scratch-vm/src/blocks/scratch3_sound.js

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var MathUtil = require('../util/math-util');
var Cast = require('../util/cast');
var Clone = require('../util/clone');
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var Scratch3SoundBlocks = function (runtime) {
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/**
* The runtime instantiating this block package.
* @type {Runtime}
*/
this.runtime = runtime;
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};
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/**
* The key to load & store a target's sound-related state.
* @type {string}
*/
Scratch3SoundBlocks.STATE_KEY = 'Scratch.sound';
/**
* The default sound-related state, to be used when a target has no existing sound state.
* @type {SoundState}
*/
Scratch3SoundBlocks.DEFAULT_SOUND_STATE = {
volume: 100,
currentInstrument: 0,
effects: {
pitch: 0,
pan: 0,
echo: 0,
reverb: 0,
fuzz: 0,
robot: 0
}
};
/**
* The minimum and maximum MIDI note numbers, for clamping the input to play note.
* @type {{min: number, max: number}}
*/
Scratch3SoundBlocks.MIDI_NOTE_RANGE = {min: 36, max: 96}; // C2 to C7
/**
* The minimum and maximum beat values, for clamping the duration of play note, play drum and rest.
* 100 beats at the default tempo of 60bpm is 100 seconds.
* @type {{min: number, max: number}}
*/
Scratch3SoundBlocks.BEAT_RANGE = {min: 0, max: 100};
/**
* @param {Target} target - collect sound state for this target.
* @returns {SoundState} the mutable sound state associated with that target. This will be created if necessary.
* @private
*/
Scratch3SoundBlocks.prototype._getSoundState = function (target) {
var soundState = target.getCustomState(Scratch3SoundBlocks.STATE_KEY);
if (!soundState) {
soundState = Clone.simple(Scratch3SoundBlocks.DEFAULT_SOUND_STATE);
target.setCustomState(Scratch3SoundBlocks.STATE_KEY, soundState);
}
return soundState;
};
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/**
* Retrieve the block primitives implemented by this package.
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* @return {object.<string, Function>} Mapping of opcode to Function.
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*/
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Scratch3SoundBlocks.prototype.getPrimitives = function () {
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return {
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sound_play: this.playSound,
sound_playuntildone: this.playSoundAndWait,
sound_stopallsounds: this.stopAllSounds,
sound_playnoteforbeats: this.playNoteForBeats,
sound_playdrumforbeats: this.playDrumForBeats,
sound_restforbeats: this.restForBeats,
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sound_setinstrumentto: this.setInstrument,
sound_seteffectto: this.setEffect,
sound_changeeffectby: this.changeEffect,
sound_cleareffects: this.clearEffects,
sound_sounds_menu: this.soundsMenu,
sound_beats_menu: this.beatsMenu,
sound_effects_menu: this.effectsMenu,
sound_setvolumeto: this.setVolume,
sound_changevolumeby: this.changeVolume,
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sound_volume: this.getVolume,
sound_settempotobpm: this.setTempo,
sound_changetempoby: this.changeTempo,
sound_tempo: this.getTempo
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};
};
Scratch3SoundBlocks.prototype.playSound = function (args, util) {
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var index = this._getSoundIndex(args.SOUND_MENU, util);
if (index >= 0) {
var md5 = util.target.sprite.sounds[index].md5;
if (util.target.audioPlayer === null) return;
util.target.audioPlayer.playSound(md5);
}
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};
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Scratch3SoundBlocks.prototype.playSoundAndWait = function (args, util) {
var index = this._getSoundIndex(args.SOUND_MENU, util);
if (index >= 0) {
var md5 = util.target.sprite.sounds[index].md5;
if (util.target.audioPlayer === null) return;
return util.target.audioPlayer.playSound(md5);
}
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};
Scratch3SoundBlocks.prototype._getSoundIndex = function (soundName, util) {
// if the sprite has no sounds, return -1
var len = util.target.sprite.sounds.length;
if (len === 0) {
return -1;
}
var index;
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// try to convert to a number and use that as an index
var num = parseInt(soundName, 10);
if (!isNaN(num)) {
index = MathUtil.wrapClamp(num, 0, len - 1);
return index;
}
// return the index for the sound of that name
index = this.getSoundIndexByName(soundName, util);
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return index;
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};
Scratch3SoundBlocks.prototype.getSoundIndexByName = function (soundName, util) {
var sounds = util.target.sprite.sounds;
for (var i = 0; i < sounds.length; i++) {
if (sounds[i].name === soundName) {
return i;
}
}
// if there is no sound by that name, return -1
return -1;
};
Scratch3SoundBlocks.prototype.stopAllSounds = function (args, util) {
if (util.target.audioPlayer === null) return;
util.target.audioPlayer.stopAllSounds();
};
Scratch3SoundBlocks.prototype.playNoteForBeats = function (args, util) {
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var note = Cast.toNumber(args.NOTE);
note = MathUtil.clamp(note, Scratch3SoundBlocks.MIDI_NOTE_RANGE.min, Scratch3SoundBlocks.MIDI_NOTE_RANGE.max);
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var beats = Cast.toNumber(args.BEATS);
beats = this._clampBeats(beats);
var soundState = this._getSoundState(util.target);
var inst = soundState.currentInstrument;
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var vol = soundState.volume;
if (typeof this.runtime.audioEngine === 'undefined') return;
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return this.runtime.audioEngine.playNoteForBeatsWithInstAndVol(note, beats, inst, vol);
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};
Scratch3SoundBlocks.prototype.playDrumForBeats = function (args, util) {
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var drum = Cast.toNumber(args.DRUM);
drum -= 1; // drums are one-indexed
if (typeof this.runtime.audioEngine === 'undefined') return;
drum = MathUtil.wrapClamp(drum, 0, this.runtime.audioEngine.numDrums);
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var beats = Cast.toNumber(args.BEATS);
beats = this._clampBeats(beats);
if (util.target.audioPlayer === null) return;
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return util.target.audioPlayer.playDrumForBeats(drum, beats);
};
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Scratch3SoundBlocks.prototype.restForBeats = function (args) {
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var beats = Cast.toNumber(args.BEATS);
beats = this._clampBeats(beats);
if (typeof this.runtime.audioEngine === 'undefined') return;
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return this.runtime.audioEngine.waitForBeats(beats);
};
Scratch3SoundBlocks.prototype._clampBeats = function (beats) {
return MathUtil.clamp(beats, Scratch3SoundBlocks.BEAT_RANGE.min, Scratch3SoundBlocks.BEAT_RANGE.max);
};
Scratch3SoundBlocks.prototype.setInstrument = function (args, util) {
var soundState = this._getSoundState(util.target);
var instNum = Cast.toNumber(args.INSTRUMENT);
instNum -= 1; // instruments are one-indexed
if (typeof this.runtime.audioEngine === 'undefined') return;
instNum = MathUtil.wrapClamp(instNum, 0, this.runtime.audioEngine.numInstruments);
soundState.currentInstrument = instNum;
return this.runtime.audioEngine.instrumentPlayer.loadInstrument(soundState.currentInstrument);
};
Scratch3SoundBlocks.prototype.setEffect = function (args, util) {
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var effect = Cast.toString(args.EFFECT).toLowerCase();
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var value = Cast.toNumber(args.VALUE);
var soundState = this._getSoundState(util.target);
if (!soundState.effects.hasOwnProperty(effect)) return;
soundState.effects[effect] = value;
if (util.target.audioPlayer === null) return;
util.target.audioPlayer.setEffect(effect, soundState.effects[effect]);
};
Scratch3SoundBlocks.prototype.changeEffect = function (args, util) {
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var effect = Cast.toString(args.EFFECT).toLowerCase();
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var value = Cast.toNumber(args.VALUE);
var soundState = this._getSoundState(util.target);
if (!soundState.effects.hasOwnProperty(effect)) return;
soundState.effects[effect] += value;
if (util.target.audioPlayer === null) return;
util.target.audioPlayer.setEffect(effect, soundState.effects[effect]);
};
Scratch3SoundBlocks.prototype.clearEffects = function (args, util) {
var soundState = this._getSoundState(util.target);
for (var effect in soundState.effects) {
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if (!soundState.effects.hasOwnProperty(effect)) continue;
soundState.effects[effect] = 0;
}
if (util.target.audioPlayer === null) return;
util.target.audioPlayer.clearEffects();
};
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Scratch3SoundBlocks.prototype.setVolume = function (args, util) {
var volume = Cast.toNumber(args.VOLUME);
this._updateVolume(volume, util);
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};
Scratch3SoundBlocks.prototype.changeVolume = function (args, util) {
var soundState = this._getSoundState(util.target);
var volume = Cast.toNumber(args.VOLUME) + soundState.volume;
this._updateVolume(volume, util);
};
Scratch3SoundBlocks.prototype._updateVolume = function (volume, util) {
var soundState = this._getSoundState(util.target);
volume = MathUtil.clamp(volume, 0, 100);
soundState.volume = volume;
if (util.target.audioPlayer === null) return;
util.target.audioPlayer.setVolume(soundState.volume);
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};
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Scratch3SoundBlocks.prototype.getVolume = function (args, util) {
var soundState = this._getSoundState(util.target);
return soundState.volume;
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};
Scratch3SoundBlocks.prototype.setTempo = function (args) {
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var value = Cast.toNumber(args.TEMPO);
if (typeof this.runtime.audioEngine === 'undefined') return;
this.runtime.audioEngine.setTempo(value);
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};
Scratch3SoundBlocks.prototype.changeTempo = function (args) {
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var value = Cast.toNumber(args.TEMPO);
if (typeof this.runtime.audioEngine === 'undefined') return;
this.runtime.audioEngine.changeTempo(value);
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};
Scratch3SoundBlocks.prototype.getTempo = function () {
if (typeof this.runtime.audioEngine === 'undefined') return;
return this.runtime.audioEngine.currentTempo;
};
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Scratch3SoundBlocks.prototype.soundsMenu = function (args) {
return args.SOUND_MENU;
};
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Scratch3SoundBlocks.prototype.beatsMenu = function (args) {
return args.BEATS;
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};
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Scratch3SoundBlocks.prototype.effectsMenu = function (args) {
return args.EFFECT;
};
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module.exports = Scratch3SoundBlocks;