bufferCopy1).then(
addDecodedAudio,
() => {
// The audio context failed to parse the sound data
// we gave it, so try to decode as 'adpcm'
// First we need to create another copy of our original data
const bufferCopy2 = sound.data.buffer.slice(0);
// Try decoding as adpcm
return (new ADPCMSoundDecoder(this.audioContext)).decode(bufferCopy2)
.then(
addDecodedAudio,
error => {
log.warn('audio data could not be decoded', error);
}
);
});
}
break;
case 'adpcm':
loaderPromise = (new ADPCMSoundDecoder(this.audioContext)).decode(bufferCopy);
break;
default:
return log.warn('unknown sound format', sound.format);
}
const storedContext = this;
return loaderPromise.then(
decodedAudio => {
storedContext.audioBuffers[soundId] = decodedAudio;
return soundId;
},
error => {
log.warn('audio data could not be decoded', error);
}
);
}
@ -243,12 +253,14 @@ class AudioEngine {
}
/**
* Update the in-memory audio buffer to a new one by soundId.
* Add or update the in-memory audio buffer to a new one by soundId.
* @param {!string} soundId - the id of the sound buffer to update.
* @param {AudioBuffer} newBuffer - the new buffer to swap in.
* @return {string} The uid of the sound that was updated or added
*/
updateSoundBuffer (soundId, newBuffer) {
this.audioBuffers[soundId] = newBuffer;
return soundId;
}
/**