wip on new soundplayer object

This commit is contained in:
Eric Rosenbaum 2016-11-21 12:40:35 -05:00
parent 1a088252e3
commit 897fd68c90
2 changed files with 47 additions and 22 deletions

37
src/SoundPlayer.js Normal file
View file

@ -0,0 +1,37 @@
var Tone = require('tone');
function SoundPlayer (outputNode) {
this.outputNode = outputNode;
this.buffer; // a Tone.Buffer
this.bufferSource;
this.playbackRate = 1;
}
SoundPlayer.prototype.setBuffer = function (buffer) {
this.buffer = buffer;
};
SoundPlayer.prototype.setPlaybackRate = function (playbackRate) {
this.playbackRate = playbackRate;
};
SoundPlayer.prototype.stop = function () {
if (this.bufferSource){
this.bufferSource.stop();
}
};
SoundPlayer.prototype.start = function () {
this.stop();
this.bufferSource = new Tone.BufferSource(this.buffer.get());
this.bufferSource.playbackRate.value = this.playbackRate;
this.bufferSource.connect(this.outputNode);
this.bufferSource.start();
};
SoundPlayer.prototype.onEnded = function (callback) {
this.bufferSource.onended = function () {callback();};
};
module.exports = SoundPlayer;

View file

@ -1,5 +1,6 @@
var log = require('./log');
var Tone = require('tone');
var SoundPlayer = require('./SoundPlayer');
// var Soundfont = require('soundfont-player');
var Vocoder = require('./vocoder');
var ADPCMSoundLoader = require('./ADPCMSoundLoader');
@ -27,7 +28,7 @@ function AudioEngine (sounds) {
this.wobble.effectSend.chain(wobbleGain, this.wobble.effectReturn);
// telephone effect - simulating the 'tinny' sound coming over a phone line
// basically, a lowpass filter and a highpass filter
// using a lowpass filter and a highpass filter
this.telephone = new Tone.Effect();
var telephoneLP = new Tone.Filter(1200, 'lowpass', -24);
var telephoneHP = new Tone.Filter(800, 'highpass', -24);
@ -86,10 +87,7 @@ AudioEngine.prototype.loadSounds = function (sounds) {
// 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++){
var player = {};
player.buffer = null;
player.bufferSource = null;
this.soundPlayers[i] = player;
this.soundPlayers[i] = new SoundPlayer(this.effectsNode);
}
// load the sounds- most sounds decode natively, but for adpcm sounds
@ -98,17 +96,17 @@ AudioEngine.prototype.loadSounds = function (sounds) {
for (var index=0; index<sounds.length; index++) {
if (sounds[index].format == 'adpcm') {
log.warn('attempting to load sound in adpcm format');
// create a closure to the sound index, to use when the
// create a closure to store the sound index, to use when the
// docder completes and resolves the promise
(function () {
var storedIndex = index;
var loader = new ADPCMSoundLoader();
loader.load(sounds[storedIndex].fileUrl).then(function (audioBuffer) {
storedContext.soundPlayers[storedIndex].buffer = new Tone.Buffer(audioBuffer);
storedContext.soundPlayers[storedIndex].setBuffer(new Tone.Buffer(audioBuffer));
});
}());
} else {
this.soundPlayers[index].buffer = new Tone.Buffer(sounds[index].fileUrl);
this.soundPlayers[index].setBuffer(new Tone.Buffer(sounds[index].fileUrl));
}
}
@ -117,22 +115,12 @@ AudioEngine.prototype.loadSounds = function (sounds) {
AudioEngine.prototype.playSound = function (index) {
// if the soundplayer exists and its buffer has loaded
if (this.soundPlayers[index].buffer && this.soundPlayers[index].buffer.loaded) {
// stop the sound if it's already playing
var b = this.soundPlayers[index].bufferSource;
if (b) {
b.stop();
}
// create a new buffer source to play the sound
var bufferSource = new Tone.BufferSource(this.soundPlayers[index].buffer.get());
bufferSource.connect(this.effectsNode);
bufferSource.start();
bufferSource.playbackRate.value = this._getPitchRatio();
this.soundPlayers[index].bufferSource = bufferSource;
// play the sound
this.soundPlayers[index].start();
var storedContext = this;
return new Promise(function (resolve) {
// bufferSource.onended = resolve; // this works, but causes the block to display a
// blocklydropdowncontent that says 'BufferSource'
bufferSource.onended = function (){resolve();};
storedContext.soundPlayers[index].onEnded(resolve);
});
}
};