mirror of
https://github.com/scratchfoundation/scratch-audio.git
synced 2025-01-03 11:35:49 -05:00
204 lines
6.3 KiB
JavaScript
204 lines
6.3 KiB
JavaScript
var log = require('./log');
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var Tone = require('tone');
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var Soundfont = require('soundfont-player');
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function AudioEngine (sounds) {
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// tone setup
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this.tone = new Tone();
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// effects setup
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// each effect has a single parameter controlled by the effects block
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this.delay = new Tone.FeedbackDelay(0.25, 0.5);
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this.panner = new Tone.Panner();
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this.reverb = new Tone.Freeverb();
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this.pitchShiftRatio;
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// the effects are chained to an effects node for this clone, then to the master output
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// so audio is sent from each player or instrument, through the effects in order, then out
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// note that the pitch effect works differently - it sets the playback rate for each player
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this.effectsNode = new Tone.Gain();
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this.effectsNode.chain(this.delay, this.panner, this.reverb, Tone.Master);
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// reset effects to their default parameters
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// this.clearEffects();
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// load sounds
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this.soundPlayers = [];
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this.loadSounds(sounds);
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// soundfont setup
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// instrument names used by Musyng Kite soundfont, in order to
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// match scratch instruments
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this.instrumentNames = ['acoustic_grand_piano', 'electric_piano_1',
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'drawbar_organ', 'acoustic_guitar_nylon', 'electric_guitar_clean',
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'acoustic_bass', 'pizzicato_strings', 'cello', 'trombone', 'clarinet',
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'tenor_sax', 'flute', 'pan_flute', 'bassoon', 'choir_aahs', 'vibraphone',
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'music_box', 'steel_drums', 'marimba', 'lead_1_square', 'fx_4_atmosphere'];
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this.setInstrument(0);
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// theremin setup
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this.theremin = new Tone.Synth();
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this.portamentoTime = 0.25;
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this.thereminVibrato = new Tone.Vibrato(4, 0.5);
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this.theremin.chain(this.thereminVibrato, this.effectsNode);
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this.thereminTimeout;
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this.thereminIsPlaying = false;
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}
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AudioEngine.prototype.loadSounds = function (sounds) {
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for (var i=0; i<sounds.length; i++) {
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// skip adpcm form sounds since we can't load them yet
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if (sounds[i].format == 'adpcm') {
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log.warn('cannot load sound in adpcm format');
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continue;
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}
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this.soundPlayers[i] = new Tone.Player(sounds[i].fileUrl);
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this.soundPlayers[i].connect(this.effectsNode);
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}
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};
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AudioEngine.prototype.playSound = function (index) {
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var player = this.soundPlayers[index];
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if (player.buffer.loaded) {
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player.start();
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} else {
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// if the sound has not yet loaded, wait and try again
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log.warn('sound ' + index + ' not loaded yet');
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setTimeout(function () {
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this.playSound(index);
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}, 100);
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}
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};
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AudioEngine.prototype.getSoundDuration = function (index) {
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return this.soundPlayers[index].buffer.duration;
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};
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AudioEngine.prototype.playNoteForBeats = function (note, beats) {
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this.instrument.play(
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note, Tone.context.currentTime, {duration : Number(beats)}
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);
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};
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AudioEngine.prototype.playThereminForBeats = function (note, beats) {
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// if the theremin is playing
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// ramp to new frequency
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// else
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// trigger attack
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// create a timeout for slightly longer than the duration of the block
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// that releases the theremin - so we can slide continuously between
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// successive notes without releasing and re-attacking
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var freq = this._midiToFreq(note);
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if (this.thereminIsPlaying) {
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this.theremin.frequency.rampTo(freq, this.portamentoTime);
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} else {
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this.theremin.triggerAttack(freq);
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this.thereminIsPlaying = true;
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}
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clearTimeout(this.thereminTimeout);
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this.thereminTimeout = setTimeout(function () {
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this.theremin.triggerRelease();
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this.thereminIsPlaying = false;
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}.bind(this), (1000 * beats) + 100);
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};
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AudioEngine.prototype._midiToFreq = function (midiNote) {
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var freq = this.tone.intervalToFrequencyRatio(midiNote - 60) * 261.63; // 60 is C4
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return freq;
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};
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AudioEngine.prototype.playDrumForBeats = function (drumNum) {
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this.drumSamplers[drumNum].triggerAttack();
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};
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AudioEngine.prototype.stopAllSounds = function () {
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// stop drum notes
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// for (var i = 0; i<this.drumSamplers.length; i++) {
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// this.drumSamplers[i].triggerRelease();
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// }
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// stop sounds triggered with playSound
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for (var i=0; i<this.soundPlayers.length; i++) {
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this.soundPlayers[i].stop();
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}
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// stop soundfont notes
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this.instrument.stop();
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};
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AudioEngine.prototype.setEffect = function (effect, value) {
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switch (effect) {
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case 'ECHO':
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this.delay.wet.value = (value / 100) / 2; // max 50% wet
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break;
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case 'PAN':
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this.panner.pan.value = value / 100;
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break;
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case 'REVERB':
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this.reverb.wet.value = value / 100;
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break;
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case 'PITCH':
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this._setPitchShift(value / 20);
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break;
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}
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};
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AudioEngine.prototype.changeEffect = function (effect, value) {
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switch (effect) {
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case 'ECHO':
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this.delay.wet.value += (value / 100) / 2; // max 50% wet
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this.delay.wet.value = this._clamp(this.delay.wet.value, 0, 0.5);
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break;
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case 'PAN':
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this.panner.pan.value += value / 100;
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this.panner.pan.value = this._clamp(this.panner.pan.value, -1, 1);
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break;
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case 'REVERB':
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this.reverb.wet.value += value / 100;
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this.reverb.wet.value = this._clamp(this.reverb.wet.value, 0, 1);
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break;
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case 'PITCH':
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this._setPitchShift(this.pitchShiftRatio + (value / 20));
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break;
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}
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};
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AudioEngine.prototype._setPitchShift = function (value) {
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this.pitchShiftRatio = value;
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for (var i=0; i<this.soundPlayers.length; i++) {
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var s = this.soundPlayers[i];
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if (s) {
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s.playbackRate = 1 + this.pitchShiftRatio;
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}
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}
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};
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AudioEngine.prototype.setInstrument = function (instrumentNum) {
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return Soundfont.instrument(Tone.context, this.instrumentNames[instrumentNum]).then(
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function (inst) {
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this.instrument = inst;
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this.instrument.connect(this.effectsNode);
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}.bind(this)
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);
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};
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AudioEngine.prototype.clearEffects = function () {
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this.delay.wet.value = 0;
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this._setPitchShift(0);
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this.panner.pan.value = 0;
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this.reverb.wet.value = 0;
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};
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AudioEngine.prototype._clamp = function (input, min, max) {
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return Math.min(Math.max(input, min), max);
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};
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module.exports = AudioEngine;
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