mirror of
https://github.com/scratchfoundation/scratch-audio.git
synced 2024-12-22 14:02:29 -05:00
Merge pull request #14 from LLK/feature/refactor
Refactor sound engine (wip)
This commit is contained in:
commit
83c4072e59
13 changed files with 552 additions and 254 deletions
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@ -1,19 +1,24 @@
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/*
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ADPCMSoundLoader loads wav files that have been compressed with the ADPCM format
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based on code from Scratch-Flash:
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https://github.com/LLK/scratch-flash/blob/master/src/sound/WAVFile.as
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*/
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var ArrayBufferStream = require('./ArrayBufferStream');
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var Tone = require('tone');
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var log = require('./log');
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/**
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* Load wav audio files that have been compressed with the ADPCM format.
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* This is necessary because, while web browsers have native decoders for many audio
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* formats, ADPCM is a non-standard format used by Scratch since its early days.
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* This decoder is based on code from Scratch-Flash:
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* https://github.com/LLK/scratch-flash/blob/master/src/sound/WAVFile.as
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* @constructor
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*/
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function ADPCMSoundLoader () {
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}
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/**
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* Load an ADPCM sound file from a URL, decode it, and return a promise
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* with the audio buffer.
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* @param {string} url - a url pointing to the ADPCM wav file
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* @return {Tone.Buffer}
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*/
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ADPCMSoundLoader.prototype.load = function (url) {
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return new Promise(function (resolve, reject) {
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@ -56,7 +61,7 @@ ADPCMSoundLoader.prototype.load = function (url) {
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var samples = this.imaDecompress(this.extractChunk('data', stream), this.adpcmBlockSize);
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// this line is the only place Tone is used here, should be possible to remove
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// todo: this line is the only place Tone is used here, should be possible to remove
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var buffer = Tone.context.createBuffer(1, samples.length, this.samplesPerSecond);
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// todo: optimize this? e.g. replace the divide by storing 1/32768 and multiply?
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@ -73,7 +78,10 @@ ADPCMSoundLoader.prototype.load = function (url) {
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}.bind(this));
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};
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/**
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* Data used by the decompression algorithm
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* @type {Array}
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*/
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ADPCMSoundLoader.prototype.stepTable = [
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7, 8, 9, 10, 11, 12, 13, 14, 16, 17, 19, 21, 23, 25, 28, 31, 34, 37, 41, 45,
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50, 55, 60, 66, 73, 80, 88, 97, 107, 118, 130, 143, 157, 173, 190, 209, 230,
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@ -82,10 +90,20 @@ ADPCMSoundLoader.prototype.stepTable = [
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3660, 4026, 4428, 4871, 5358, 5894, 6484, 7132, 7845, 8630, 9493, 10442, 11487,
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12635, 13899, 15289, 16818, 18500, 20350, 22385, 24623, 27086, 29794, 32767];
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/**
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* Data used by the decompression algorithm
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* @type {Array}
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*/
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ADPCMSoundLoader.prototype.indexTable = [
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-1, -1, -1, -1, 2, 4, 6, 8,
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-1, -1, -1, -1, 2, 4, 6, 8];
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/**
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* Extract a chunk of audio data from the stream, consisting of a set of audio data bytes
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* @param {string} chunkType - the type of chunk to extract. 'data' or 'fmt' (format)
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* @param {ArrayBufferStream} stream - an stream containing the audio data
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* @return {ArrayBufferStream} a stream containing the desired chunk
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*/
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ADPCMSoundLoader.prototype.extractChunk = function (chunkType, stream) {
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stream.position = 12;
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while (stream.position < (stream.getLength() - 8)) {
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@ -100,9 +118,14 @@ ADPCMSoundLoader.prototype.extractChunk = function (chunkType, stream) {
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}
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};
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/**
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* Decompress sample data using the IMA ADPCM algorithm.
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* Note: Handles only one channel, 4-bits per sample.
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* @param {ArrayBufferStream} compressedData - a stream of compressed audio samples
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* @param {number} blockSize - the number of bytes in the stream
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* @return {Int16Array} the uncompressed audio samples
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*/
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ADPCMSoundLoader.prototype.imaDecompress = function (compressedData, blockSize) {
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// Decompress sample data using the IMA ADPCM algorithm.
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// Note: Handles only one channel, 4-bits/sample.
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var sample, step, code, delta;
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var index = 0;
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var lastByte = -1; // -1 indicates that there is no saved lastByte
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@ -1,39 +1,59 @@
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/*
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ArrayBufferStream wraps the built-in javascript ArrayBuffer, adding the ability to access
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data in it like a stream. You can request to read a value from the front of the array,
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such as an 8 bit unsigned int, a 16 bit int, etc, and it will keep track of the position
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within the byte array, so that successive reads are consecutive.
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*/
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/**
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* ArrayBufferStream wraps the built-in javascript ArrayBuffer, adding the ability to access
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* data in it like a stream, tracking its position.
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* You can request to read a value from the front of the array, and it will keep track of the position
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* within the byte array, so that successive reads are consecutive.
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* The available types to read include:
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* Uint8, Uint8String, Int16, Uint16, Int32, Uint32
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* @param {ArrayBuffer} arrayBuffer - array to use as a stream
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* @constructor
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*/
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function ArrayBufferStream (arrayBuffer) {
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this.arrayBuffer = arrayBuffer;
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this.position = 0;
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}
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// return a new ArrayBufferStream that is a slice of the existing one
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/**
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* Return a new ArrayBufferStream that is a slice of the existing one
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* @param {number} length - the number of bytes of extract
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* @return {ArrayBufferStream} the extracted stream
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*/
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ArrayBufferStream.prototype.extract = function (length) {
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var slicedArrayBuffer = this.arrayBuffer.slice(this.position, this.position+length);
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var newStream = new ArrayBufferStream(slicedArrayBuffer);
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return newStream;
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};
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/**
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* @return {number} the length of the stream in bytes
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*/
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ArrayBufferStream.prototype.getLength = function () {
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return this.arrayBuffer.byteLength;
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};
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/**
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* @return {number} the number of bytes available after the current position in the stream
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*/
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ArrayBufferStream.prototype.getBytesAvailable = function () {
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return (this.arrayBuffer.byteLength - this.position);
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};
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/**
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* Read an unsigned 8 bit integer from the stream
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* @return {number}
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*/
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ArrayBufferStream.prototype.readUint8 = function () {
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var val = new Uint8Array(this.arrayBuffer, this.position, 1)[0];
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this.position += 1;
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return val;
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};
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// convert a sequence of bytes of the given length to a string
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// for small length strings only
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/**
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* Read a sequence of bytes of the given length and convert to a string.
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* This is a convenience method for use with short strings.
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* @param {number} length - the number of bytes to convert
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* @return {String} a String made by concatenating the chars in the input
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*/
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ArrayBufferStream.prototype.readUint8String = function (length) {
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var arr = new Uint8Array(this.arrayBuffer, this.position, length);
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this.position += length;
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@ -44,24 +64,40 @@ ArrayBufferStream.prototype.readUint8String = function (length) {
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return str;
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};
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/**
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* Read a 16 bit integer from the stream
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* @return {number}
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*/
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ArrayBufferStream.prototype.readInt16 = function () {
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var val = new Int16Array(this.arrayBuffer, this.position, 1)[0];
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this.position += 2; // one 16 bit int is 2 bytes
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return val;
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};
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/**
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* Read an unsigned 16 bit integer from the stream
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* @return {number}
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*/
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ArrayBufferStream.prototype.readUint16 = function () {
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var val = new Uint16Array(this.arrayBuffer, this.position, 1)[0];
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this.position += 2; // one 16 bit int is 2 bytes
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return val;
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};
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/**
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* Read a 32 bit integer from the stream
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* @return {number}
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*/
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ArrayBufferStream.prototype.readInt32 = function () {
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var val = new Int32Array(this.arrayBuffer, this.position, 1)[0];
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this.position += 4; // one 32 bit int is 4 bytes
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return val;
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};
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/**
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* Read an unsigned 32 bit integer from the stream
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* @return {number}
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*/
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ArrayBufferStream.prototype.readUint32 = function () {
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var val = new Uint32Array(this.arrayBuffer, this.position, 1)[0];
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this.position += 4; // one 32 bit int is 4 bytes
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@ -1,6 +1,11 @@
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var SoundPlayer = require('./SoundPlayer');
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var Tone = require('tone');
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/**
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* A prototype for the drum sound functionality that can load drum sounds, play, and stop them.
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* @param {Tone.Gain} outputNode - a webAudio node that the drum sounds will send their output to
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* @constructor
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*/
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function DrumPlayer (outputNode) {
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this.outputNode = outputNode;
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@ -35,11 +40,21 @@ function DrumPlayer (outputNode) {
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}
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}
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/**
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* Play a drum sound.
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* The parameter for output node allows sprites or clones to send the drum sound
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* to their individual audio effect chains.
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* @param {number} drum - the drum number to play (0-indexed)
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* @param {Tone.Gain} outputNode - a node to send the output to
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*/
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DrumPlayer.prototype.play = function (drum, outputNode) {
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this.drumSounds[drum].outputNode = outputNode;
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this.drumSounds[drum].start();
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};
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/**
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* Stop all drum sounds.
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*/
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DrumPlayer.prototype.stopAll = function () {
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for (var i=0; i<this.drumSounds.length; i++) {
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this.drumSounds[i].stop();
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|
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@ -1,10 +1,21 @@
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var Tone = require('tone');
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var Soundfont = require('soundfont-player');
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/**
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* A prototype for the instrument sound functionality that can play notes.
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* This prototype version (which will be replaced at some point) uses an
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* existing soundfont library that creates several limitations:
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* The sound files are high quality but large, so they are loaded 'on demand,' at the time the
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* play note or set instrument block runs, causing a delay of a few seconds.
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* Using this library we don't have a way to set the volume, sustain the note beyond the sample
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* duration, or run it through the sprite-specific audio effects.
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* @param {Tone.Gain} outputNode - a webAudio node that the instrument will send its output to
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* @constructor
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*/
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function InstrumentPlayer (outputNode) {
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this.outputNode = outputNode;
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// instrument names used by Musyng Kite soundfont, in order to
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// Instrument names used by Musyng Kite soundfont, in order to
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// match scratch instruments
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this.instrumentNames = ['acoustic_grand_piano', 'electric_piano_1',
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'drawbar_organ', 'acoustic_guitar_nylon', 'electric_guitar_clean',
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@ -15,6 +26,15 @@ function InstrumentPlayer (outputNode) {
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this.instruments = [];
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}
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/**
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* Play a note for some number of seconds with a particular instrument.
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* Load the instrument first, if it has not already been loaded.
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* The duration is in seconds because the AudioEngine manages the tempo,
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* and converts beats to seconds.
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* @param {number} note - a MIDI note number
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* @param {number} sec - a duration in seconds
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* @param {number} instrumentNum - an instrument number (0-indexed)
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*/
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InstrumentPlayer.prototype.playNoteForSecWithInst = function (note, sec, instrumentNum) {
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this.loadInstrument(instrumentNum)
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.then(() => {
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@ -24,6 +44,11 @@ InstrumentPlayer.prototype.playNoteForSecWithInst = function (note, sec, instrum
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});
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};
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/**
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* Load an instrument by number
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* @param {number} instrumentNum - an instrument number (0-indexed)
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* @return {Promise} a Promise that resolves once the instrument audio data has been loaded
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*/
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InstrumentPlayer.prototype.loadInstrument = function (instrumentNum) {
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if (this.instruments[instrumentNum]) {
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return Promise.resolve();
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@ -36,6 +61,9 @@ InstrumentPlayer.prototype.loadInstrument = function (instrumentNum) {
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}
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};
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/**
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* Stop all notes being played on all instruments
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*/
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InstrumentPlayer.prototype.stopAll = function () {
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for (var i=0; i<this.instruments.length; i++) {
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if (this.instruments[i]) {
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|
|
|
@ -1,18 +1,38 @@
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var Tone = require('tone');
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var log = require('./log');
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function SoundPlayer (outputNode) {
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this.outputNode = outputNode;
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this.buffer; // a Tone.Buffer
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this.bufferSource;
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/**
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* A SoundPlayer stores an audio buffer, and plays it
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* @constructor
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*/
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function SoundPlayer () {
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this.outputNode = null;
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this.buffer = new Tone.Buffer();
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this.bufferSource = null;
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this.playbackRate = 1;
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this.isPlaying = false;
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}
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/**
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* Connect the SoundPlayer to an output node
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* @param {Tone.Gain} node - an output node to connect to
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*/
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SoundPlayer.prototype.connect = function (node) {
|
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this.outputNode = node;
|
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};
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/**
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* Set an audio buffer
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* @param {Tone.Buffer} buffer
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*/
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SoundPlayer.prototype.setBuffer = function (buffer) {
|
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this.buffer = buffer;
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};
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/**
|
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* Set the playback rate for the sound
|
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* @param {number} playbackRate - a ratio where 1 is normal playback, 0.5 is half speed, 2 is double speed, etc.
|
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*/
|
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SoundPlayer.prototype.setPlaybackRate = function (playbackRate) {
|
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this.playbackRate = playbackRate;
|
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if (this.bufferSource && this.bufferSource.playbackRate) {
|
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|
@ -20,32 +40,47 @@ SoundPlayer.prototype.setPlaybackRate = function (playbackRate) {
|
|||
}
|
||||
};
|
||||
|
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/**
|
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* Stop the sound
|
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*/
|
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SoundPlayer.prototype.stop = function () {
|
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if (this.isPlaying){
|
||||
if (this.bufferSource) {
|
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this.bufferSource.stop();
|
||||
}
|
||||
this.isPlaying = false;
|
||||
};
|
||||
|
||||
/**
|
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* Start playing the sound
|
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* The web audio framework requires a new audio buffer source node for each playback
|
||||
*/
|
||||
SoundPlayer.prototype.start = function () {
|
||||
if (!this.buffer || !this.buffer.loaded) {
|
||||
log.warn('tried to play a sound that was not loaded yet');
|
||||
return;
|
||||
}
|
||||
|
||||
this.stop();
|
||||
|
||||
this.bufferSource = new Tone.BufferSource(this.buffer.get());
|
||||
this.bufferSource.playbackRate.value = this.playbackRate;
|
||||
this.bufferSource.connect(this.outputNode);
|
||||
this.bufferSource.start();
|
||||
|
||||
this.isPlaying = true;
|
||||
};
|
||||
|
||||
SoundPlayer.prototype.onEnded = function (callback) {
|
||||
this.bufferSource.onended = function () {
|
||||
this.isPlaying = false;
|
||||
callback();
|
||||
};
|
||||
/**
|
||||
* The sound has finished playing. This is called at the correct time even if the playback rate
|
||||
* has been changed
|
||||
* @return {Promise} a Promise that resolves when the sound finishes playing
|
||||
*/
|
||||
SoundPlayer.prototype.finished = function () {
|
||||
var storedContext = this;
|
||||
return new Promise(function (resolve) {
|
||||
storedContext.bufferSource.onended = function () {
|
||||
this.isPlaying = false;
|
||||
resolve();
|
||||
}.bind(storedContext);
|
||||
});
|
||||
};
|
||||
|
||||
module.exports = SoundPlayer;
|
||||
|
|
|
@ -1,17 +1,13 @@
|
|||
/*
|
||||
|
||||
An echo effect
|
||||
|
||||
0 mutes the effect
|
||||
Values up to 100 set the echo feedback amount,
|
||||
increasing the time it takes the echo to fade away
|
||||
|
||||
Clamped 0-100
|
||||
|
||||
*/
|
||||
|
||||
var Tone = require('tone');
|
||||
|
||||
/**
|
||||
* An echo effect (aka 'delay effect' in audio terms)
|
||||
* Effect value of 0 mutes the effect
|
||||
* Values up to 100 set the echo feedback amount,
|
||||
* increasing the time it takes the echo to fade away
|
||||
* Clamped 0-100
|
||||
* @constructor
|
||||
*/
|
||||
function EchoEffect () {
|
||||
Tone.Effect.call(this);
|
||||
|
||||
|
@ -24,6 +20,10 @@ function EchoEffect () {
|
|||
|
||||
Tone.extend(EchoEffect, Tone.Effect);
|
||||
|
||||
/**
|
||||
* Set the effect value
|
||||
* @param {number} val - the new value to set the effect to
|
||||
*/
|
||||
EchoEffect.prototype.set = function (val) {
|
||||
this.value = val;
|
||||
|
||||
|
@ -40,10 +40,20 @@ EchoEffect.prototype.set = function (val) {
|
|||
this.delay.feedback.rampTo(feedback, 1/60);
|
||||
};
|
||||
|
||||
/**
|
||||
* Change the effect value
|
||||
* @param {number} val - the value to change the effect by
|
||||
*/
|
||||
EchoEffect.prototype.changeBy = function (val) {
|
||||
this.set(this.value + val);
|
||||
};
|
||||
|
||||
/**
|
||||
* Clamp the input to a range
|
||||
* @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
|
||||
*/
|
||||
EchoEffect.prototype.clamp = function (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
};
|
||||
|
|
|
@ -1,17 +1,12 @@
|
|||
/*
|
||||
|
||||
A fuzz effect
|
||||
|
||||
Distortion
|
||||
|
||||
the value controls the wet/dry amount
|
||||
|
||||
Clamped 0-100
|
||||
|
||||
*/
|
||||
|
||||
var Tone = require('tone');
|
||||
|
||||
/**
|
||||
* A fuzz effect (aka 'distortion effect' in audio terms)
|
||||
* Effect value controls the wet/dry amount:
|
||||
* 0 passes through none of the effect, 100 passes through all effect
|
||||
* Clamped 0-100
|
||||
* @constructor
|
||||
*/
|
||||
function FuzzEffect () {
|
||||
Tone.Effect.call(this);
|
||||
|
||||
|
@ -24,6 +19,10 @@ function FuzzEffect () {
|
|||
|
||||
Tone.extend(FuzzEffect, Tone.Effect);
|
||||
|
||||
/**
|
||||
* Set the effect value
|
||||
* @param {number} val - the new value to set the effect to
|
||||
*/
|
||||
FuzzEffect.prototype.set = function (val) {
|
||||
this.value = val;
|
||||
|
||||
|
@ -32,10 +31,19 @@ FuzzEffect.prototype.set = function (val) {
|
|||
this.distortion.wet.value = this.value / 100;
|
||||
};
|
||||
|
||||
/**
|
||||
* Change the effect value
|
||||
* @param {number} val - the value to change the effect by
|
||||
*/
|
||||
FuzzEffect.prototype.changeBy = function (val) {
|
||||
this.set(this.value + 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
|
||||
*/
|
||||
FuzzEffect.prototype.clamp = function (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
};
|
||||
|
|
|
@ -1,15 +1,12 @@
|
|||
/*
|
||||
|
||||
A Pan effect
|
||||
|
||||
-100 puts the audio on the left channel, 0 centers it, 100 puts it on the right.
|
||||
|
||||
Clamped -100 to 100
|
||||
|
||||
*/
|
||||
|
||||
var Tone = require('tone');
|
||||
|
||||
/**
|
||||
* A pan effect, which moves the sound to the left or right between the speakers
|
||||
* Effect value of -100 puts the audio entirely on the left channel,
|
||||
* 0 centers it, 100 puts it on the right.
|
||||
* Clamped -100 to 100
|
||||
* @constructor
|
||||
*/
|
||||
function PanEffect () {
|
||||
Tone.Effect.call(this);
|
||||
|
||||
|
@ -22,6 +19,10 @@ function PanEffect () {
|
|||
|
||||
Tone.extend(PanEffect, Tone.Effect);
|
||||
|
||||
/**
|
||||
* Set the effect value
|
||||
* @param {number} val - the new value to set the effect to
|
||||
*/
|
||||
PanEffect.prototype.set = function (val) {
|
||||
this.value = val;
|
||||
|
||||
|
@ -30,10 +31,20 @@ PanEffect.prototype.set = function (val) {
|
|||
this.panner.pan.value = this.value / 100;
|
||||
};
|
||||
|
||||
/**
|
||||
* Change the effect value
|
||||
* @param {number} val - the value to change the effect by
|
||||
*/
|
||||
PanEffect.prototype.changeBy = function (val) {
|
||||
this.set(this.value + val);
|
||||
};
|
||||
|
||||
/**
|
||||
* Clamp the input to a range
|
||||
* @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
|
||||
*/
|
||||
PanEffect.prototype.clamp = function (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
};
|
||||
|
|
|
@ -1,38 +1,81 @@
|
|||
/*
|
||||
|
||||
A Pitch effect
|
||||
|
||||
*/
|
||||
|
||||
var Tone = require('tone');
|
||||
|
||||
/**
|
||||
* A pitch change effect, which changes the playback rate of the sound in order
|
||||
* to change its pitch: reducing the playback rate lowers the pitch, increasing the rate
|
||||
* raises the pitch. The duration of the sound is also changed.
|
||||
*
|
||||
* Changing the value of the pitch effect by 10 causes a change in pitch by 1 semitone
|
||||
* (i.e. a musical half-step, such as the difference between C and C#)
|
||||
* Changing the pitch effect by 120 changes the pitch by one octave (12 semitones)
|
||||
*
|
||||
* The value of this effect is not clamped (i.e. it is typically between -120 and 120,
|
||||
* but can be set much higher or much lower, with weird and fun results).
|
||||
* We should consider what extreme values to use for clamping it.
|
||||
*
|
||||
* Note that this effect functions differently from the other audio effects. It is
|
||||
* not part of a chain of audio nodes. Instead, it provides a way to set the playback
|
||||
* on one SoundPlayer or a group of them.
|
||||
* @constructor
|
||||
*/
|
||||
function PitchEffect () {
|
||||
this.value = 0;
|
||||
this.value = 0; // effect value
|
||||
this.ratio = 1; // the playback rate ratio
|
||||
|
||||
this.tone = new Tone();
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the effect value
|
||||
* @param {number} val - the new value to set the effect to
|
||||
* @param {object} players - a dictionary of SoundPlayer objects to apply the effect to, indexed by md5
|
||||
*/
|
||||
PitchEffect.prototype.set = function (val, players) {
|
||||
this.value = val;
|
||||
this.ratio = this.getRatio(this.value);
|
||||
this.updatePlayers(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
|
||||
*/
|
||||
PitchEffect.prototype.changeBy = function (val, players) {
|
||||
this.set(this.value + val, players);
|
||||
};
|
||||
|
||||
PitchEffect.prototype.getRatio = function () {
|
||||
return this.tone.intervalToFrequencyRatio(this.value / 10);
|
||||
/**
|
||||
* Compute the playback ratio for an effect value.
|
||||
* The playback ratio is scaled so that a change of 10 in the effect value
|
||||
* gives a change of 1 semitone in the ratio.
|
||||
* @param {number} val - an effect value
|
||||
* @returns {number} a playback ratio
|
||||
*/
|
||||
PitchEffect.prototype.getRatio = function (val) {
|
||||
return this.tone.intervalToFrequencyRatio(val / 10);
|
||||
};
|
||||
|
||||
/**
|
||||
* Update a sound player's playback rate using the current ratio for the effect
|
||||
* @param {Object} player - a SoundPlayer object
|
||||
*/
|
||||
PitchEffect.prototype.updatePlayer = function (player) {
|
||||
player.setPlaybackRate(this.ratio);
|
||||
};
|
||||
|
||||
/**
|
||||
* Update a sound player's playback rate using the current ratio for the effect
|
||||
* @param {object} players - a dictionary of SoundPlayer objects to update, indexed by md5
|
||||
*/
|
||||
PitchEffect.prototype.updatePlayers = function (players) {
|
||||
if (!players) return;
|
||||
|
||||
var ratio = this.getRatio();
|
||||
for (var i=0; i<players.length; i++) {
|
||||
players[i].setPlaybackRate(ratio);
|
||||
for (var md5 in players) {
|
||||
if (players.hasOwnProperty(md5)) {
|
||||
this.updatePlayer(players[md5]);
|
||||
}
|
||||
}
|
||||
|
||||
};
|
||||
|
||||
module.exports = PitchEffect;
|
||||
|
|
|
@ -1,15 +1,12 @@
|
|||
/*
|
||||
|
||||
A Reverb effect
|
||||
|
||||
The value controls the wet/dry amount of the effect
|
||||
|
||||
Clamped 0 to 100
|
||||
|
||||
*/
|
||||
|
||||
var Tone = require('tone');
|
||||
|
||||
/**
|
||||
* A reverb effect, simulating reverberation in a room
|
||||
* Effect value controls the wet/dry amount:
|
||||
* 0 passes through none of the effect, 100 passes through all effect
|
||||
* Clamped 0 to 100
|
||||
* @constructor
|
||||
*/
|
||||
function ReverbEffect () {
|
||||
Tone.Effect.call(this);
|
||||
|
||||
|
@ -22,6 +19,10 @@ function ReverbEffect () {
|
|||
|
||||
Tone.extend(ReverbEffect, Tone.Effect);
|
||||
|
||||
/**
|
||||
* Set the effect value
|
||||
* @param {number} val - the new value to set the effect to
|
||||
*/
|
||||
ReverbEffect.prototype.set = function (val) {
|
||||
this.value = val;
|
||||
|
||||
|
@ -30,10 +31,20 @@ ReverbEffect.prototype.set = function (val) {
|
|||
this.reverb.wet.value = this.value / 100;
|
||||
};
|
||||
|
||||
/**
|
||||
* Change the effect value
|
||||
* @param {number} val - the value to change the effect by
|
||||
*/
|
||||
ReverbEffect.prototype.changeBy = function (val) {
|
||||
this.set(this.value + val);
|
||||
};
|
||||
|
||||
/**
|
||||
* Clamp the input to a range
|
||||
* @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
|
||||
*/
|
||||
ReverbEffect.prototype.clamp = function (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
};
|
||||
|
|
|
@ -1,20 +1,17 @@
|
|||
/*
|
||||
|
||||
A robot-voice effect
|
||||
|
||||
A feedback comb filter with a short delay time creates a low-pitched buzzing
|
||||
The effect value controls the length of this delay time, changing the pitch
|
||||
|
||||
0 mutes the effect
|
||||
|
||||
Other values changes the pitch of the effect, in units of 10 steps per semitone
|
||||
|
||||
Not clamped
|
||||
|
||||
*/
|
||||
|
||||
var Tone = require('tone');
|
||||
|
||||
/**
|
||||
* A "robotic" effect that adds a low-pitched buzzing to the sound, reminiscent of the
|
||||
* voice of the daleks from Dr. Who.
|
||||
* In audio terms it is a feedback comb filter with a short delay time.
|
||||
* The effect value controls the length of this delay time, changing the pitch of the buzz
|
||||
* A value of 0 mutes the effect.
|
||||
* Other values change the pitch of the effect, in units of 10 steps per semitone.
|
||||
* The effect value is not clamped (but probably should be).
|
||||
* Exterminate.
|
||||
* @constructor
|
||||
*/
|
||||
function RoboticEffect () {
|
||||
Tone.Effect.call(this);
|
||||
|
||||
|
@ -28,6 +25,10 @@ function RoboticEffect () {
|
|||
|
||||
Tone.extend(RoboticEffect, Tone.Effect);
|
||||
|
||||
/**
|
||||
* Set the effect value
|
||||
* @param {number} val - the new value to set the effect to
|
||||
*/
|
||||
RoboticEffect.prototype.set = function (val) {
|
||||
this.value = val;
|
||||
|
||||
|
@ -43,13 +44,22 @@ RoboticEffect.prototype.set = function (val) {
|
|||
this.feedbackCombFilter.delayTime.rampTo(time, 1/60);
|
||||
};
|
||||
|
||||
/**
|
||||
* Change the effect value
|
||||
* @param {number} val - the value to change the effect by
|
||||
*/
|
||||
RoboticEffect.prototype.changeBy = function (val) {
|
||||
this.set(this.value + val);
|
||||
};
|
||||
|
||||
/**
|
||||
* Compute the delay time for an effect value.
|
||||
* Convert the effect value to a musical note (in units of 10 per semitone),
|
||||
* and return the period (single cycle duration) of the frequency of that note.
|
||||
* @param {number} val - the effect value
|
||||
* @returns {number} a delay time in seconds
|
||||
*/
|
||||
RoboticEffect.prototype._delayTimeForValue = function (val) {
|
||||
// convert effect setting range, typically 0-100 but can be outside that,
|
||||
// to a musical note, and return the period of the frequency of that note
|
||||
var midiNote = ((val - 100) / 10) + 36;
|
||||
var freq = Tone.Frequency(midiNote, 'midi').eval();
|
||||
return 1 / freq;
|
||||
|
|
|
@ -1,16 +1,16 @@
|
|||
/*
|
||||
|
||||
A wobble effect
|
||||
|
||||
A low frequency oscillator (LFO) controls a gain node
|
||||
This creates an effect like tremolo
|
||||
|
||||
Clamped 0 to 100
|
||||
|
||||
*/
|
||||
|
||||
var Tone = require('tone');
|
||||
|
||||
/**
|
||||
* A wobble effect. In audio terms, it sounds like tremolo.
|
||||
* It is implemented using a low frequency oscillator (LFO) controlling
|
||||
* a gain node, which causes the loudness of the signal passing through
|
||||
* to increase and decrease rapidly.
|
||||
* Effect value controls the wet/dry amount:
|
||||
* 0 passes through none of the effect, 100 passes through all effect
|
||||
* Effect value also controls the frequency of the LFO.
|
||||
* Clamped 0 to 100
|
||||
* @constructor
|
||||
*/
|
||||
function WobbleEffect () {
|
||||
Tone.Effect.call(this);
|
||||
|
||||
|
@ -25,6 +25,10 @@ function WobbleEffect () {
|
|||
|
||||
Tone.extend(WobbleEffect, Tone.Effect);
|
||||
|
||||
/**
|
||||
* Set the effect value
|
||||
* @param {number} val - the new value to set the effect to
|
||||
*/
|
||||
WobbleEffect.prototype.set = function (val) {
|
||||
this.value = val;
|
||||
|
||||
|
@ -35,10 +39,20 @@ WobbleEffect.prototype.set = function (val) {
|
|||
this.wobbleLFO.frequency.rampTo(this.value / 10, 1/60);
|
||||
};
|
||||
|
||||
/**
|
||||
* Change the effect value
|
||||
* @param {number} val - the value to change the effect by
|
||||
*/
|
||||
WobbleEffect.prototype.changeBy = function (val) {
|
||||
this.set(this.value + val);
|
||||
};
|
||||
|
||||
/**
|
||||
* Clamp the input to a range
|
||||
* @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
|
||||
*/
|
||||
WobbleEffect.prototype.clamp = function (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
};
|
||||
|
|
320
src/index.js
320
src/index.js
|
@ -14,13 +14,17 @@ var ADPCMSoundLoader = require('./ADPCMSoundLoader');
|
|||
var InstrumentPlayer = require('./InstrumentPlayer');
|
||||
var DrumPlayer = require('./DrumPlayer');
|
||||
|
||||
/* Audio Engine
|
||||
|
||||
The Scratch runtime has a single audio engine that handles global audio properties and effects,
|
||||
and creates the instrument player and a drum player, used by all play note and play drum blocks
|
||||
|
||||
*/
|
||||
/**
|
||||
* @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
|
||||
|
@ -38,8 +42,6 @@ function AudioEngine () {
|
|||
|
||||
// global tempo in bpm (beats per minute)
|
||||
this.currentTempo = 60;
|
||||
this.minTempo = 10;
|
||||
this.maxTempo = 1000;
|
||||
|
||||
// instrument player for play note blocks
|
||||
this.instrumentPlayer = new InstrumentPlayer(this.input);
|
||||
|
@ -48,30 +50,130 @@ function AudioEngine () {
|
|||
// 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 = {};
|
||||
}
|
||||
|
||||
/**
|
||||
* Load all sounds for a sprite and store them in the audioBuffers dictionary, indexed by md5
|
||||
* @param {Object} sounds - an array of objects containing metadata for sound files of a sprite
|
||||
*/
|
||||
AudioEngine.prototype.loadSounds = function (sounds) {
|
||||
var storedContext = this;
|
||||
for (var i=0; i<sounds.length; i++) {
|
||||
|
||||
var md5 = sounds[i].md5;
|
||||
var buffer = new Tone.Buffer();
|
||||
this.audioBuffers[md5] = buffer;
|
||||
|
||||
// Squeak sound format (not implemented yet)
|
||||
if (sounds[i].format == 'squeak') {
|
||||
log.warn('unable to load sound in squeak format');
|
||||
continue;
|
||||
}
|
||||
// most sounds decode natively, but for adpcm sounds we use our own decoder
|
||||
if (sounds[i].format == 'adpcm') {
|
||||
log.warn('loading sound in adpcm format');
|
||||
// create a closure to store the sound md5, to use when the
|
||||
// decoder completes and resolves the promise
|
||||
(function () {
|
||||
var storedMd5 = sounds[i].md5;
|
||||
var loader = new ADPCMSoundLoader();
|
||||
loader.load(sounds[i].fileUrl).then(function (audioBuffer) {
|
||||
storedContext.audioBuffers[storedMd5] = new Tone.Buffer(audioBuffer);
|
||||
});
|
||||
}());
|
||||
} else {
|
||||
this.audioBuffers[md5] = new Tone.Buffer(sounds[i].fileUrl);
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Play a note for a duration on an instrument
|
||||
* @param {number} note - a MIDI note number
|
||||
* @param {number} beats - a duration in beats
|
||||
* @param {number} inst - an instrument number (0-indexed)
|
||||
* @return {Promise} a Promise that resolves after the duration has elapsed
|
||||
*/
|
||||
AudioEngine.prototype.playNoteForBeatsWithInst = function (note, beats, inst) {
|
||||
var sec = this.beatsToSec(beats);
|
||||
this.instrumentPlayer.playNoteForSecWithInst(note, sec, inst);
|
||||
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) {
|
||||
// var newTempo = this._clamp(value, this.minTempo, this.maxTempo);
|
||||
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);
|
||||
};
|
||||
|
||||
/**
|
||||
* 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);
|
||||
};
|
||||
|
||||
/* Audio Player
|
||||
|
||||
Each sprite has an audio player
|
||||
Clones receive a reference to their parent's audio player
|
||||
the audio player currently handles sound loading and playback, sprite-specific effects
|
||||
(pitch and pan) and volume
|
||||
|
||||
*/
|
||||
|
||||
/**
|
||||
* 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}
|
||||
* @constructor
|
||||
*/
|
||||
function AudioPlayer (audioEngine) {
|
||||
|
||||
this.audioEngine = audioEngine;
|
||||
|
@ -89,88 +191,67 @@ function AudioPlayer (audioEngine) {
|
|||
// reset effects to their default parameters
|
||||
this.clearEffects();
|
||||
|
||||
this.effectNames = ['PITCH', 'PAN', 'ECHO', 'REVERB', 'FUZZ', 'ROBOT'];
|
||||
|
||||
this.currentVolume = 100;
|
||||
|
||||
this.currentInstrument = 0;
|
||||
// sound players that are currently playing, indexed by the sound's md5
|
||||
this.activeSoundPlayers = {};
|
||||
}
|
||||
|
||||
AudioPlayer.prototype.loadSounds = function (sounds) {
|
||||
|
||||
this.soundPlayers = [];
|
||||
|
||||
// create a set of empty sound player objects
|
||||
// the sound buffers will be added asynchronously as they load
|
||||
for (var i=0; i<sounds.length; i++){
|
||||
this.soundPlayers[i] = new SoundPlayer(this.effectsNode);
|
||||
/**
|
||||
* Play a sound
|
||||
* @param {string} md5 - the md5 id of a sound file
|
||||
* @return {Promise} a Promise that resolves when the sound finishes playing
|
||||
*/
|
||||
AudioPlayer.prototype.playSound = function (md5) {
|
||||
// if this sound is not in the audio engine, return
|
||||
if (!this.audioEngine.audioBuffers[md5]) {
|
||||
return;
|
||||
}
|
||||
|
||||
// load the sounds
|
||||
// most sounds decode natively, but for adpcm sounds we use our own decoder
|
||||
var storedContext = this;
|
||||
for (var index=0; index<sounds.length; index++) {
|
||||
if (sounds[index].format == 'squeak') {
|
||||
log.warn('unable to load sound in squeak format');
|
||||
continue;
|
||||
}
|
||||
if (sounds[index].format == 'adpcm') {
|
||||
log.warn('loading sound in adpcm format');
|
||||
// create a closure to store the sound index, to use when the
|
||||
// decoder completes and resolves the promise
|
||||
(function () {
|
||||
var storedIndex = index;
|
||||
var loader = new ADPCMSoundLoader();
|
||||
loader.load(sounds[storedIndex].fileUrl).then(function (audioBuffer) {
|
||||
storedContext.soundPlayers[storedIndex].setBuffer(new Tone.Buffer(audioBuffer));
|
||||
});
|
||||
}());
|
||||
} else {
|
||||
this.soundPlayers[index].setBuffer(new Tone.Buffer(sounds[index].fileUrl));
|
||||
// if this sprite or clone is already playing this sound, stop it first
|
||||
if (this.activeSoundPlayers[md5]) {
|
||||
this.activeSoundPlayers[md5].stop();
|
||||
}
|
||||
|
||||
// create a new soundplayer to play the sound
|
||||
var player = new SoundPlayer();
|
||||
player.setBuffer(this.audioEngine.audioBuffers[md5]);
|
||||
player.connect(this.effectsNode);
|
||||
this.pitchEffect.updatePlayer(player);
|
||||
player.start();
|
||||
|
||||
// add it to the list of active sound players
|
||||
this.activeSoundPlayers[md5] = player;
|
||||
|
||||
// remove sounds that are not playing from the active sound players array
|
||||
for (var id in this.activeSoundPlayers) {
|
||||
if (this.activeSoundPlayers.hasOwnProperty(id)) {
|
||||
if (!this.activeSoundPlayers[id].isPlaying) {
|
||||
delete this.activeSoundPlayers[id];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return player.finished();
|
||||
};
|
||||
|
||||
AudioPlayer.prototype.playSound = function (index) {
|
||||
if (!this.soundPlayers[index]) return;
|
||||
|
||||
this.soundPlayers[index].start();
|
||||
|
||||
var storedContext = this;
|
||||
return new Promise(function (resolve) {
|
||||
storedContext.soundPlayers[index].onEnded(resolve);
|
||||
});
|
||||
};
|
||||
|
||||
AudioPlayer.prototype.playNoteForBeats = function (note, beats) {
|
||||
var sec = this.beatsToSec(beats);
|
||||
this.audioEngine.instrumentPlayer.playNoteForSecWithInst(note, sec, this.currentInstrument);
|
||||
return this.waitForBeats(beats);
|
||||
};
|
||||
|
||||
/**
|
||||
* Play a drum sound. The AudioEngine contains the DrumPlayer, but the AudioPlayer
|
||||
* calls this function so that it can pass a reference to its own effects node.
|
||||
* @param {number} drum - a drum number (0-indexed)
|
||||
* @param {number} beats - a duration in beats
|
||||
* @return {Promise} a Promise that resolves after the duration has elapsed
|
||||
*/
|
||||
AudioPlayer.prototype.playDrumForBeats = function (drum, beats) {
|
||||
this.audioEngine.drumPlayer.play(drum, this.effectsNode);
|
||||
return this.waitForBeats(beats);
|
||||
};
|
||||
|
||||
AudioPlayer.prototype.waitForBeats = function (beats) {
|
||||
var storedContext = this;
|
||||
return new Promise(function (resolve) {
|
||||
setTimeout(function () {
|
||||
resolve();
|
||||
}, storedContext.beatsToSec(beats) * 1000);
|
||||
});
|
||||
};
|
||||
|
||||
AudioPlayer.prototype.beatsToSec = function (beats) {
|
||||
return (60 / this.audioEngine.currentTempo) * beats;
|
||||
return this.audioEngine.waitForBeats(beats);
|
||||
};
|
||||
|
||||
/**
|
||||
* Stop all sounds, notes and drums that are playing
|
||||
*/
|
||||
AudioPlayer.prototype.stopAllSounds = function () {
|
||||
// stop all sound players
|
||||
for (var i=0; i<this.soundPlayers.length; i++) {
|
||||
this.soundPlayers[i].stop();
|
||||
// stop all active sound players
|
||||
for (var md5 in this.activeSoundPlayers) {
|
||||
this.activeSoundPlayers[md5].stop();
|
||||
}
|
||||
|
||||
// stop all instruments
|
||||
|
@ -178,59 +259,42 @@ AudioPlayer.prototype.stopAllSounds = function () {
|
|||
|
||||
// stop drum notes
|
||||
this.audioEngine.drumPlayer.stopAll();
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Set an audio effect to a value
|
||||
* @param {string} effect - the name of the effect
|
||||
* @param {number} value - the value to set the effect to
|
||||
*/
|
||||
AudioPlayer.prototype.setEffect = function (effect, value) {
|
||||
switch (effect) {
|
||||
case 'PITCH':
|
||||
this.pitchEffect.set(value, this.soundPlayers);
|
||||
case this.audioEngine.EFFECT_NAMES.pitch:
|
||||
this.pitchEffect.set(value, this.activeSoundPlayers);
|
||||
break;
|
||||
case 'PAN':
|
||||
case this.audioEngine.EFFECT_NAMES.pan:
|
||||
this.panEffect.set(value);
|
||||
break;
|
||||
case 'ECHO':
|
||||
case this.audioEngine.EFFECT_NAMES.echo:
|
||||
this.audioEngine.echoEffect.set(value);
|
||||
break;
|
||||
case 'REVERB':
|
||||
case this.audioEngine.EFFECT_NAMES.reverb:
|
||||
this.audioEngine.reverbEffect.set(value);
|
||||
break;
|
||||
case 'FUZZ' :
|
||||
case this.audioEngine.EFFECT_NAMES.fuzz:
|
||||
this.audioEngine.fuzzEffect.set(value);
|
||||
break;
|
||||
case 'ROBOT' :
|
||||
case this.audioEngine.EFFECT_NAMES.robot:
|
||||
this.audioEngine.roboticEffect.set(value);
|
||||
break;
|
||||
}
|
||||
};
|
||||
|
||||
AudioPlayer.prototype.changeEffect = function (effect, value) {
|
||||
switch (effect) {
|
||||
case 'PITCH':
|
||||
this.pitchEffect.changeBy(value, this.soundPlayers);
|
||||
break;
|
||||
case 'PAN':
|
||||
this.panEffect.changeBy(value);
|
||||
break;
|
||||
case 'ECHO':
|
||||
this.audioEngine.echoEffect.changeBy(value);
|
||||
break;
|
||||
case 'REVERB':
|
||||
this.audioEngine.reverbEffect.changeBy(value);
|
||||
break;
|
||||
case 'FUZZ' :
|
||||
this.audioEngine.fuzzEffect.changeBy(value);
|
||||
break;
|
||||
case 'ROBOT' :
|
||||
this.audioEngine.roboticEffect.changeBy(value);
|
||||
break;
|
||||
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Clear all audio effects
|
||||
*/
|
||||
AudioPlayer.prototype.clearEffects = function () {
|
||||
this.panEffect.set(0);
|
||||
this.pitchEffect.set(0, this.soundPlayers);
|
||||
this.pitchEffect.set(0, this.activeSoundPlayers);
|
||||
this.effectsNode.gain.value = 1;
|
||||
|
||||
this.audioEngine.echoEffect.set(0);
|
||||
|
@ -239,22 +303,12 @@ AudioPlayer.prototype.clearEffects = function () {
|
|||
this.audioEngine.roboticEffect.set(0);
|
||||
};
|
||||
|
||||
AudioPlayer.prototype.setInstrument = function (instrumentNum) {
|
||||
this.currentInstrument = instrumentNum;
|
||||
return this.audioEngine.instrumentPlayer.loadInstrument(this.currentInstrument);
|
||||
};
|
||||
|
||||
/**
|
||||
* Set the volume for sounds played by this AudioPlayer
|
||||
* @param {number} value - the volume in range 0-100
|
||||
*/
|
||||
AudioPlayer.prototype.setVolume = function (value) {
|
||||
this.currentVolume = this._clamp(value, 0, 100);
|
||||
this.effectsNode.gain.value = this.currentVolume / 100;
|
||||
};
|
||||
|
||||
AudioPlayer.prototype.changeVolume = function (value) {
|
||||
this.setVolume(this.currentVolume + value);
|
||||
};
|
||||
|
||||
AudioPlayer.prototype._clamp = function (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
this.effectsNode.gain.value = value / 100;
|
||||
};
|
||||
|
||||
module.exports = AudioEngine;
|
||||
|
|
Loading…
Reference in a new issue