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https://github.com/scratchfoundation/scratch-audio.git
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change Tone samplers to players
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1 changed files with 30 additions and 26 deletions
56
src/index.js
56
src/index.js
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@ -1,3 +1,4 @@
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var log = require('./log');
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var Tone = require('tone');
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var Soundfont = require('soundfont-player');
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@ -15,23 +16,18 @@ function AudioEngine (sounds) {
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this.reverb = new Tone.Freeverb();
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this.pitchShiftRatio;
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// reset effects to their default parameters
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this.clearEffects();
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// the effects are chained to an effects node for this clone, then to the master output
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// so audio is sent from each sampler or instrument, through the effects in order, then out
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// note that the pitch effect works differently - it sets the playback rate for each sampler
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// so audio is sent from each player or instrument, through the effects in order, then out
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// note that the pitch effect works differently - it sets the playback rate for each player
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this.effectsNode = new Tone.Gain();
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this.effectsNode.chain(this.delay, this.panner, this.reverb, Tone.Master);
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// drum sounds
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// reset effects to their default parameters
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// this.clearEffects();
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// var drumFileNames = ['high_conga', 'small_cowbell',
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// 'snare_drum', 'splash cymbal'];
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// this.drumSamplers = this._loadSoundFiles(drumFileNames);
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// load sounds
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// sound urls - map each url to its tone.sampler
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this.soundSamplers = [];
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this.soundPlayers = [];
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this.loadSounds(sounds);
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// soundfont setup
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@ -58,26 +54,31 @@ function AudioEngine (sounds) {
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AudioEngine.prototype.loadSounds = function (sounds) {
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for (var i=0; i<sounds.length; i++) {
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var url = sounds[i].fileUrl;
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// skip adpcm form sounds since we can't load them yet
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if (sounds[i].format == 'adpcm') {
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log.warn('cannot load sound in adpcm format');
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continue;
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}
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var sampler = new Tone.Sampler(url);
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sampler.connect(this.effectsNode);
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// this.soundSamplers.push(sampler);
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this.soundSamplers[i] = sampler;
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this.soundPlayers[i] = new Tone.Player(sounds[i].fileUrl);
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this.soundPlayers[i].connect(this.effectsNode);
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}
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};
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AudioEngine.prototype.playSound = function (index) {
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this.soundSamplers[index].triggerAttack();
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this.soundSamplers[index].player.playbackRate = 1 + this.pitchShiftRatio;
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var player = this.soundPlayers[index];
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if (player.buffer.loaded) {
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player.start();
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} else {
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// if the sound has not yet loaded, wait and try again
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log.warn('sound ' + index + ' not loaded yet');
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setTimeout(function () {
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this.playSound(index);
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}, 100);
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}
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};
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AudioEngine.prototype.getSoundDuration = function (index) {
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return this.soundSamplers[index].player.buffer.duration;
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return this.soundPlayers[index].buffer.duration;
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};
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AudioEngine.prototype.playNoteForBeats = function (note, beats) {
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@ -93,7 +94,7 @@ AudioEngine.prototype.playThereminForBeats = function (note, beats) {
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// trigger attack
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// create a timeout for slightly longer than the duration of the block
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// that releases the theremin - so we can slide continuously between
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// successive notes without releasing and attacking
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// successive notes without releasing and re-attacking
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var freq = this._midiToFreq(note);
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@ -124,9 +125,9 @@ AudioEngine.prototype.stopAllSounds = function () {
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// for (var i = 0; i<this.drumSamplers.length; i++) {
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// this.drumSamplers[i].triggerRelease();
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// }
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// stop sounds triggered with playSound (indexed by their urls)
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for (var key in this.soundSamplers) {
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this.soundSamplers[key].triggerRelease();
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// stop sounds triggered with playSound
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for (var i=0; i<this.soundPlayers.length; i++) {
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this.soundPlayers[i].stop();
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}
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// stop soundfont notes
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this.instrument.stop();
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@ -171,8 +172,11 @@ AudioEngine.prototype.changeEffect = function (effect, value) {
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AudioEngine.prototype._setPitchShift = function (value) {
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this.pitchShiftRatio = value;
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for (var i in this.soundSamplers) {
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this.soundSamplers[i].player.playbackRate = 1 + this.pitchShiftRatio;
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for (var i=0; i<this.soundPlayers.length; i++) {
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var s = this.soundPlayers[i];
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if (s) {
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s.playbackRate = 1 + this.pitchShiftRatio;
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}
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}
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};
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