mirror of
https://github.com/scratchfoundation/scratch-audio.git
synced 2024-12-22 22:12:48 -05:00
Update syntax for eslint-config-scratch
This commit is contained in:
parent
ee8462f53f
commit
e50ba400f9
13 changed files with 240 additions and 233 deletions
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@ -10,14 +10,13 @@ const log = require('./log');
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* https://github.com/LLK/scratch-flash/blob/master/src/sound/WAVFile.as
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* @constructor
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*/
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function ADPCMSoundDecoder () {
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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}
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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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@ -25,18 +24,18 @@ ADPCMSoundDecoder.prototype.decode = function (audioData) {
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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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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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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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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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@ -54,10 +53,10 @@ ADPCMSoundDecoder.prototype.decode = function (audioData) {
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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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// @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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// @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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@ -97,7 +96,7 @@ ADPCMSoundDecoder.prototype.extractChunk = function (chunkType, stream) {
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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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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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@ -114,7 +113,10 @@ ADPCMSoundDecoder.prototype.extractChunk = function (chunkType, 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, step, code, delta;
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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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@ -124,9 +126,9 @@ ADPCMSoundDecoder.prototype.imaDecompress = function (compressedData, blockSize)
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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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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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@ -135,7 +137,7 @@ ADPCMSoundDecoder.prototype.imaDecompress = function (compressedData, blockSize)
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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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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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@ -8,10 +8,10 @@
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* @param {ArrayBuffer} arrayBuffer - array to use as a stream
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* @constructor
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*/
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function ArrayBufferStream (arrayBuffer) {
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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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/**
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* Return a new ArrayBufferStream that is a slice of the existing one
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@ -40,7 +40,7 @@ ArrayBufferStream.prototype.getBytesAvailable = function () {
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/**
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* Read an unsigned 8 bit integer from the stream
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* @return {number}
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* @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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@ -52,7 +52,7 @@ ArrayBufferStream.prototype.readUint8 = function () {
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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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* @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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@ -66,7 +66,7 @@ ArrayBufferStream.prototype.readUint8String = function (length) {
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/**
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* Read a 16 bit integer from the stream
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* @return {number}
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* @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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@ -76,7 +76,7 @@ ArrayBufferStream.prototype.readInt16 = function () {
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/**
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* Read an unsigned 16 bit integer from the stream
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* @return {number}
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* @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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@ -86,7 +86,7 @@ ArrayBufferStream.prototype.readUint16 = function () {
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/**
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* Read a 32 bit integer from the stream
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* @return {number}
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* @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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@ -96,7 +96,7 @@ ArrayBufferStream.prototype.readInt32 = function () {
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/**
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* Read an unsigned 32 bit integer from the stream
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* @return {number}
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* @return {number} the next unsigned 32 bit integer in the stream
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*/
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ArrayBufferStream.prototype.readUint32 = function () {
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const val = new Uint32Array(this.arrayBuffer, this.position, 1)[0];
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@ -6,7 +6,7 @@ const Tone = require('tone');
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* @param {Tone.Gain} outputNode - a webAudio node that the drum sounds will send their output to
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* @constructor
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*/
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function DrumPlayer (outputNode) {
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const DrumPlayer = function (outputNode) {
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this.outputNode = outputNode;
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const baseUrl = 'https://raw.githubusercontent.com/LLK/scratch-audio/develop/sound-files/drums/';
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@ -38,7 +38,7 @@ function DrumPlayer (outputNode) {
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this.drumSounds[i] = new SoundPlayer(this.outputNode);
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this.drumSounds[i].setBuffer(new Tone.Buffer(url));
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}
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}
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};
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/**
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* Play a drum sound.
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@ -12,7 +12,7 @@ const Soundfont = require('soundfont-player');
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* @param {Tone.Gain} outputNode - a webAudio node that the instrument will send its output to
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* @constructor
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*/
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function InstrumentPlayer (outputNode) {
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const InstrumentPlayer = function (outputNode) {
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this.outputNode = outputNode;
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// Instrument names used by Musyng Kite soundfont, in order to
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@ -24,7 +24,7 @@ function InstrumentPlayer (outputNode) {
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'music_box', 'steel_drums', 'marimba', 'lead_1_square', 'fx_4_atmosphere'];
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this.instruments = [];
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}
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};
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/**
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* Play a note for some number of seconds with a particular instrument.
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@ -5,13 +5,13 @@ const log = require('./log');
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* A SoundPlayer stores an audio buffer, and plays it
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* @constructor
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*/
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function SoundPlayer () {
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const SoundPlayer = function () {
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this.outputNode = null;
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this.buffer = new Tone.Buffer();
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this.bufferSource = null;
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this.playbackRate = 1;
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this.isPlaying = false;
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}
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};
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/**
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* Connect the SoundPlayer to an output node
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@ -23,7 +23,7 @@ SoundPlayer.prototype.connect = function (node) {
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/**
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* Set an audio buffer
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* @param {Tone.Buffer} buffer
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* @param {Tone.Buffer} buffer Buffer to set
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*/
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SoundPlayer.prototype.setBuffer = function (buffer) {
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this.buffer = buffer;
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@ -8,7 +8,7 @@ const Tone = require('tone');
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* Clamped 0-100
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* @constructor
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*/
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function EchoEffect () {
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const EchoEffect = function () {
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Tone.Effect.call(this);
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this.value = 0;
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@ -16,7 +16,7 @@ function EchoEffect () {
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this.delay = new Tone.FeedbackDelay(0.25, 0.5);
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this.effectSend.chain(this.delay, this.effectReturn);
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}
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};
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Tone.extend(EchoEffect, Tone.Effect);
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@ -30,7 +30,7 @@ EchoEffect.prototype.set = function (val) {
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this.value = this.clamp(this.value, 0, 100);
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// mute the effect if value is 0
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if (this.value == 0) {
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if (this.value === 0) {
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this.wet.value = 0;
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} else {
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this.wet.value = 0.5;
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@ -53,6 +53,7 @@ EchoEffect.prototype.changeBy = function (val) {
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* @param {number} input - the input to clamp
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* @param {number} min - the min value to clamp to
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* @param {number} max - the max value to clamp to
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* @return {number} the clamped value
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*/
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EchoEffect.prototype.clamp = function (input, min, max) {
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return Math.min(Math.max(input, min), max);
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@ -7,7 +7,7 @@ const Tone = require('tone');
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* Clamped 0-100
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* @constructor
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*/
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function FuzzEffect () {
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const FuzzEffect = function () {
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Tone.Effect.call(this);
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this.value = 0;
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@ -15,7 +15,7 @@ function FuzzEffect () {
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this.distortion = new Tone.Distortion(1);
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this.effectSend.chain(this.distortion, this.effectReturn);
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}
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};
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Tone.extend(FuzzEffect, Tone.Effect);
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@ -43,6 +43,7 @@ FuzzEffect.prototype.changeBy = function (val) {
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* @param {number} input - the input to clamp
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* @param {number} min - the min value to clamp to
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* @param {number} max - the max value to clamp to
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* @return {number} the clamped value
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*/
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FuzzEffect.prototype.clamp = function (input, min, max) {
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return Math.min(Math.max(input, min), max);
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@ -7,7 +7,7 @@ const Tone = require('tone');
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* Clamped -100 to 100
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* @constructor
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*/
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function PanEffect () {
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const PanEffect = function () {
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Tone.Effect.call(this);
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this.value = 0;
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@ -15,7 +15,7 @@ function PanEffect () {
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this.panner = new Tone.Panner();
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this.effectSend.chain(this.panner, this.effectReturn);
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}
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};
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Tone.extend(PanEffect, Tone.Effect);
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@ -44,6 +44,7 @@ PanEffect.prototype.changeBy = function (val) {
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* @param {number} input - the input to clamp
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* @param {number} min - the min value to clamp to
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* @param {number} max - the max value to clamp to
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* @return {number} the clamped value
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*/
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PanEffect.prototype.clamp = function (input, min, max) {
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return Math.min(Math.max(input, min), max);
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@ -18,12 +18,12 @@ const Tone = require('tone');
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* on one SoundPlayer or a group of them.
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* @constructor
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*/
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function PitchEffect () {
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const PitchEffect = function () {
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this.value = 0; // effect value
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this.ratio = 1; // the playback rate ratio
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this.tone = new Tone();
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}
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};
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/**
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* Set the effect value
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@ -39,7 +39,7 @@ PitchEffect.prototype.set = function (val, players) {
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/**
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* Change the effect value
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* @param {number} val - the value to change the effect by
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* @param {Object} players - a dictionary of SoundPlayer objects indexed by md5
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* @param {object} players - a dictionary of SoundPlayer objects indexed by md5
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*/
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PitchEffect.prototype.changeBy = function (val, players) {
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this.set(this.value + val, players);
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@ -58,7 +58,7 @@ PitchEffect.prototype.getRatio = function (val) {
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/**
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* Update a sound player's playback rate using the current ratio for the effect
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* @param {Object} player - a SoundPlayer object
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* @param {object} player - a SoundPlayer object
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*/
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PitchEffect.prototype.updatePlayer = function (player) {
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player.setPlaybackRate(this.ratio);
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@ -7,7 +7,7 @@ const Tone = require('tone');
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* Clamped 0 to 100
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* @constructor
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*/
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function ReverbEffect () {
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const ReverbEffect = function () {
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Tone.Effect.call(this);
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this.value = 0;
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@ -15,7 +15,7 @@ function ReverbEffect () {
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this.reverb = new Tone.Freeverb();
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this.effectSend.chain(this.reverb, this.effectReturn);
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}
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};
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Tone.extend(ReverbEffect, Tone.Effect);
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@ -44,6 +44,7 @@ ReverbEffect.prototype.changeBy = function (val) {
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* @param {number} input - the input to clamp
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* @param {number} min - the min value to clamp to
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* @param {number} max - the max value to clamp to
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* @return {number} the clamped value
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*/
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ReverbEffect.prototype.clamp = function (input, min, max) {
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return Math.min(Math.max(input, min), max);
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@ -11,7 +11,7 @@ const Tone = require('tone');
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* Exterminate.
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* @constructor
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*/
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function RoboticEffect () {
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const RoboticEffect = function () {
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Tone.Effect.call(this);
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this.value = 0;
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@ -20,7 +20,7 @@ function RoboticEffect () {
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this.feedbackCombFilter = new Tone.FeedbackCombFilter(time, 0.9);
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this.effectSend.chain(this.feedbackCombFilter, this.effectReturn);
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}
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};
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Tone.extend(RoboticEffect, Tone.Effect);
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@ -32,7 +32,7 @@ RoboticEffect.prototype.set = function (val) {
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this.value = val;
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// mute the effect if value is 0
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if (this.value == 0) {
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if (this.value === 0) {
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this.wet.value = 0;
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} else {
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this.wet.value = 1;
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@ -11,7 +11,7 @@ const Tone = require('tone');
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* Clamped 0 to 100
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* @constructor
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*/
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function WobbleEffect () {
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const WobbleEffect = function () {
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Tone.Effect.call(this);
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this.value = 0;
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@ -21,7 +21,7 @@ function WobbleEffect () {
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this.wobbleLFO.connect(this.wobbleGain.gain);
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this.effectSend.chain(this.wobbleGain, this.effectReturn);
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}
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};
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Tone.extend(WobbleEffect, Tone.Effect);
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@ -52,6 +52,7 @@ WobbleEffect.prototype.changeBy = function (val) {
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* @param {number} input - the input to clamp
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* @param {number} min - the min value to clamp to
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* @param {number} max - the max value to clamp to
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* @return {number} the clamped value
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*/
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WobbleEffect.prototype.clamp = function (input, min, max) {
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return Math.min(Math.max(input, min), max);
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368
src/index.js
368
src/index.js
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@ -19,195 +19,14 @@ const DrumPlayer = require('./DrumPlayer');
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* that handles global functionality, and AudioPlayers, belonging to individual sprites and clones.
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*/
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/**
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* There is a single instance of the AudioEngine. It handles global audio properties and effects,
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* loads all the audio buffers for sounds belonging to sprites, and creates a single instrument player
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* and a drum player, used by all play note and play drum blocks.
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* @constructor
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*/
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function AudioEngine () {
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// create the global audio effects
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||||
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
|
||||
);
|
||||
|
||||
// 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;
|
||||
|
||||
// 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 = {};
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
);
|
||||
};
|
||||
|
||||
/**
|
||||
* 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
|
||||
* @return {number} seconds
|
||||
*/
|
||||
AudioEngine.prototype.beatsToSec = function (beats) {
|
||||
return (60 / this.currentTempo) * beats;
|
||||
};
|
||||
|
||||
/**
|
||||
* Wait for some number of beats
|
||||
* @param {number} beats
|
||||
* @return {Promise} a Promise that resolves after the duration has elapsed
|
||||
*/
|
||||
AudioEngine.prototype.waitForBeats = function (beats) {
|
||||
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);
|
||||
}
|
||||
if (this.mic && this.mic.state == 'started') {
|
||||
return this.micMeter.value * 100;
|
||||
}
|
||||
return -1;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Names of the audio effects.
|
||||
* @readonly
|
||||
* @enum {string}
|
||||
*/
|
||||
AudioEngine.prototype.EFFECT_NAMES = {
|
||||
pitch: 'pitch',
|
||||
pan: 'pan',
|
||||
echo: 'echo',
|
||||
reverb: 'reverb',
|
||||
fuzz: 'fuzz',
|
||||
robot: 'robot'
|
||||
};
|
||||
|
||||
/**
|
||||
* Create an AudioPlayer. Each sprite or clone has an AudioPlayer.
|
||||
* It includes a reference to the AudioEngine so it can use global
|
||||
* functionality such as playing notes.
|
||||
* @return {AudioPlayer}
|
||||
*/
|
||||
AudioEngine.prototype.createPlayer = function () {
|
||||
return new AudioPlayer(this);
|
||||
};
|
||||
|
||||
|
||||
/**
|
||||
* 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}
|
||||
* @param {AudioEngine} audioEngine AudioEngine for player
|
||||
* @constructor
|
||||
*/
|
||||
function AudioPlayer (audioEngine) {
|
||||
const AudioPlayer = function (audioEngine) {
|
||||
|
||||
this.audioEngine = audioEngine;
|
||||
|
||||
|
@ -226,7 +45,7 @@ function AudioPlayer (audioEngine) {
|
|||
|
||||
// sound players that are currently playing, indexed by the sound's md5
|
||||
this.activeSoundPlayers = {};
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* Play a sound
|
||||
|
@ -344,4 +163,185 @@ 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 () {
|
||||
|
||||
// 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
|
||||
);
|
||||
|
||||
// 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;
|
||||
|
||||
// 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 = {};
|
||||
|
||||
// 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);
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
);
|
||||
};
|
||||
|
||||
/**
|
||||
* 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);
|
||||
}
|
||||
if (this.mic && this.mic.state === 'started') {
|
||||
return this.micMeter.value * 100;
|
||||
}
|
||||
return -1;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
* Names of the audio effects.
|
||||
* @readonly
|
||||
* @enum {string}
|
||||
*/
|
||||
AudioEngine.prototype.EFFECT_NAMES = {
|
||||
pitch: 'pitch',
|
||||
pan: 'pan',
|
||||
echo: 'echo',
|
||||
reverb: 'reverb',
|
||||
fuzz: 'fuzz',
|
||||
robot: 'robot'
|
||||
};
|
||||
|
||||
/**
|
||||
* Create an AudioPlayer. Each sprite or clone has an AudioPlayer.
|
||||
* It includes a reference to the AudioEngine so it can use global
|
||||
* functionality such as playing notes.
|
||||
* @return {AudioPlayer} new AudioPlayer instance
|
||||
*/
|
||||
AudioEngine.prototype.createPlayer = function () {
|
||||
return new AudioPlayer(this);
|
||||
};
|
||||
|
||||
module.exports = AudioEngine;
|
||||
|
|
Loading…
Reference in a new issue