mirror of
https://github.com/scratchfoundation/scratch-audio.git
synced 2024-12-22 14:02:29 -05:00
Update to use ES6 class syntax
This commit is contained in:
parent
5007c43ddf
commit
9874cf006f
13 changed files with 1011 additions and 1026 deletions
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@ -8,161 +8,166 @@ const log = require('./log');
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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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const ADPCMSoundDecoder = function () {};
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/**
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* Decode an ADPCM sound stored in an ArrayBuffer and return a promise
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* with the decoded audio buffer.
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* @param {ArrayBuffer} audioData - containing ADPCM encoded wav audio
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* @return {Tone.Buffer} the decoded audio buffer
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*/
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ADPCMSoundDecoder.prototype.decode = function (audioData) {
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return new Promise((resolve, reject) => {
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const stream = new ArrayBufferStream(audioData);
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const riffStr = stream.readUint8String(4);
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if (riffStr !== 'RIFF') {
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log.warn('incorrect adpcm wav header');
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reject();
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}
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const lengthInHeader = stream.readInt32();
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if ((lengthInHeader + 8) !== audioData.byteLength) {
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log.warn(`adpcm wav length in header: ${lengthInHeader} is incorrect`);
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}
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const wavStr = stream.readUint8String(4);
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if (wavStr !== 'WAVE') {
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log.warn('incorrect adpcm wav header');
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reject();
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}
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const formatChunk = this.extractChunk('fmt ', stream);
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this.encoding = formatChunk.readUint16();
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this.channels = formatChunk.readUint16();
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this.samplesPerSecond = formatChunk.readUint32();
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this.bytesPerSecond = formatChunk.readUint32();
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this.blockAlignment = formatChunk.readUint16();
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this.bitsPerSample = formatChunk.readUint16();
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formatChunk.position += 2; // skip extra header byte count
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this.samplesPerBlock = formatChunk.readUint16();
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this.adpcmBlockSize = ((this.samplesPerBlock - 1) / 2) + 4; // block size in bytes
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const samples = this.imaDecompress(this.extractChunk('data', stream), this.adpcmBlockSize);
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// @todo this line is the only place Tone is used here, should be possible to remove
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const 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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for (let i = 0; i < samples.length; i++) {
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buffer.getChannelData(0)[i] = samples[i] / 32768;
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}
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resolve(buffer);
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});
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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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ADPCMSoundDecoder.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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253, 279, 307, 337, 371, 408, 449, 494, 544, 598, 658, 724, 796, 876, 963,
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1060, 1166, 1282, 1411, 1552, 1707, 1878, 2066, 2272, 2499, 2749, 3024, 3327,
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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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ADPCMSoundDecoder.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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ADPCMSoundDecoder.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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const typeStr = stream.readUint8String(4);
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const chunkSize = stream.readInt32();
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if (typeStr === chunkType) {
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const chunk = stream.extract(chunkSize);
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return chunk;
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}
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stream.position += chunkSize;
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class ADPCMSoundDecoder {
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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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static get stepTable () {
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return [
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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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253, 279, 307, 337, 371, 408, 449, 494, 544, 598, 658, 724, 796, 876, 963,
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1060, 1166, 1282, 1411, 1552, 1707, 1878, 2066, 2272, 2499, 2749, 3024, 3327,
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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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}
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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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ADPCMSoundDecoder.prototype.imaDecompress = function (compressedData, blockSize) {
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let sample;
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let step;
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let code;
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let delta;
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let index = 0;
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let lastByte = -1; // -1 indicates that there is no saved lastByte
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const out = [];
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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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static get indexTable () {
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return [
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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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}
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// Bail and return no samples if we have no data
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if (!compressedData) return out;
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/**
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* Decode an ADPCM sound stored in an ArrayBuffer and return a promise
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* with the decoded audio buffer.
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* @param {ArrayBuffer} audioData - containing ADPCM encoded wav audio
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* @return {Tone.Buffer} the decoded audio buffer
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*/
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decode (audioData) {
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compressedData.position = 0;
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const a = 0;
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while (a === 0) {
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if (((compressedData.position % blockSize) === 0) && (lastByte < 0)) { // read block header
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if (compressedData.getBytesAvailable() === 0) break;
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sample = compressedData.readInt16();
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index = compressedData.readUint8();
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compressedData.position++; // skip extra header byte
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if (index > 88) index = 88;
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out.push(sample);
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} else {
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// read 4-bit code and compute delta from previous sample
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if (lastByte < 0) {
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if (compressedData.getBytesAvailable() === 0) break;
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lastByte = compressedData.readUint8();
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code = lastByte & 0xF;
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} else {
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code = (lastByte >> 4) & 0xF;
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lastByte = -1;
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return new Promise((resolve, reject) => {
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const stream = new ArrayBufferStream(audioData);
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const riffStr = stream.readUint8String(4);
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if (riffStr !== 'RIFF') {
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log.warn('incorrect adpcm wav header');
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reject();
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}
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step = this.stepTable[index];
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delta = 0;
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if (code & 4) delta += step;
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if (code & 2) delta += step >> 1;
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if (code & 1) delta += step >> 2;
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delta += step >> 3;
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// compute next index
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index += this.indexTable[code];
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if (index > 88) index = 88;
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if (index < 0) index = 0;
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// compute and output sample
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sample += (code & 8) ? -delta : delta;
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if (sample > 32767) sample = 32767;
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if (sample < -32768) sample = -32768;
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out.push(sample);
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const lengthInHeader = stream.readInt32();
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if ((lengthInHeader + 8) !== audioData.byteLength) {
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log.warn(`adpcm wav length in header: ${lengthInHeader} is incorrect`);
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}
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const wavStr = stream.readUint8String(4);
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if (wavStr !== 'WAVE') {
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log.warn('incorrect adpcm wav header');
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reject();
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}
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const formatChunk = this.extractChunk('fmt ', stream);
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this.encoding = formatChunk.readUint16();
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this.channels = formatChunk.readUint16();
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this.samplesPerSecond = formatChunk.readUint32();
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this.bytesPerSecond = formatChunk.readUint32();
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this.blockAlignment = formatChunk.readUint16();
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this.bitsPerSample = formatChunk.readUint16();
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formatChunk.position += 2; // skip extra header byte count
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this.samplesPerBlock = formatChunk.readUint16();
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this.adpcmBlockSize = ((this.samplesPerBlock - 1) / 2) + 4; // block size in bytes
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const samples = this.imaDecompress(this.extractChunk('data', stream), this.adpcmBlockSize);
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// @todo this line is the only place Tone is used here, should be possible to remove
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const 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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for (let i = 0; i < samples.length; i++) {
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buffer.getChannelData(0)[i] = samples[i] / 32768;
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}
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resolve(buffer);
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});
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}
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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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extractChunk (chunkType, stream) {
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stream.position = 12;
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while (stream.position < (stream.getLength() - 8)) {
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const typeStr = stream.readUint8String(4);
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const chunkSize = stream.readInt32();
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if (typeStr === chunkType) {
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const chunk = stream.extract(chunkSize);
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return chunk;
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}
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stream.position += chunkSize;
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}
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}
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const samples = Int16Array.from(out);
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return samples;
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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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imaDecompress (compressedData, blockSize) {
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let sample;
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let step;
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let code;
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let delta;
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let index = 0;
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let lastByte = -1; // -1 indicates that there is no saved lastByte
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const out = [];
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// Bail and return no samples if we have no data
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if (!compressedData) return out;
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compressedData.position = 0;
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const a = 0;
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while (a === 0) {
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if (((compressedData.position % blockSize) === 0) && (lastByte < 0)) { // read block header
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if (compressedData.getBytesAvailable() === 0) break;
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sample = compressedData.readInt16();
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index = compressedData.readUint8();
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compressedData.position++; // skip extra header byte
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if (index > 88) index = 88;
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out.push(sample);
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} else {
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// read 4-bit code and compute delta from previous sample
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if (lastByte < 0) {
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if (compressedData.getBytesAvailable() === 0) break;
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lastByte = compressedData.readUint8();
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code = lastByte & 0xF;
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} else {
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code = (lastByte >> 4) & 0xF;
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lastByte = -1;
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}
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step = this.stepTable[index];
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delta = 0;
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if (code & 4) delta += step;
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if (code & 2) delta += step >> 1;
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if (code & 1) delta += step >> 2;
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delta += step >> 3;
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// compute next index
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index += this.indexTable[code];
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if (index > 88) index = 88;
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if (index < 0) index = 0;
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// compute and output sample
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sample += (code & 8) ? -delta : delta;
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if (sample > 32767) sample = 32767;
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if (sample < -32768) sample = -32768;
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out.push(sample);
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}
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}
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const samples = Int16Array.from(out);
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return samples;
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}
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}
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module.exports = ADPCMSoundDecoder;
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@ -1,107 +1,109 @@
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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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const ArrayBufferStream = function (arrayBuffer) {
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this.arrayBuffer = arrayBuffer;
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this.position = 0;
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};
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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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const slicedArrayBuffer = this.arrayBuffer.slice(this.position, this.position + length);
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const 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} the next 8 bit integer in the stream
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*/
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ArrayBufferStream.prototype.readUint8 = function () {
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const 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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/**
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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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const arr = new Uint8Array(this.arrayBuffer, this.position, length);
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this.position += length;
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let str = '';
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for (let i = 0; i < arr.length; i++) {
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str += String.fromCharCode(arr[i]);
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class ArrayBufferStream {
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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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constructor (arrayBuffer) {
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this.arrayBuffer = arrayBuffer;
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this.position = 0;
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}
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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} the next 16 bit integer in the stream
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*/
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ArrayBufferStream.prototype.readInt16 = function () {
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const 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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* 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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extract (length) {
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const slicedArrayBuffer = this.arrayBuffer.slice(this.position, this.position + length);
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const newStream = new ArrayBufferStream(slicedArrayBuffer);
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return newStream;
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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} the next unsigned 16 bit integer in the stream
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*/
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ArrayBufferStream.prototype.readUint16 = function () {
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const 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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* @return {number} the length of the stream in bytes
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*/
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getLength () {
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return this.arrayBuffer.byteLength;
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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} the next 32 bit integer in the stream
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*/
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ArrayBufferStream.prototype.readInt32 = function () {
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const 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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* @return {number} the number of bytes available after the current position in the stream
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*/
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getBytesAvailable () {
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return (this.arrayBuffer.byteLength - this.position);
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}
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/**
|
||||
* Read an unsigned 32 bit integer from the stream
|
||||
* @return {number} the next unsigned 32 bit integer in the stream
|
||||
*/
|
||||
ArrayBufferStream.prototype.readUint32 = function () {
|
||||
const val = new Uint32Array(this.arrayBuffer, this.position, 1)[0];
|
||||
this.position += 4; // one 32 bit int is 4 bytes
|
||||
return val;
|
||||
};
|
||||
/**
|
||||
* Read an unsigned 8 bit integer from the stream
|
||||
* @return {number} the next 8 bit integer in the stream
|
||||
*/
|
||||
readUint8 () {
|
||||
const val = new Uint8Array(this.arrayBuffer, this.position, 1)[0];
|
||||
this.position += 1;
|
||||
return val;
|
||||
}
|
||||
|
||||
/**
|
||||
* Read a sequence of bytes of the given length and convert to a string.
|
||||
* This is a convenience method for use with short strings.
|
||||
* @param {number} length - the number of bytes to convert
|
||||
* @return {string} a String made by concatenating the chars in the input
|
||||
*/
|
||||
readUint8String (length) {
|
||||
const arr = new Uint8Array(this.arrayBuffer, this.position, length);
|
||||
this.position += length;
|
||||
let str = '';
|
||||
for (let i = 0; i < arr.length; i++) {
|
||||
str += String.fromCharCode(arr[i]);
|
||||
}
|
||||
return str;
|
||||
}
|
||||
|
||||
/**
|
||||
* Read a 16 bit integer from the stream
|
||||
* @return {number} the next 16 bit integer in the stream
|
||||
*/
|
||||
readInt16 () {
|
||||
const val = new Int16Array(this.arrayBuffer, this.position, 1)[0];
|
||||
this.position += 2; // one 16 bit int is 2 bytes
|
||||
return val;
|
||||
}
|
||||
|
||||
/**
|
||||
* Read an unsigned 16 bit integer from the stream
|
||||
* @return {number} the next unsigned 16 bit integer in the stream
|
||||
*/
|
||||
readUint16 () {
|
||||
const val = new Uint16Array(this.arrayBuffer, this.position, 1)[0];
|
||||
this.position += 2; // one 16 bit int is 2 bytes
|
||||
return val;
|
||||
}
|
||||
|
||||
/**
|
||||
* Read a 32 bit integer from the stream
|
||||
* @return {number} the next 32 bit integer in the stream
|
||||
*/
|
||||
readInt32 () {
|
||||
const val = new Int32Array(this.arrayBuffer, this.position, 1)[0];
|
||||
this.position += 4; // one 32 bit int is 4 bytes
|
||||
return val;
|
||||
}
|
||||
|
||||
/**
|
||||
* Read an unsigned 32 bit integer from the stream
|
||||
* @return {number} the next unsigned 32 bit integer in the stream
|
||||
*/
|
||||
readUint32 () {
|
||||
const val = new Uint32Array(this.arrayBuffer, this.position, 1)[0];
|
||||
this.position += 4; // one 32 bit int is 4 bytes
|
||||
return val;
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = ArrayBufferStream;
|
||||
|
|
|
@ -1,64 +1,66 @@
|
|||
const SoundPlayer = require('./SoundPlayer');
|
||||
const Tone = require('tone');
|
||||
|
||||
/**
|
||||
* A prototype for the drum sound functionality that can load drum sounds, play, and stop them.
|
||||
* @param {Tone.Gain} outputNode - a webAudio node that the drum sounds will send their output to
|
||||
* @constructor
|
||||
*/
|
||||
const DrumPlayer = function (outputNode) {
|
||||
this.outputNode = outputNode;
|
||||
class DrumPlayer {
|
||||
/**
|
||||
* A prototype for the drum sound functionality that can load drum sounds, play, and stop them.
|
||||
* @param {Tone.Gain} outputNode - a webAudio node that the drum sounds will send their output to
|
||||
* @constructor
|
||||
*/
|
||||
constructor (outputNode) {
|
||||
this.outputNode = outputNode;
|
||||
|
||||
const baseUrl = 'https://raw.githubusercontent.com/LLK/scratch-audio/develop/sound-files/drums/';
|
||||
const fileNames = [
|
||||
'SnareDrum(1)',
|
||||
'BassDrum(1b)',
|
||||
'SideStick(1)',
|
||||
'Crash(2)',
|
||||
'HiHatOpen(2)',
|
||||
'HiHatClosed(1)',
|
||||
'Tambourine(3)',
|
||||
'Clap(1)',
|
||||
'Claves(1)',
|
||||
'WoodBlock(1)',
|
||||
'Cowbell(3)',
|
||||
'Triangle(1)',
|
||||
'Bongo',
|
||||
'Conga(1)',
|
||||
'Cabasa(1)',
|
||||
'GuiroLong(1)',
|
||||
'Vibraslap(1)',
|
||||
'Cuica(2)'
|
||||
];
|
||||
const baseUrl = 'https://raw.githubusercontent.com/LLK/scratch-audio/develop/sound-files/drums/';
|
||||
const fileNames = [
|
||||
'SnareDrum(1)',
|
||||
'BassDrum(1b)',
|
||||
'SideStick(1)',
|
||||
'Crash(2)',
|
||||
'HiHatOpen(2)',
|
||||
'HiHatClosed(1)',
|
||||
'Tambourine(3)',
|
||||
'Clap(1)',
|
||||
'Claves(1)',
|
||||
'WoodBlock(1)',
|
||||
'Cowbell(3)',
|
||||
'Triangle(1)',
|
||||
'Bongo',
|
||||
'Conga(1)',
|
||||
'Cabasa(1)',
|
||||
'GuiroLong(1)',
|
||||
'Vibraslap(1)',
|
||||
'Cuica(2)'
|
||||
];
|
||||
|
||||
this.drumSounds = [];
|
||||
this.drumSounds = [];
|
||||
|
||||
for (let i = 0; i < fileNames.length; i++) {
|
||||
const url = `${baseUrl + fileNames[i]}_22k.wav`;
|
||||
this.drumSounds[i] = new SoundPlayer(this.outputNode);
|
||||
this.drumSounds[i].setBuffer(new Tone.Buffer(url));
|
||||
for (let i = 0; i < fileNames.length; i++) {
|
||||
const url = `${baseUrl + fileNames[i]}_22k.wav`;
|
||||
this.drumSounds[i] = new SoundPlayer(this.outputNode);
|
||||
this.drumSounds[i].setBuffer(new Tone.Buffer(url));
|
||||
}
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Play a drum sound.
|
||||
* The parameter for output node allows sprites or clones to send the drum sound
|
||||
* to their individual audio effect chains.
|
||||
* @param {number} drum - the drum number to play (0-indexed)
|
||||
* @param {Tone.Gain} outputNode - a node to send the output to
|
||||
*/
|
||||
DrumPlayer.prototype.play = function (drum, outputNode) {
|
||||
this.drumSounds[drum].outputNode = outputNode;
|
||||
this.drumSounds[drum].start();
|
||||
};
|
||||
|
||||
/**
|
||||
* Stop all drum sounds.
|
||||
*/
|
||||
DrumPlayer.prototype.stopAll = function () {
|
||||
for (let i = 0; i < this.drumSounds.length; i++) {
|
||||
this.drumSounds[i].stop();
|
||||
/**
|
||||
* Play a drum sound.
|
||||
* The parameter for output node allows sprites or clones to send the drum sound
|
||||
* to their individual audio effect chains.
|
||||
* @param {number} drum - the drum number to play (0-indexed)
|
||||
* @param {Tone.Gain} outputNode - a node to send the output to
|
||||
*/
|
||||
play (drum, outputNode) {
|
||||
this.drumSounds[drum].outputNode = outputNode;
|
||||
this.drumSounds[drum].start();
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Stop all drum sounds.
|
||||
*/
|
||||
stopAll () {
|
||||
for (let i = 0; i < this.drumSounds.length; i++) {
|
||||
this.drumSounds[i].stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = DrumPlayer;
|
||||
|
|
|
@ -1,80 +1,82 @@
|
|||
const Tone = require('tone');
|
||||
const Soundfont = require('soundfont-player');
|
||||
|
||||
/**
|
||||
* A prototype for the instrument sound functionality that can play notes.
|
||||
* This prototype version (which will be replaced at some point) uses an
|
||||
* existing soundfont library that creates several limitations:
|
||||
* The sound files are high quality but large, so they are loaded 'on demand,' at the time the
|
||||
* play note or set instrument block runs, causing a delay of a few seconds.
|
||||
* Using this library we don't have a way to set the volume, sustain the note beyond the sample
|
||||
* duration, or run it through the sprite-specific audio effects.
|
||||
* @param {Tone.Gain} outputNode - a webAudio node that the instrument will send its output to
|
||||
* @constructor
|
||||
*/
|
||||
const InstrumentPlayer = function (outputNode) {
|
||||
this.outputNode = outputNode;
|
||||
class InstrumentPlayer {
|
||||
/**
|
||||
* A prototype for the instrument sound functionality that can play notes.
|
||||
* This prototype version (which will be replaced at some point) uses an
|
||||
* existing soundfont library that creates several limitations:
|
||||
* The sound files are high quality but large, so they are loaded 'on demand,' at the time the
|
||||
* play note or set instrument block runs, causing a delay of a few seconds.
|
||||
* Using this library we don't have a way to set the volume, sustain the note beyond the sample
|
||||
* duration, or run it through the sprite-specific audio effects.
|
||||
* @param {Tone.Gain} outputNode - a webAudio node that the instrument will send its output to
|
||||
* @constructor
|
||||
*/
|
||||
constructor (outputNode) {
|
||||
this.outputNode = outputNode;
|
||||
|
||||
// Instrument names used by Musyng Kite soundfont, in order to
|
||||
// match scratch instruments
|
||||
this.instrumentNames = ['acoustic_grand_piano', 'electric_piano_1',
|
||||
'drawbar_organ', 'acoustic_guitar_nylon', 'electric_guitar_clean',
|
||||
'acoustic_bass', 'pizzicato_strings', 'cello', 'trombone', 'clarinet',
|
||||
'tenor_sax', 'flute', 'pan_flute', 'bassoon', 'choir_aahs', 'vibraphone',
|
||||
'music_box', 'steel_drums', 'marimba', 'lead_1_square', 'fx_4_atmosphere'];
|
||||
// Instrument names used by Musyng Kite soundfont, in order to
|
||||
// match scratch instruments
|
||||
this.instrumentNames = ['acoustic_grand_piano', 'electric_piano_1',
|
||||
'drawbar_organ', 'acoustic_guitar_nylon', 'electric_guitar_clean',
|
||||
'acoustic_bass', 'pizzicato_strings', 'cello', 'trombone', 'clarinet',
|
||||
'tenor_sax', 'flute', 'pan_flute', 'bassoon', 'choir_aahs', 'vibraphone',
|
||||
'music_box', 'steel_drums', 'marimba', 'lead_1_square', 'fx_4_atmosphere'];
|
||||
|
||||
this.instruments = [];
|
||||
};
|
||||
|
||||
/**
|
||||
* Play a note for some number of seconds with a particular instrument.
|
||||
* Load the instrument first, if it has not already been loaded.
|
||||
* The duration is in seconds because the AudioEngine manages the tempo,
|
||||
* and converts beats to seconds.
|
||||
* @param {number} note - a MIDI note number
|
||||
* @param {number} sec - a duration in seconds
|
||||
* @param {number} instrumentNum - an instrument number (0-indexed)
|
||||
* @param {number} vol - a volume level (0-100%)
|
||||
*/
|
||||
InstrumentPlayer.prototype.playNoteForSecWithInstAndVol = function (note, sec, instrumentNum, vol) {
|
||||
const gain = vol / 100;
|
||||
this.loadInstrument(instrumentNum)
|
||||
.then(() => {
|
||||
this.instruments[instrumentNum].play(
|
||||
note, Tone.context.currentTime, {
|
||||
duration: sec,
|
||||
gain: gain
|
||||
}
|
||||
);
|
||||
});
|
||||
};
|
||||
|
||||
/**
|
||||
* Load an instrument by number
|
||||
* @param {number} instrumentNum - an instrument number (0-indexed)
|
||||
* @return {Promise} a Promise that resolves once the instrument audio data has been loaded
|
||||
*/
|
||||
InstrumentPlayer.prototype.loadInstrument = function (instrumentNum) {
|
||||
if (this.instruments[instrumentNum]) {
|
||||
return Promise.resolve();
|
||||
this.instruments = [];
|
||||
}
|
||||
return Soundfont.instrument(Tone.context, this.instrumentNames[instrumentNum])
|
||||
.then(inst => {
|
||||
inst.connect(this.outputNode);
|
||||
this.instruments[instrumentNum] = inst;
|
||||
|
||||
/**
|
||||
* Play a note for some number of seconds with a particular instrument.
|
||||
* Load the instrument first, if it has not already been loaded.
|
||||
* The duration is in seconds because the AudioEngine manages the tempo,
|
||||
* and converts beats to seconds.
|
||||
* @param {number} note - a MIDI note number
|
||||
* @param {number} sec - a duration in seconds
|
||||
* @param {number} instrumentNum - an instrument number (0-indexed)
|
||||
* @param {number} vol - a volume level (0-100%)
|
||||
*/
|
||||
playNoteForSecWithInstAndVol (note, sec, instrumentNum, vol) {
|
||||
const gain = vol / 100;
|
||||
this.loadInstrument(instrumentNum)
|
||||
.then(() => {
|
||||
this.instruments[instrumentNum].play(
|
||||
note, Tone.context.currentTime, {
|
||||
duration: sec,
|
||||
gain: gain
|
||||
}
|
||||
);
|
||||
});
|
||||
}
|
||||
|
||||
};
|
||||
/**
|
||||
* Load an instrument by number
|
||||
* @param {number} instrumentNum - an instrument number (0-indexed)
|
||||
* @return {Promise} a Promise that resolves once the instrument audio data has been loaded
|
||||
*/
|
||||
loadInstrument (instrumentNum) {
|
||||
if (this.instruments[instrumentNum]) {
|
||||
return Promise.resolve();
|
||||
}
|
||||
return Soundfont.instrument(Tone.context, this.instrumentNames[instrumentNum])
|
||||
.then(inst => {
|
||||
inst.connect(this.outputNode);
|
||||
this.instruments[instrumentNum] = inst;
|
||||
});
|
||||
|
||||
/**
|
||||
* Stop all notes being played on all instruments
|
||||
*/
|
||||
InstrumentPlayer.prototype.stopAll = function () {
|
||||
for (let i = 0; i < this.instruments.length; i++) {
|
||||
if (this.instruments[i]) {
|
||||
this.instruments[i].stop();
|
||||
}
|
||||
|
||||
/**
|
||||
* Stop all notes being played on all instruments
|
||||
*/
|
||||
stopAll () {
|
||||
for (let i = 0; i < this.instruments.length; i++) {
|
||||
if (this.instruments[i]) {
|
||||
this.instruments[i].stop();
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
module.exports = InstrumentPlayer;
|
||||
|
|
|
@ -3,84 +3,85 @@ const log = require('./log');
|
|||
|
||||
/**
|
||||
* A SoundPlayer stores an audio buffer, and plays it
|
||||
* @constructor
|
||||
*/
|
||||
const SoundPlayer = function () {
|
||||
this.outputNode = null;
|
||||
this.buffer = new Tone.Buffer();
|
||||
this.bufferSource = null;
|
||||
this.playbackRate = 1;
|
||||
this.isPlaying = false;
|
||||
};
|
||||
class SoundPlayer {
|
||||
constructor () {
|
||||
this.outputNode = null;
|
||||
this.buffer = new Tone.Buffer();
|
||||
this.bufferSource = null;
|
||||
this.playbackRate = 1;
|
||||
this.isPlaying = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Connect the SoundPlayer to an output node
|
||||
* @param {Tone.Gain} node - an output node to connect to
|
||||
*/
|
||||
SoundPlayer.prototype.connect = function (node) {
|
||||
this.outputNode = node;
|
||||
};
|
||||
/**
|
||||
* Connect the SoundPlayer to an output node
|
||||
* @param {Tone.Gain} node - an output node to connect to
|
||||
*/
|
||||
connect (node) {
|
||||
this.outputNode = node;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set an audio buffer
|
||||
* @param {Tone.Buffer} buffer Buffer to set
|
||||
*/
|
||||
SoundPlayer.prototype.setBuffer = function (buffer) {
|
||||
this.buffer = buffer;
|
||||
};
|
||||
/**
|
||||
* Set an audio buffer
|
||||
* @param {Tone.Buffer} buffer Buffer to set
|
||||
*/
|
||||
setBuffer (buffer) {
|
||||
this.buffer = buffer;
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the playback rate for the sound
|
||||
* @param {number} playbackRate - a ratio where 1 is normal playback, 0.5 is half speed, 2 is double speed, etc.
|
||||
*/
|
||||
SoundPlayer.prototype.setPlaybackRate = function (playbackRate) {
|
||||
this.playbackRate = playbackRate;
|
||||
if (this.bufferSource && this.bufferSource.playbackRate) {
|
||||
/**
|
||||
* Set the playback rate for the sound
|
||||
* @param {number} playbackRate - a ratio where 1 is normal playback, 0.5 is half speed, 2 is double speed, etc.
|
||||
*/
|
||||
setPlaybackRate (playbackRate) {
|
||||
this.playbackRate = playbackRate;
|
||||
if (this.bufferSource && this.bufferSource.playbackRate) {
|
||||
this.bufferSource.playbackRate.value = this.playbackRate;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Stop the sound
|
||||
*/
|
||||
stop () {
|
||||
if (this.bufferSource) {
|
||||
this.bufferSource.stop();
|
||||
}
|
||||
this.isPlaying = false;
|
||||
}
|
||||
|
||||
/**
|
||||
* Start playing the sound
|
||||
* The web audio framework requires a new audio buffer source node for each playback
|
||||
*/
|
||||
start () {
|
||||
if (!this.buffer || !this.buffer.loaded) {
|
||||
log.warn('tried to play a sound that was not loaded yet');
|
||||
return;
|
||||
}
|
||||
|
||||
this.bufferSource = new Tone.BufferSource(this.buffer.get());
|
||||
this.bufferSource.playbackRate.value = this.playbackRate;
|
||||
}
|
||||
};
|
||||
this.bufferSource.connect(this.outputNode);
|
||||
this.bufferSource.start();
|
||||
|
||||
/**
|
||||
* Stop the sound
|
||||
*/
|
||||
SoundPlayer.prototype.stop = function () {
|
||||
if (this.bufferSource) {
|
||||
this.bufferSource.stop();
|
||||
}
|
||||
this.isPlaying = false;
|
||||
};
|
||||
|
||||
/**
|
||||
* Start playing the sound
|
||||
* 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.isPlaying = true;
|
||||
}
|
||||
|
||||
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;
|
||||
};
|
||||
|
||||
/**
|
||||
* 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 () {
|
||||
const storedContext = this;
|
||||
return new Promise(resolve => {
|
||||
storedContext.bufferSource.onended = function () {
|
||||
this.isPlaying = false;
|
||||
resolve();
|
||||
}.bind(storedContext);
|
||||
});
|
||||
};
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
finished () {
|
||||
const storedContext = this;
|
||||
return new Promise(resolve => {
|
||||
storedContext.bufferSource.onended = function () {
|
||||
this.isPlaying = false;
|
||||
resolve();
|
||||
}.bind(storedContext);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = SoundPlayer;
|
||||
|
|
|
@ -6,57 +6,51 @@ const Tone = require('tone');
|
|||
* Values up to 100 set the echo feedback amount,
|
||||
* increasing the time it takes the echo to fade away
|
||||
* Clamped 0-100
|
||||
* @constructor
|
||||
*/
|
||||
const EchoEffect = function () {
|
||||
Tone.Effect.call(this);
|
||||
|
||||
this.value = 0;
|
||||
|
||||
this.delay = new Tone.FeedbackDelay(0.25, 0.5);
|
||||
|
||||
this.effectSend.chain(this.delay, this.effectReturn);
|
||||
};
|
||||
|
||||
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;
|
||||
|
||||
this.value = this.clamp(this.value, 0, 100);
|
||||
|
||||
// mute the effect if value is 0
|
||||
if (this.value === 0) {
|
||||
this.wet.value = 0;
|
||||
} else {
|
||||
this.wet.value = 0.5;
|
||||
class EchoEffect extends Tone.Effect {
|
||||
constructor () {
|
||||
super();
|
||||
this.value = 0;
|
||||
this.delay = new Tone.FeedbackDelay(0.25, 0.5);
|
||||
this.effectSend.chain(this.delay, this.effectReturn);
|
||||
}
|
||||
|
||||
const feedback = (this.value / 100) * 0.75;
|
||||
this.delay.feedback.rampTo(feedback, 1 / 60);
|
||||
};
|
||||
/**
|
||||
* Set the effect value
|
||||
* @param {number} val - the new value to set the effect to
|
||||
*/
|
||||
set (val) {
|
||||
this.value = this.clamp(val, 0, 100);
|
||||
|
||||
/**
|
||||
* Change the effect value
|
||||
* @param {number} val - the value to change the effect by
|
||||
*/
|
||||
EchoEffect.prototype.changeBy = function (val) {
|
||||
this.set(this.value + val);
|
||||
};
|
||||
// mute the effect if value is 0
|
||||
if (this.value === 0) {
|
||||
this.wet.value = 0;
|
||||
} else {
|
||||
this.wet.value = 0.5;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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
|
||||
* @return {number} the clamped value
|
||||
*/
|
||||
EchoEffect.prototype.clamp = function (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
};
|
||||
const feedback = (this.value / 100) * 0.75;
|
||||
this.delay.feedback.rampTo(feedback, 1 / 60);
|
||||
}
|
||||
|
||||
/**
|
||||
* Change the effect value
|
||||
* @param {number} val - the value to change the effect by
|
||||
*/
|
||||
changeBy (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
|
||||
* @return {number} the clamped value
|
||||
*/
|
||||
clamp (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = EchoEffect;
|
||||
|
|
|
@ -5,48 +5,41 @@ const Tone = require('tone');
|
|||
* Effect value controls the wet/dry amount:
|
||||
* 0 passes through none of the effect, 100 passes through all effect
|
||||
* Clamped 0-100
|
||||
* @constructor
|
||||
*/
|
||||
const FuzzEffect = function () {
|
||||
Tone.Effect.call(this);
|
||||
class FuzzEffect extends Tone.Effect {
|
||||
constructor () {
|
||||
super();
|
||||
this.value = 0;
|
||||
this.distortion = new Tone.Distortion(1);
|
||||
this.effectSend.chain(this.distortion, this.effectReturn);
|
||||
}
|
||||
|
||||
this.value = 0;
|
||||
/**
|
||||
* Set the effect value
|
||||
* @param {number} val - the new value to set the effect to
|
||||
*/
|
||||
set (val) {
|
||||
this.value = this.clamp(val, 0, 100);
|
||||
this.distortion.wet.value = this.value / 100;
|
||||
}
|
||||
|
||||
this.distortion = new Tone.Distortion(1);
|
||||
/**
|
||||
* Change the effect value
|
||||
* @param {number} val - the value to change the effect by
|
||||
*/
|
||||
changeBy (val) {
|
||||
this.set(this.value + val);
|
||||
}
|
||||
|
||||
this.effectSend.chain(this.distortion, this.effectReturn);
|
||||
};
|
||||
|
||||
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;
|
||||
|
||||
this.value = this.clamp(this.value, 0, 100);
|
||||
|
||||
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
|
||||
* @return {number} the clamped value
|
||||
*/
|
||||
FuzzEffect.prototype.clamp = function (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
};
|
||||
/**
|
||||
* @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
|
||||
* @return {number} the clamped value
|
||||
*/
|
||||
clamp (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = FuzzEffect;
|
||||
|
|
|
@ -5,49 +5,42 @@ const Tone = require('tone');
|
|||
* 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
|
||||
*/
|
||||
const PanEffect = function () {
|
||||
Tone.Effect.call(this);
|
||||
class PanEffect extends Tone.Effect {
|
||||
constructor () {
|
||||
super();
|
||||
this.value = 0;
|
||||
this.panner = new Tone.Panner();
|
||||
this.effectSend.chain(this.panner, this.effectReturn);
|
||||
}
|
||||
|
||||
this.value = 0;
|
||||
/**
|
||||
* Set the effect value
|
||||
* @param {number} val - the new value to set the effect to
|
||||
*/
|
||||
set (val) {
|
||||
this.value = this.clamp(val, -100, 100);
|
||||
this.panner.pan.value = this.value / 100;
|
||||
}
|
||||
|
||||
this.panner = new Tone.Panner();
|
||||
/**
|
||||
* Change the effect value
|
||||
* @param {number} val - the value to change the effect by
|
||||
*/
|
||||
changeBy (val) {
|
||||
this.set(this.value + val);
|
||||
}
|
||||
|
||||
this.effectSend.chain(this.panner, this.effectReturn);
|
||||
};
|
||||
|
||||
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;
|
||||
|
||||
this.value = this.clamp(this.value, -100, 100);
|
||||
|
||||
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
|
||||
* @return {number} the clamped value
|
||||
*/
|
||||
PanEffect.prototype.clamp = function (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
};
|
||||
/**
|
||||
* 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
|
||||
* @return {number} the clamped value
|
||||
*/
|
||||
clamp (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = PanEffect;
|
||||
|
|
|
@ -16,66 +16,66 @@ const Tone = require('tone');
|
|||
* 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
|
||||
*/
|
||||
const PitchEffect = function () {
|
||||
this.value = 0; // effect value
|
||||
this.ratio = 1; // the playback rate ratio
|
||||
class PitchEffect {
|
||||
constructor () {
|
||||
this.value = 0; // effect value
|
||||
this.ratio = 1; // the playback rate ratio
|
||||
this.tone = new Tone();
|
||||
}
|
||||
|
||||
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
|
||||
*/
|
||||
set (val, players) {
|
||||
this.value = val;
|
||||
this.ratio = this.getRatio(this.value);
|
||||
this.updatePlayers(players);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
changeBy (val, players) {
|
||||
this.set(this.value + val, 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);
|
||||
};
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
getRatio (val) {
|
||||
return this.tone.intervalToFrequencyRatio(val / 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
|
||||
*/
|
||||
updatePlayer (player) {
|
||||
player.setPlaybackRate(this.ratio);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
updatePlayers (players) {
|
||||
if (!players) return;
|
||||
|
||||
/**
|
||||
* 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;
|
||||
|
||||
for (const md5 in players) {
|
||||
if (players.hasOwnProperty(md5)) {
|
||||
this.updatePlayer(players[md5]);
|
||||
for (const md5 in players) {
|
||||
if (players.hasOwnProperty(md5)) {
|
||||
this.updatePlayer(players[md5]);
|
||||
}
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
module.exports = PitchEffect;
|
||||
|
|
|
@ -5,49 +5,42 @@ const Tone = require('tone');
|
|||
* Effect value controls the wet/dry amount:
|
||||
* 0 passes through none of the effect, 100 passes through all effect
|
||||
* Clamped 0 to 100
|
||||
* @constructor
|
||||
*/
|
||||
const ReverbEffect = function () {
|
||||
Tone.Effect.call(this);
|
||||
class ReverbEffect extends Tone.Effect {
|
||||
constructor () {
|
||||
super();
|
||||
this.value = 0;
|
||||
this.reverb = new Tone.Freeverb();
|
||||
this.effectSend.chain(this.reverb, this.effectReturn);
|
||||
}
|
||||
|
||||
this.value = 0;
|
||||
/**
|
||||
* Set the effect value
|
||||
* @param {number} val - the new value to set the effect to
|
||||
*/
|
||||
set (val) {
|
||||
this.value = this.clamp(val, 0, 100);
|
||||
this.reverb.wet.value = this.value / 100;
|
||||
}
|
||||
|
||||
this.reverb = new Tone.Freeverb();
|
||||
/**
|
||||
* Change the effect value
|
||||
* @param {number} val - the value to change the effect by
|
||||
*/
|
||||
changeBy (val) {
|
||||
this.set(this.value + val);
|
||||
}
|
||||
|
||||
this.effectSend.chain(this.reverb, this.effectReturn);
|
||||
};
|
||||
|
||||
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;
|
||||
|
||||
this.value = this.clamp(this.value, 0, 100);
|
||||
|
||||
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
|
||||
* @return {number} the clamped value
|
||||
*/
|
||||
ReverbEffect.prototype.clamp = function (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
};
|
||||
/**
|
||||
* 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
|
||||
* @return {number} the clamped value
|
||||
*/
|
||||
clamp (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = ReverbEffect;
|
||||
|
|
|
@ -9,59 +9,58 @@ const Tone = require('tone');
|
|||
* 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
|
||||
*/
|
||||
const RoboticEffect = function () {
|
||||
Tone.Effect.call(this);
|
||||
class RoboticEffect extends Tone.Effect {
|
||||
constructor () {
|
||||
super();
|
||||
|
||||
this.value = 0;
|
||||
this.value = 0;
|
||||
|
||||
const time = this._delayTimeForValue(100);
|
||||
this.feedbackCombFilter = new Tone.FeedbackCombFilter(time, 0.9);
|
||||
const time = this._delayTimeForValue(100);
|
||||
this.feedbackCombFilter = new Tone.FeedbackCombFilter(time, 0.9);
|
||||
|
||||
this.effectSend.chain(this.feedbackCombFilter, this.effectReturn);
|
||||
};
|
||||
|
||||
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;
|
||||
|
||||
// mute the effect if value is 0
|
||||
if (this.value === 0) {
|
||||
this.wet.value = 0;
|
||||
} else {
|
||||
this.wet.value = 1;
|
||||
this.effectSend.chain(this.feedbackCombFilter, this.effectReturn);
|
||||
}
|
||||
|
||||
// set delay time using the value
|
||||
const time = this._delayTimeForValue(this.value);
|
||||
this.feedbackCombFilter.delayTime.rampTo(time, 1 / 60);
|
||||
};
|
||||
/**
|
||||
* Set the effect value
|
||||
* @param {number} val - the new value to set the effect to
|
||||
*/
|
||||
set (val) {
|
||||
this.value = val;
|
||||
|
||||
/**
|
||||
* Change the effect value
|
||||
* @param {number} val - the value to change the effect by
|
||||
*/
|
||||
RoboticEffect.prototype.changeBy = function (val) {
|
||||
this.set(this.value + val);
|
||||
};
|
||||
// mute the effect if value is 0
|
||||
if (this.value === 0) {
|
||||
this.wet.value = 0;
|
||||
} else {
|
||||
this.wet.value = 1;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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) {
|
||||
const midiNote = ((val - 100) / 10) + 36;
|
||||
const freq = Tone.Frequency(midiNote, 'midi').eval();
|
||||
return 1 / freq;
|
||||
};
|
||||
// set delay time using the value
|
||||
const time = this._delayTimeForValue(this.value);
|
||||
this.feedbackCombFilter.delayTime.rampTo(time, 1 / 60);
|
||||
}
|
||||
|
||||
/**
|
||||
* Change the effect value
|
||||
* @param {number} val - the value to change the effect by
|
||||
*/
|
||||
changeBy (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
|
||||
*/
|
||||
_delayTimeForValue (val) {
|
||||
const midiNote = ((val - 100) / 10) + 36;
|
||||
const freq = Tone.Frequency(midiNote, 'midi').eval();
|
||||
return 1 / freq;
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = RoboticEffect;
|
||||
|
|
|
@ -9,53 +9,52 @@ const Tone = require('tone');
|
|||
* 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
|
||||
*/
|
||||
const WobbleEffect = function () {
|
||||
Tone.Effect.call(this);
|
||||
class WobbleEffect extends Tone.Effect {
|
||||
constructor () {
|
||||
super();
|
||||
|
||||
this.value = 0;
|
||||
this.value = 0;
|
||||
|
||||
this.wobbleLFO = new Tone.LFO(10, 0, 1).start();
|
||||
this.wobbleGain = new Tone.Gain();
|
||||
this.wobbleLFO.connect(this.wobbleGain.gain);
|
||||
this.wobbleLFO = new Tone.LFO(10, 0, 1).start();
|
||||
this.wobbleGain = new Tone.Gain();
|
||||
this.wobbleLFO.connect(this.wobbleGain.gain);
|
||||
|
||||
this.effectSend.chain(this.wobbleGain, this.effectReturn);
|
||||
};
|
||||
this.effectSend.chain(this.wobbleGain, this.effectReturn);
|
||||
}
|
||||
|
||||
Tone.extend(WobbleEffect, Tone.Effect);
|
||||
/**
|
||||
* Set the effect value
|
||||
* @param {number} val - the new value to set the effect to
|
||||
*/
|
||||
set (val) {
|
||||
this.value = val;
|
||||
|
||||
/**
|
||||
* Set the effect value
|
||||
* @param {number} val - the new value to set the effect to
|
||||
*/
|
||||
WobbleEffect.prototype.set = function (val) {
|
||||
this.value = val;
|
||||
this.value = this.clamp(this.value, 0, 100);
|
||||
|
||||
this.value = this.clamp(this.value, 0, 100);
|
||||
this.wet.value = this.value / 100;
|
||||
|
||||
this.wet.value = this.value / 100;
|
||||
this.wobbleLFO.frequency.rampTo(this.value / 10, 1 / 60);
|
||||
}
|
||||
|
||||
this.wobbleLFO.frequency.rampTo(this.value / 10, 1 / 60);
|
||||
};
|
||||
/**
|
||||
* Change the effect value
|
||||
* @param {number} val - the value to change the effect by
|
||||
*/
|
||||
changeBy (val) {
|
||||
this.set(this.value + val);
|
||||
}
|
||||
|
||||
/**
|
||||
* 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
|
||||
* @return {number} the clamped value
|
||||
*/
|
||||
WobbleEffect.prototype.clamp = function (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
};
|
||||
/**
|
||||
* 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
|
||||
* @return {number} the clamped value
|
||||
*/
|
||||
clamp (input, min, max) {
|
||||
return Math.min(Math.max(input, min), max);
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = WobbleEffect;
|
||||
|
|
572
src/index.js
572
src/index.js
|
@ -19,329 +19,331 @@ const DrumPlayer = require('./DrumPlayer');
|
|||
* that handles global functionality, and AudioPlayers, belonging to individual sprites and clones.
|
||||
*/
|
||||
|
||||
/**
|
||||
* 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} audioEngine AudioEngine for player
|
||||
* @constructor
|
||||
*/
|
||||
const AudioPlayer = function (audioEngine) {
|
||||
class AudioPlayer {
|
||||
/**
|
||||
* 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} audioEngine AudioEngine for player
|
||||
* @constructor
|
||||
*/
|
||||
constructor (audioEngine) {
|
||||
this.audioEngine = audioEngine;
|
||||
|
||||
this.audioEngine = audioEngine;
|
||||
// effects setup
|
||||
this.pitchEffect = new PitchEffect();
|
||||
this.panEffect = new PanEffect();
|
||||
|
||||
// effects setup
|
||||
this.pitchEffect = new PitchEffect();
|
||||
this.panEffect = new PanEffect();
|
||||
// the effects are chained to an effects node for this player, then to the main audio engine
|
||||
// audio is sent from each soundplayer, through the effects in order, then to the global effects
|
||||
// note that the pitch effect works differently - it sets the playback rate for each soundplayer
|
||||
this.effectsNode = new Tone.Gain();
|
||||
this.effectsNode.chain(this.panEffect, this.audioEngine.input);
|
||||
|
||||
// the effects are chained to an effects node for this player, then to the main audio engine
|
||||
// audio is sent from each soundplayer, through the effects in order, then to the global effects
|
||||
// note that the pitch effect works differently - it sets the playback rate for each soundplayer
|
||||
this.effectsNode = new Tone.Gain();
|
||||
this.effectsNode.chain(this.panEffect, this.audioEngine.input);
|
||||
// reset effects to their default parameters
|
||||
this.clearEffects();
|
||||
|
||||
// reset effects to their default parameters
|
||||
this.clearEffects();
|
||||
|
||||
// sound players that are currently playing, indexed by the sound's md5
|
||||
this.activeSoundPlayers = {};
|
||||
};
|
||||
|
||||
/**
|
||||
* 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;
|
||||
// sound players that are currently playing, indexed by the sound's md5
|
||||
this.activeSoundPlayers = {};
|
||||
}
|
||||
|
||||
// if this sprite or clone is already playing this sound, stop it first
|
||||
if (this.activeSoundPlayers[md5]) {
|
||||
this.activeSoundPlayers[md5].stop();
|
||||
}
|
||||
/**
|
||||
* Play a sound
|
||||
* @param {string} md5 - the md5 id of a sound file
|
||||
* @return {Promise} a Promise that resolves when the sound finishes playing
|
||||
*/
|
||||
playSound (md5) {
|
||||
// if this sound is not in the audio engine, return
|
||||
if (!this.audioEngine.audioBuffers[md5]) {
|
||||
return;
|
||||
}
|
||||
|
||||
// create a new soundplayer to play the sound
|
||||
const player = new SoundPlayer();
|
||||
player.setBuffer(this.audioEngine.audioBuffers[md5]);
|
||||
player.connect(this.effectsNode);
|
||||
this.pitchEffect.updatePlayer(player);
|
||||
player.start();
|
||||
// if this sprite or clone is already playing this sound, stop it first
|
||||
if (this.activeSoundPlayers[md5]) {
|
||||
this.activeSoundPlayers[md5].stop();
|
||||
}
|
||||
|
||||
// add it to the list of active sound players
|
||||
this.activeSoundPlayers[md5] = player;
|
||||
// create a new soundplayer to play the sound
|
||||
const player = new SoundPlayer();
|
||||
player.setBuffer(this.audioEngine.audioBuffers[md5]);
|
||||
player.connect(this.effectsNode);
|
||||
this.pitchEffect.updatePlayer(player);
|
||||
player.start();
|
||||
|
||||
// remove sounds that are not playing from the active sound players array
|
||||
for (const id in this.activeSoundPlayers) {
|
||||
if (this.activeSoundPlayers.hasOwnProperty(id)) {
|
||||
if (!this.activeSoundPlayers[id].isPlaying) {
|
||||
delete this.activeSoundPlayers[id];
|
||||
// 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 (const id in this.activeSoundPlayers) {
|
||||
if (this.activeSoundPlayers.hasOwnProperty(id)) {
|
||||
if (!this.activeSoundPlayers[id].isPlaying) {
|
||||
delete this.activeSoundPlayers[id];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return player.finished();
|
||||
}
|
||||
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
playDrumForBeats (drum, beats) {
|
||||
this.audioEngine.drumPlayer.play(drum, this.effectsNode);
|
||||
return this.audioEngine.waitForBeats(beats);
|
||||
}
|
||||
|
||||
/**
|
||||
* Stop all sounds, notes and drums that are playing
|
||||
*/
|
||||
stopAllSounds () {
|
||||
// stop all active sound players
|
||||
for (const md5 in this.activeSoundPlayers) {
|
||||
this.activeSoundPlayers[md5].stop();
|
||||
}
|
||||
|
||||
// stop all instruments
|
||||
this.audioEngine.instrumentPlayer.stopAll();
|
||||
|
||||
// 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
|
||||
*/
|
||||
setEffect (effect, value) {
|
||||
switch (effect) {
|
||||
case this.audioEngine.EFFECT_NAMES.pitch:
|
||||
this.pitchEffect.set(value, this.activeSoundPlayers);
|
||||
break;
|
||||
case this.audioEngine.EFFECT_NAMES.pan:
|
||||
this.panEffect.set(value);
|
||||
break;
|
||||
case this.audioEngine.EFFECT_NAMES.echo:
|
||||
this.audioEngine.echoEffect.set(value);
|
||||
break;
|
||||
case this.audioEngine.EFFECT_NAMES.reverb:
|
||||
this.audioEngine.reverbEffect.set(value);
|
||||
break;
|
||||
case this.audioEngine.EFFECT_NAMES.fuzz:
|
||||
this.audioEngine.fuzzEffect.set(value);
|
||||
break;
|
||||
case this.audioEngine.EFFECT_NAMES.robot:
|
||||
this.audioEngine.roboticEffect.set(value);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return player.finished();
|
||||
};
|
||||
/**
|
||||
* Clear all audio effects
|
||||
*/
|
||||
clearEffects () {
|
||||
this.panEffect.set(0);
|
||||
this.pitchEffect.set(0, this.activeSoundPlayers);
|
||||
this.effectsNode.gain.value = 1;
|
||||
|
||||
/**
|
||||
* 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.audioEngine.waitForBeats(beats);
|
||||
};
|
||||
|
||||
/**
|
||||
* Stop all sounds, notes and drums that are playing
|
||||
*/
|
||||
AudioPlayer.prototype.stopAllSounds = function () {
|
||||
// stop all active sound players
|
||||
for (const md5 in this.activeSoundPlayers) {
|
||||
this.activeSoundPlayers[md5].stop();
|
||||
this.audioEngine.echoEffect.set(0);
|
||||
this.audioEngine.reverbEffect.set(0);
|
||||
this.audioEngine.fuzzEffect.set(0);
|
||||
this.audioEngine.roboticEffect.set(0);
|
||||
}
|
||||
|
||||
// stop all instruments
|
||||
this.audioEngine.instrumentPlayer.stopAll();
|
||||
|
||||
// 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 this.audioEngine.EFFECT_NAMES.pitch:
|
||||
this.pitchEffect.set(value, this.activeSoundPlayers);
|
||||
break;
|
||||
case this.audioEngine.EFFECT_NAMES.pan:
|
||||
this.panEffect.set(value);
|
||||
break;
|
||||
case this.audioEngine.EFFECT_NAMES.echo:
|
||||
this.audioEngine.echoEffect.set(value);
|
||||
break;
|
||||
case this.audioEngine.EFFECT_NAMES.reverb:
|
||||
this.audioEngine.reverbEffect.set(value);
|
||||
break;
|
||||
case this.audioEngine.EFFECT_NAMES.fuzz:
|
||||
this.audioEngine.fuzzEffect.set(value);
|
||||
break;
|
||||
case this.audioEngine.EFFECT_NAMES.robot:
|
||||
this.audioEngine.roboticEffect.set(value);
|
||||
break;
|
||||
/**
|
||||
* Set the volume for sounds played by this AudioPlayer
|
||||
* @param {number} value - the volume in range 0-100
|
||||
*/
|
||||
setVolume (value) {
|
||||
this.effectsNode.gain.value = value / 100;
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Clear all audio effects
|
||||
*/
|
||||
AudioPlayer.prototype.clearEffects = function () {
|
||||
this.panEffect.set(0);
|
||||
this.pitchEffect.set(0, this.activeSoundPlayers);
|
||||
this.effectsNode.gain.value = 1;
|
||||
|
||||
this.audioEngine.echoEffect.set(0);
|
||||
this.audioEngine.reverbEffect.set(0);
|
||||
this.audioEngine.fuzzEffect.set(0);
|
||||
this.audioEngine.roboticEffect.set(0);
|
||||
};
|
||||
|
||||
/**
|
||||
* Set the volume for sounds played by this AudioPlayer
|
||||
* @param {number} value - the volume in range 0-100
|
||||
*/
|
||||
AudioPlayer.prototype.setVolume = function (value) {
|
||||
this.effectsNode.gain.value = value / 100;
|
||||
};
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* 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
|
||||
*/
|
||||
const AudioEngine = function () {
|
||||
class AudioEngine {
|
||||
constructor () {
|
||||
// create the global audio effects
|
||||
this.roboticEffect = new RoboticEffect();
|
||||
this.fuzzEffect = new FuzzEffect();
|
||||
this.echoEffect = new EchoEffect();
|
||||
this.reverbEffect = new ReverbEffect();
|
||||
|
||||
// create the global audio effects
|
||||
this.roboticEffect = new RoboticEffect();
|
||||
this.fuzzEffect = new FuzzEffect();
|
||||
this.echoEffect = new EchoEffect();
|
||||
this.reverbEffect = new ReverbEffect();
|
||||
// chain the global effects to the output
|
||||
this.input = new Tone.Gain();
|
||||
this.input.chain(
|
||||
this.roboticEffect, this.fuzzEffect, this.echoEffect, this.reverbEffect,
|
||||
Tone.Master
|
||||
);
|
||||
|
||||
// chain the global effects to the output
|
||||
this.input = new Tone.Gain();
|
||||
this.input.chain(
|
||||
this.roboticEffect, this.fuzzEffect, this.echoEffect, this.reverbEffect,
|
||||
Tone.Master
|
||||
);
|
||||
// global tempo in bpm (beats per minute)
|
||||
this.currentTempo = 60;
|
||||
|
||||
// global tempo in bpm (beats per minute)
|
||||
this.currentTempo = 60;
|
||||
// instrument player for play note blocks
|
||||
this.instrumentPlayer = new InstrumentPlayer(this.input);
|
||||
this.numInstruments = this.instrumentPlayer.instrumentNames.length;
|
||||
|
||||
// instrument player for play note blocks
|
||||
this.instrumentPlayer = new InstrumentPlayer(this.input);
|
||||
this.numInstruments = this.instrumentPlayer.instrumentNames.length;
|
||||
// drum player for play drum blocks
|
||||
this.drumPlayer = new DrumPlayer(this.input);
|
||||
this.numDrums = this.drumPlayer.drumSounds.length;
|
||||
|
||||
// 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 = {};
|
||||
|
||||
// a map of md5s to audio buffers, holding sounds for all sprites
|
||||
this.audioBuffers = {};
|
||||
|
||||
// microphone, for measuring loudness, with a level meter analyzer
|
||||
this.mic = null;
|
||||
this.micMeter = null;
|
||||
};
|
||||
|
||||
/**
|
||||
* Decode a sound, decompressing it into audio samples.
|
||||
* Store a reference to it the sound in the audioBuffers dictionary, indexed by md5
|
||||
* @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.
|
||||
* @property {string} md5 - the MD5 and extension of the sound.
|
||||
* @returns {?Promise} - a promise which will resolve after the audio buffer is stored, or null on error.
|
||||
*/
|
||||
AudioEngine.prototype.decodeSound = function (sound) {
|
||||
|
||||
let loaderPromise = null;
|
||||
|
||||
switch (sound.format) {
|
||||
case '':
|
||||
loaderPromise = Tone.context.decodeAudioData(sound.data.buffer);
|
||||
break;
|
||||
case 'adpcm':
|
||||
loaderPromise = (new ADPCMSoundDecoder()).decode(sound.data.buffer);
|
||||
break;
|
||||
default:
|
||||
return log.warn('unknown sound format', sound.format);
|
||||
// microphone, for measuring loudness, with a level meter analyzer
|
||||
this.mic = null;
|
||||
this.micMeter = null;
|
||||
}
|
||||
|
||||
const storedContext = this;
|
||||
return loaderPromise.then(
|
||||
decodedAudio => {
|
||||
storedContext.audioBuffers[sound.md5] = new Tone.Buffer(decodedAudio);
|
||||
},
|
||||
error => {
|
||||
log.warn('audio data could not be decoded', error);
|
||||
/**
|
||||
* Names of the audio effects.
|
||||
* @enum {string}
|
||||
*/
|
||||
static get EFFECT_NAMES () {
|
||||
return {
|
||||
pitch: 'pitch',
|
||||
pan: 'pan',
|
||||
echo: 'echo',
|
||||
reverb: 'reverb',
|
||||
fuzz: 'fuzz',
|
||||
robot: 'robot'
|
||||
};
|
||||
}
|
||||
|
||||
/**
|
||||
* Decode a sound, decompressing it into audio samples.
|
||||
* Store a reference to it the sound in the audioBuffers dictionary, indexed by md5
|
||||
* @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.
|
||||
* @property {string} md5 - the MD5 and extension of the sound.
|
||||
* @returns {?Promise} - a promise which will resolve after the audio buffer is stored, or null on error.
|
||||
*/
|
||||
decodeSound (sound) {
|
||||
|
||||
let loaderPromise = null;
|
||||
|
||||
switch (sound.format) {
|
||||
case '':
|
||||
loaderPromise = Tone.context.decodeAudioData(sound.data.buffer);
|
||||
break;
|
||||
case 'adpcm':
|
||||
loaderPromise = (new ADPCMSoundDecoder()).decode(sound.data.buffer);
|
||||
break;
|
||||
default:
|
||||
return log.warn('unknown sound format', sound.format);
|
||||
}
|
||||
);
|
||||
};
|
||||
|
||||
/**
|
||||
* An older version of the AudioEngine had this function to load all sounds
|
||||
* This is a stub to provide a warning when it is called
|
||||
* @todo remove this
|
||||
*/
|
||||
AudioEngine.prototype.loadSounds = function () {
|
||||
log.warn('The loadSounds function is no longer available. Please use Scratch Storage.');
|
||||
};
|
||||
|
||||
/**
|
||||
* Play a note for a duration on an instrument with a volume
|
||||
* @param {number} note - a MIDI note number
|
||||
* @param {number} beats - a duration in beats
|
||||
* @param {number} inst - an instrument number (0-indexed)
|
||||
* @param {number} vol - a volume level (0-100%)
|
||||
* @return {Promise} a Promise that resolves after the duration has elapsed
|
||||
*/
|
||||
AudioEngine.prototype.playNoteForBeatsWithInstAndVol = function (note, beats, inst, vol) {
|
||||
const sec = this.beatsToSec(beats);
|
||||
this.instrumentPlayer.playNoteForSecWithInstAndVol(note, sec, inst, vol);
|
||||
return this.waitForBeats(beats);
|
||||
};
|
||||
|
||||
/**
|
||||
* Convert a number of beats to a number of seconds, using the current tempo
|
||||
* @param {number} beats number of beats to convert to secs
|
||||
* @return {number} seconds number of seconds `beats` will last
|
||||
*/
|
||||
AudioEngine.prototype.beatsToSec = function (beats) {
|
||||
return (60 / this.currentTempo) * beats;
|
||||
};
|
||||
|
||||
/**
|
||||
* Wait for some number of beats
|
||||
* @param {number} beats number of beats to wait for
|
||||
* @return {Promise} a Promise that resolves after the duration has elapsed
|
||||
*/
|
||||
AudioEngine.prototype.waitForBeats = function (beats) {
|
||||
const storedContext = this;
|
||||
return new Promise(resolve => {
|
||||
setTimeout(() => {
|
||||
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) {
|
||||
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);
|
||||
};
|
||||
|
||||
/**
|
||||
* Get the current loudness of sound received by the microphone.
|
||||
* Sound is measured in RMS and smoothed.
|
||||
* @return {number} loudness scaled 0 to 100
|
||||
*/
|
||||
AudioEngine.prototype.getLoudness = function () {
|
||||
if (!this.mic) {
|
||||
this.mic = new Tone.UserMedia();
|
||||
this.micMeter = new Tone.Meter('level', 0.5);
|
||||
this.mic.open();
|
||||
this.mic.connect(this.micMeter);
|
||||
const storedContext = this;
|
||||
return loaderPromise.then(
|
||||
decodedAudio => {
|
||||
storedContext.audioBuffers[sound.md5] = new Tone.Buffer(decodedAudio);
|
||||
},
|
||||
error => {
|
||||
log.warn('audio data could not be decoded', error);
|
||||
}
|
||||
);
|
||||
}
|
||||
if (this.mic && this.mic.state === 'started') {
|
||||
return this.micMeter.value * 100;
|
||||
|
||||
/**
|
||||
* An older version of the AudioEngine had this function to load all sounds
|
||||
* This is a stub to provide a warning when it is called
|
||||
* @todo remove this
|
||||
*/
|
||||
loadSounds () {
|
||||
log.warn('The loadSounds function is no longer available. Please use Scratch Storage.');
|
||||
}
|
||||
return -1;
|
||||
|
||||
};
|
||||
/**
|
||||
* Play a note for a duration on an instrument with a volume
|
||||
* @param {number} note - a MIDI note number
|
||||
* @param {number} beats - a duration in beats
|
||||
* @param {number} inst - an instrument number (0-indexed)
|
||||
* @param {number} vol - a volume level (0-100%)
|
||||
* @return {Promise} a Promise that resolves after the duration has elapsed
|
||||
*/
|
||||
playNoteForBeatsWithInstAndVol (note, beats, inst, vol) {
|
||||
const sec = this.beatsToSec(beats);
|
||||
this.instrumentPlayer.playNoteForSecWithInstAndVol(note, sec, inst, vol);
|
||||
return this.waitForBeats(beats);
|
||||
}
|
||||
|
||||
/**
|
||||
* Names of the audio effects.
|
||||
* @readonly
|
||||
* @enum {string}
|
||||
*/
|
||||
AudioEngine.prototype.EFFECT_NAMES = {
|
||||
pitch: 'pitch',
|
||||
pan: 'pan',
|
||||
echo: 'echo',
|
||||
reverb: 'reverb',
|
||||
fuzz: 'fuzz',
|
||||
robot: 'robot'
|
||||
};
|
||||
/**
|
||||
* Convert a number of beats to a number of seconds, using the current tempo
|
||||
* @param {number} beats number of beats to convert to secs
|
||||
* @return {number} seconds number of seconds `beats` will last
|
||||
*/
|
||||
beatsToSec (beats) {
|
||||
return (60 / this.currentTempo) * beats;
|
||||
}
|
||||
|
||||
/**
|
||||
* 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} new AudioPlayer instance
|
||||
*/
|
||||
AudioEngine.prototype.createPlayer = function () {
|
||||
return new AudioPlayer(this);
|
||||
};
|
||||
/**
|
||||
* Wait for some number of beats
|
||||
* @param {number} beats number of beats to wait for
|
||||
* @return {Promise} a Promise that resolves after the duration has elapsed
|
||||
*/
|
||||
waitForBeats (beats) {
|
||||
const storedContext = this;
|
||||
return new Promise(resolve => {
|
||||
setTimeout(() => {
|
||||
resolve();
|
||||
}, storedContext.beatsToSec(beats) * 1000);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Set the global tempo in bpm (beats per minute)
|
||||
* @param {number} value - the new tempo to set
|
||||
*/
|
||||
setTempo (value) {
|
||||
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
|
||||
*/
|
||||
changeTempo (value) {
|
||||
this.setTempo(this.currentTempo + value);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the current loudness of sound received by the microphone.
|
||||
* Sound is measured in RMS and smoothed.
|
||||
* @return {number} loudness scaled 0 to 100
|
||||
*/
|
||||
getLoudness () {
|
||||
if (!this.mic) {
|
||||
this.mic = new Tone.UserMedia();
|
||||
this.micMeter = new Tone.Meter('level', 0.5);
|
||||
this.mic.open();
|
||||
this.mic.connect(this.micMeter);
|
||||
}
|
||||
if (this.mic && this.mic.state === 'started') {
|
||||
return this.micMeter.value * 100;
|
||||
}
|
||||
return -1;
|
||||
|
||||
}
|
||||
|
||||
/**
|
||||
* 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} new AudioPlayer instance
|
||||
*/
|
||||
createPlayer () {
|
||||
return new AudioPlayer(this);
|
||||
}
|
||||
}
|
||||
|
||||
module.exports = AudioEngine;
|
||||
|
|
Loading…
Reference in a new issue