mirror of
https://github.com/scratchfoundation/scratch-audio.git
synced 2024-12-22 05:53:43 -05:00
Pass with eslint --fix
This commit is contained in:
parent
cd699dbc0f
commit
ee8462f53f
15 changed files with 102 additions and 110 deletions
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@ -1,6 +1,6 @@
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var ArrayBufferStream = require('./ArrayBufferStream');
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var Tone = require('tone');
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var log = require('./log');
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const ArrayBufferStream = require('./ArrayBufferStream');
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const Tone = require('tone');
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const log = require('./log');
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/**
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* Decode wav audio files that have been compressed with the ADPCM format.
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@ -21,27 +21,27 @@ function ADPCMSoundDecoder () {
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*/
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ADPCMSoundDecoder.prototype.decode = function (audioData) {
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return new Promise(function (resolve, reject) {
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var stream = new ArrayBufferStream(audioData);
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return new Promise((resolve, reject) => {
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const stream = new ArrayBufferStream(audioData);
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var riffStr = stream.readUint8String(4);
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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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var lengthInHeader = stream.readInt32();
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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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log.warn(`adpcm wav length in header: ${lengthInHeader} is incorrect`);
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}
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var wavStr = stream.readUint8String(4);
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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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var formatChunk = this.extractChunk('fmt ', stream);
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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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@ -52,18 +52,18 @@ ADPCMSoundDecoder.prototype.decode = function (audioData) {
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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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var samples = this.imaDecompress(this.extractChunk('data', stream), this.adpcmBlockSize);
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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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var buffer = Tone.context.createBuffer(1, samples.length, this.samplesPerSecond);
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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 (var i=0; i<samples.length; i++) {
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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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}.bind(this));
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});
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};
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/**
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@ -95,14 +95,14 @@ ADPCMSoundDecoder.prototype.indexTable = [
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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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var typeStr = stream.readUint8String(4);
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var chunkSize = stream.readInt32();
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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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var chunk = stream.extract(chunkSize);
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const chunk = stream.extract(chunkSize);
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return chunk;
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} else {
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stream.position += chunkSize;
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}
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stream.position += chunkSize;
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}
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};
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@ -114,16 +114,16 @@ 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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var sample, step, code, delta;
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var index = 0;
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var lastByte = -1; // -1 indicates that there is no saved lastByte
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var out = [];
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let sample, step, code, 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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var a = 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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@ -159,7 +159,7 @@ ADPCMSoundDecoder.prototype.imaDecompress = function (compressedData, blockSize)
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out.push(sample);
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}
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}
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var samples = Int16Array.from(out);
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const samples = Int16Array.from(out);
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return samples;
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};
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@ -19,8 +19,8 @@ function ArrayBufferStream (arrayBuffer) {
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* @return {ArrayBufferStream} the extracted stream
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*/
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ArrayBufferStream.prototype.extract = function (length) {
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var slicedArrayBuffer = this.arrayBuffer.slice(this.position, this.position+length);
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var newStream = new ArrayBufferStream(slicedArrayBuffer);
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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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@ -43,7 +43,7 @@ ArrayBufferStream.prototype.getBytesAvailable = function () {
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* @return {number}
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*/
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ArrayBufferStream.prototype.readUint8 = function () {
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var val = new Uint8Array(this.arrayBuffer, this.position, 1)[0];
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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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@ -55,10 +55,10 @@ ArrayBufferStream.prototype.readUint8 = function () {
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* @return {String} a String made by concatenating the chars in the input
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*/
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ArrayBufferStream.prototype.readUint8String = function (length) {
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var arr = new Uint8Array(this.arrayBuffer, this.position, length);
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const arr = new Uint8Array(this.arrayBuffer, this.position, length);
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this.position += length;
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var str = '';
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for (var i=0; i<arr.length; i++) {
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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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}
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return str;
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@ -69,7 +69,7 @@ ArrayBufferStream.prototype.readUint8String = function (length) {
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* @return {number}
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*/
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ArrayBufferStream.prototype.readInt16 = function () {
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var val = new Int16Array(this.arrayBuffer, this.position, 1)[0];
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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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@ -79,7 +79,7 @@ ArrayBufferStream.prototype.readInt16 = function () {
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* @return {number}
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*/
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ArrayBufferStream.prototype.readUint16 = function () {
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var val = new Uint16Array(this.arrayBuffer, this.position, 1)[0];
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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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@ -89,7 +89,7 @@ ArrayBufferStream.prototype.readUint16 = function () {
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* @return {number}
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*/
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ArrayBufferStream.prototype.readInt32 = function () {
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var val = new Int32Array(this.arrayBuffer, this.position, 1)[0];
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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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@ -99,7 +99,7 @@ ArrayBufferStream.prototype.readInt32 = function () {
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* @return {number}
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*/
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ArrayBufferStream.prototype.readUint32 = function () {
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var val = new Uint32Array(this.arrayBuffer, this.position, 1)[0];
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const val = new Uint32Array(this.arrayBuffer, this.position, 1)[0];
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this.position += 4; // one 32 bit int is 4 bytes
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return val;
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};
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@ -1,5 +1,5 @@
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var SoundPlayer = require('./SoundPlayer');
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var Tone = require('tone');
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const SoundPlayer = require('./SoundPlayer');
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const Tone = require('tone');
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/**
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* A prototype for the drum sound functionality that can load drum sounds, play, and stop them.
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function DrumPlayer (outputNode) {
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this.outputNode = outputNode;
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var baseUrl = 'https://raw.githubusercontent.com/LLK/scratch-audio/develop/sound-files/drums/';
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var fileNames = [
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const baseUrl = 'https://raw.githubusercontent.com/LLK/scratch-audio/develop/sound-files/drums/';
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const fileNames = [
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'SnareDrum(1)',
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'BassDrum(1b)',
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'SideStick(1)',
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this.drumSounds = [];
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for (var i=0; i<fileNames.length; i++) {
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var url = baseUrl + fileNames[i] + '_22k.wav';
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for (let i = 0; i < fileNames.length; i++) {
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const url = `${baseUrl + fileNames[i]}_22k.wav`;
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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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@ -56,7 +56,7 @@ DrumPlayer.prototype.play = function (drum, outputNode) {
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* Stop all drum sounds.
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*/
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DrumPlayer.prototype.stopAll = function () {
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for (var i=0; i<this.drumSounds.length; i++) {
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for (let i = 0; i < this.drumSounds.length; i++) {
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this.drumSounds[i].stop();
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}
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};
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@ -1,5 +1,5 @@
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var Tone = require('tone');
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var Soundfont = require('soundfont-player');
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const Tone = require('tone');
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const Soundfont = require('soundfont-player');
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/**
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* A prototype for the instrument sound functionality that can play notes.
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* @param {number} vol - a volume level (0-100%)
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*/
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InstrumentPlayer.prototype.playNoteForSecWithInstAndVol = function (note, sec, instrumentNum, vol) {
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var gain = vol / 100;
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const gain = vol / 100;
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this.loadInstrument(instrumentNum)
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.then(() => {
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this.instruments[instrumentNum].play(
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InstrumentPlayer.prototype.loadInstrument = function (instrumentNum) {
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if (this.instruments[instrumentNum]) {
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return Promise.resolve();
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} else {
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}
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return Soundfont.instrument(Tone.context, this.instrumentNames[instrumentNum])
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.then((inst) => {
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.then(inst => {
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inst.connect(this.outputNode);
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this.instruments[instrumentNum] = inst;
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});
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}
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};
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/**
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* Stop all notes being played on all instruments
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*/
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InstrumentPlayer.prototype.stopAll = function () {
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for (var i=0; i<this.instruments.length; i++) {
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for (let i = 0; i < this.instruments.length; i++) {
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if (this.instruments[i]) {
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this.instruments[i].stop();
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}
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@ -1,5 +1,5 @@
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var Tone = require('tone');
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var log = require('./log');
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const Tone = require('tone');
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const log = require('./log');
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/**
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* A SoundPlayer stores an audio buffer, and plays it
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* @return {Promise} a Promise that resolves when the sound finishes playing
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*/
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SoundPlayer.prototype.finished = function () {
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var storedContext = this;
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return new Promise(function (resolve) {
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const storedContext = this;
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return new Promise(resolve => {
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storedContext.bufferSource.onended = function () {
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this.isPlaying = false;
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resolve();
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@ -1,4 +1,4 @@
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var Tone = require('tone');
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const Tone = require('tone');
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/**
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* An echo effect (aka 'delay effect' in audio terms)
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@ -36,7 +36,7 @@ EchoEffect.prototype.set = function (val) {
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this.wet.value = 0.5;
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}
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var feedback = (this.value / 100) * 0.75;
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const feedback = (this.value / 100) * 0.75;
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this.delay.feedback.rampTo(feedback, 1 / 60);
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};
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@ -59,4 +59,3 @@ EchoEffect.prototype.clamp = function (input, min, max) {
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};
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module.exports = EchoEffect;
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@ -1,4 +1,4 @@
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var Tone = require('tone');
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const Tone = require('tone');
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/**
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* A fuzz effect (aka 'distortion effect' in audio terms)
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@ -49,4 +49,3 @@ FuzzEffect.prototype.clamp = function (input, min, max) {
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};
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module.exports = FuzzEffect;
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@ -1,4 +1,4 @@
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var Tone = require('tone');
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const Tone = require('tone');
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/**
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* A pan effect, which moves the sound to the left or right between the speakers
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@ -50,4 +50,3 @@ PanEffect.prototype.clamp = function (input, min, max) {
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};
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module.exports = PanEffect;
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@ -1,4 +1,4 @@
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var Tone = require('tone');
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const Tone = require('tone');
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/**
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* A pitch change effect, which changes the playback rate of the sound in order
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@ -71,7 +71,7 @@ PitchEffect.prototype.updatePlayer = function (player) {
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PitchEffect.prototype.updatePlayers = function (players) {
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if (!players) return;
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for (var md5 in players) {
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for (const md5 in players) {
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if (players.hasOwnProperty(md5)) {
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this.updatePlayer(players[md5]);
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}
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@ -79,4 +79,3 @@ PitchEffect.prototype.updatePlayers = function (players) {
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};
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module.exports = PitchEffect;
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@ -1,4 +1,4 @@
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var Tone = require('tone');
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const Tone = require('tone');
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/**
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* A reverb effect, simulating reverberation in a room
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@ -50,4 +50,3 @@ ReverbEffect.prototype.clamp = function (input, min, max) {
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};
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module.exports = ReverbEffect;
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@ -1,5 +1,4 @@
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var Tone = require('tone');
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const Tone = require('tone');
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/**
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* A "robotic" effect that adds a low-pitched buzzing to the sound, reminiscent of the
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@ -17,7 +16,7 @@ function RoboticEffect () {
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this.value = 0;
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var time = this._delayTimeForValue(100);
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const time = this._delayTimeForValue(100);
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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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@ -40,7 +39,7 @@ RoboticEffect.prototype.set = function (val) {
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}
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// set delay time using the value
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var time = this._delayTimeForValue(this.value);
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const time = this._delayTimeForValue(this.value);
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this.feedbackCombFilter.delayTime.rampTo(time, 1 / 60);
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};
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@ -60,10 +59,9 @@ RoboticEffect.prototype.changeBy = function (val) {
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* @returns {number} a delay time in seconds
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*/
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RoboticEffect.prototype._delayTimeForValue = function (val) {
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var midiNote = ((val - 100) / 10) + 36;
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var freq = Tone.Frequency(midiNote, 'midi').eval();
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const midiNote = ((val - 100) / 10) + 36;
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const freq = Tone.Frequency(midiNote, 'midi').eval();
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return 1 / freq;
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};
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module.exports = RoboticEffect;
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@ -1,4 +1,4 @@
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var Tone = require('tone');
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const Tone = require('tone');
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/**
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* A wobble effect. In audio terms, it sounds like tremolo.
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@ -58,4 +58,3 @@ WobbleEffect.prototype.clamp = function (input, min, max) {
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};
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module.exports = WobbleEffect;
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50
src/index.js
50
src/index.js
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@ -1,18 +1,18 @@
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var log = require('./log');
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var Tone = require('tone');
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const log = require('./log');
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const Tone = require('tone');
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var PitchEffect = require('./effects/PitchEffect');
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var PanEffect = require('./effects/PanEffect');
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const PitchEffect = require('./effects/PitchEffect');
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const PanEffect = require('./effects/PanEffect');
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var RoboticEffect = require('./effects/RoboticEffect');
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var FuzzEffect = require('./effects/FuzzEffect');
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var EchoEffect = require('./effects/EchoEffect');
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var ReverbEffect = require('./effects/ReverbEffect');
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const RoboticEffect = require('./effects/RoboticEffect');
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const FuzzEffect = require('./effects/FuzzEffect');
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const EchoEffect = require('./effects/EchoEffect');
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const ReverbEffect = require('./effects/ReverbEffect');
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var SoundPlayer = require('./SoundPlayer');
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var ADPCMSoundDecoder = require('./ADPCMSoundDecoder');
|
||||
var InstrumentPlayer = require('./InstrumentPlayer');
|
||||
var DrumPlayer = require('./DrumPlayer');
|
||||
const SoundPlayer = require('./SoundPlayer');
|
||||
const ADPCMSoundDecoder = require('./ADPCMSoundDecoder');
|
||||
const InstrumentPlayer = require('./InstrumentPlayer');
|
||||
const DrumPlayer = require('./DrumPlayer');
|
||||
|
||||
/**
|
||||
* @fileOverview Scratch Audio is divided into a single AudioEngine,
|
||||
|
@ -70,7 +70,7 @@ function AudioEngine () {
|
|||
*/
|
||||
AudioEngine.prototype.decodeSound = function (sound) {
|
||||
|
||||
var loaderPromise = null;
|
||||
let loaderPromise = null;
|
||||
|
||||
switch (sound.format) {
|
||||
case '':
|
||||
|
@ -83,12 +83,12 @@ AudioEngine.prototype.decodeSound = function (sound) {
|
|||
return log.warn('unknown sound format', sound.format);
|
||||
}
|
||||
|
||||
var storedContext = this;
|
||||
const storedContext = this;
|
||||
return loaderPromise.then(
|
||||
function (decodedAudio) {
|
||||
decodedAudio => {
|
||||
storedContext.audioBuffers[sound.md5] = new Tone.Buffer(decodedAudio);
|
||||
},
|
||||
function (error) {
|
||||
error => {
|
||||
log.warn('audio data could not be decoded', error);
|
||||
}
|
||||
);
|
||||
|
@ -112,7 +112,7 @@ AudioEngine.prototype.loadSounds = function () {
|
|||
* @return {Promise} a Promise that resolves after the duration has elapsed
|
||||
*/
|
||||
AudioEngine.prototype.playNoteForBeatsWithInstAndVol = function (note, beats, inst, vol) {
|
||||
var sec = this.beatsToSec(beats);
|
||||
const sec = this.beatsToSec(beats);
|
||||
this.instrumentPlayer.playNoteForSecWithInstAndVol(note, sec, inst, vol);
|
||||
return this.waitForBeats(beats);
|
||||
};
|
||||
|
@ -132,9 +132,9 @@ AudioEngine.prototype.beatsToSec = function (beats) {
|
|||
* @return {Promise} a Promise that resolves after the duration has elapsed
|
||||
*/
|
||||
AudioEngine.prototype.waitForBeats = function (beats) {
|
||||
var storedContext = this;
|
||||
return new Promise(function (resolve) {
|
||||
setTimeout(function () {
|
||||
const storedContext = this;
|
||||
return new Promise(resolve => {
|
||||
setTimeout(() => {
|
||||
resolve();
|
||||
}, storedContext.beatsToSec(beats) * 1000);
|
||||
});
|
||||
|
@ -170,9 +170,9 @@ AudioEngine.prototype.getLoudness = function () {
|
|||
}
|
||||
if (this.mic && this.mic.state == 'started') {
|
||||
return this.micMeter.value * 100;
|
||||
} else {
|
||||
return -1;
|
||||
}
|
||||
return -1;
|
||||
|
||||
};
|
||||
|
||||
/**
|
||||
|
@ -245,7 +245,7 @@ AudioPlayer.prototype.playSound = function (md5) {
|
|||
}
|
||||
|
||||
// create a new soundplayer to play the sound
|
||||
var player = new SoundPlayer();
|
||||
const player = new SoundPlayer();
|
||||
player.setBuffer(this.audioEngine.audioBuffers[md5]);
|
||||
player.connect(this.effectsNode);
|
||||
this.pitchEffect.updatePlayer(player);
|
||||
|
@ -255,7 +255,7 @@ AudioPlayer.prototype.playSound = function (md5) {
|
|||
this.activeSoundPlayers[md5] = player;
|
||||
|
||||
// remove sounds that are not playing from the active sound players array
|
||||
for (var id in this.activeSoundPlayers) {
|
||||
for (const id in this.activeSoundPlayers) {
|
||||
if (this.activeSoundPlayers.hasOwnProperty(id)) {
|
||||
if (!this.activeSoundPlayers[id].isPlaying) {
|
||||
delete this.activeSoundPlayers[id];
|
||||
|
@ -283,7 +283,7 @@ AudioPlayer.prototype.playDrumForBeats = function (drum, beats) {
|
|||
*/
|
||||
AudioPlayer.prototype.stopAllSounds = function () {
|
||||
// stop all active sound players
|
||||
for (var md5 in this.activeSoundPlayers) {
|
||||
for (const md5 in this.activeSoundPlayers) {
|
||||
this.activeSoundPlayers[md5].stop();
|
||||
}
|
||||
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
var minilog = require('minilog');
|
||||
const minilog = require('minilog');
|
||||
minilog.enable();
|
||||
|
||||
module.exports = minilog('scratch-audioengine');
|
||||
|
|
|
@ -2,7 +2,7 @@ var path = require('path');
|
|||
|
||||
module.exports = {
|
||||
entry: {
|
||||
'dist': './src/index.js'
|
||||
dist: './src/index.js'
|
||||
},
|
||||
output: {
|
||||
path: __dirname,
|
||||
|
|
Loading…
Reference in a new issue