mirror of
https://github.com/scratchfoundation/scratch-audio.git
synced 2024-12-22 14:02:29 -05:00
commit
7dd6d557bb
2 changed files with 47 additions and 38 deletions
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@ -2,7 +2,7 @@ const PanEffect = require('./effects/PanEffect');
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const PitchEffect = require('./effects/PitchEffect');
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const VolumeEffect = require('./effects/VolumeEffect');
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const SoundPlayer = require('./SoundPlayer');
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const SoundPlayer = require('./GreenPlayer');
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class AudioPlayer {
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/**
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@ -17,7 +17,7 @@ class AudioPlayer {
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this.outputNode = this.audioEngine.audioContext.createGain();
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// Create the audio effects
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// Create the audio effects.
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const volumeEffect = new VolumeEffect(this.audioEngine, this, null);
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const pitchEffect = new PitchEffect(this.audioEngine, this, volumeEffect);
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const panEffect = new PanEffect(this.audioEngine, this, pitchEffect);
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@ -33,12 +33,11 @@ class AudioPlayer {
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pitchEffect.connect(panEffect);
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volumeEffect.connect(pitchEffect);
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// reset effects to their default parameters
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// Reset effects to their default parameters.
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this.clearEffects();
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// sound players that are currently playing, indexed by the sound's
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// soundId
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this.activeSoundPlayers = {};
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// SoundPlayers mapped by sound id.
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this.soundPlayers = {};
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}
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/**
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@ -55,7 +54,19 @@ class AudioPlayer {
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* players
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*/
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getSoundPlayers () {
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return this.activeSoundPlayers;
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return this.soundPlayers;
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}
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/**
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* Add a SoundPlayer instance to soundPlayers map.
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* @param {SoundPlayer} soundPlayer - SoundPlayer instance to add
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*/
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addSoundPlayer (soundPlayer) {
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this.soundPlayers[soundPlayer.id] = soundPlayer;
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for (const effectName in this.effects) {
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this.effects[effectName].update();
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}
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}
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/**
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@ -64,37 +75,16 @@ class AudioPlayer {
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* @return {Promise} a Promise that resolves when the sound finishes playing
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*/
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playSound (soundId) {
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// if this sound is not in the audio engine, return
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if (!this.audioEngine.audioBuffers[soundId]) {
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return;
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}
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// if this sprite or clone is already playing this sound, stop it first
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if (this.activeSoundPlayers[soundId]) {
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this.activeSoundPlayers[soundId].stop();
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}
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// create a new soundplayer to play the sound
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const player = new SoundPlayer(this.audioEngine.audioContext);
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player.setBuffer(this.audioEngine.audioBuffers[soundId]);
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player.connect(this.outputNode);
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player.start();
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// add it to the list of active sound players
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this.activeSoundPlayers[soundId] = player;
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for (const effectName in this.effects) {
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this.effects[effectName].update();
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}
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// remove sounds that are not playing from the active sound players
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// array
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for (const id in this.activeSoundPlayers) {
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if (this.activeSoundPlayers.hasOwnProperty(id)) {
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if (!this.activeSoundPlayers[id].isPlaying) {
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delete this.activeSoundPlayers[id];
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}
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}
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if (!this.soundPlayers[soundId]) {
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this.addSoundPlayer(new SoundPlayer(
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this.audioEngine,
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{id: soundId, buffer: this.audioEngine.audioBuffers[soundId]}
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));
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}
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const player = this.soundPlayers[soundId];
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player.connect(this);
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player.play();
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return player.finished();
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}
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@ -104,8 +94,8 @@ class AudioPlayer {
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*/
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stopAllSounds () {
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// stop all active sound players
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for (const soundId in this.activeSoundPlayers) {
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this.activeSoundPlayers[soundId].stop();
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for (const soundId in this.soundPlayers) {
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this.soundPlayers[soundId].stop();
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}
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}
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@ -31,9 +31,18 @@ class SoundPlayer extends EventEmitter {
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this.initialized = false;
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this.isPlaying = false;
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this.startingUntil = 0;
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this.playbackRate = 1;
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}
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/**
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* Is plaback currently starting?
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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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}
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/**
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* Handle any event we have told the output node to listen for.
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* @param {Event} event - dom event to handle
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@ -146,6 +155,7 @@ class SoundPlayer extends EventEmitter {
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const taken = new SoundPlayer(this.audioEngine, this);
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taken.playbackRate = this.playbackRate;
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if (this.isPlaying) {
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taken.startingUntil = this.startingUntil;
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taken.isPlaying = this.isPlaying;
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taken.initialize();
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taken.outputNode.disconnect();
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@ -168,6 +178,7 @@ class SoundPlayer extends EventEmitter {
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}
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this.volumeEffect = null;
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this.initialized = false;
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this.startingUntil = 0;
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this.isPlaying = false;
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return taken;
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@ -180,6 +191,10 @@ class SoundPlayer extends EventEmitter {
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* out.
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*/
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play () {
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if (this.isStarting) {
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return;
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}
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if (this.isPlaying) {
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// Spawn a Player with the current buffer source, and play for a
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// short period until its volume is 0 and release it to be
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@ -198,6 +213,8 @@ 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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this.emit('play');
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}
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@ -213,6 +230,7 @@ class SoundPlayer extends EventEmitter {
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this.outputNode.stop(this.audioEngine.audioContext.currentTime + this.audioEngine.DECAY_TIME);
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this.isPlaying = false;
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this.startingUntil = 0;
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this.emit('stop');
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}
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@ -228,6 +246,7 @@ class SoundPlayer extends EventEmitter {
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this.outputNode.stop();
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this.isPlaying = false;
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this.startingUntil = 0;
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this.emit('stop');
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}
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