mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-24 06:52:40 -05:00
commit
46c0859ae9
4 changed files with 132 additions and 50 deletions
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@ -1,5 +1,6 @@
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var MathUtil = require('../util/math-util');
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var Cast = require('../util/cast');
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var Clone = require('../util/clone');
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var Scratch3SoundBlocks = function (runtime) {
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/**
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@ -9,6 +10,43 @@ var Scratch3SoundBlocks = function (runtime) {
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this.runtime = runtime;
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};
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/**
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* The key to load & store a target's sound-related state.
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* @type {string}
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*/
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Scratch3SoundBlocks.STATE_KEY = 'Scratch.sound';
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/**
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* The default sound-related state, to be used when a target has no existing sound state.
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* @type {SoundState}
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*/
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Scratch3SoundBlocks.DEFAULT_SOUND_STATE = {
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volume: 100,
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currentInstrument: 0,
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effects: {
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pitch: 0,
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pan: 0,
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echo: 0,
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reverb: 0,
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fuzz: 0,
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robot: 0
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}
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};
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/**
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* @param {Target} target - collect sound state for this target.
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* @returns {SoundState} the mutable sound state associated with that target. This will be created if necessary.
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* @private
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*/
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Scratch3SoundBlocks.prototype._getSoundState = function (target) {
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var soundState = target.getCustomState(Scratch3SoundBlocks.STATE_KEY);
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if (!soundState) {
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soundState = Clone.simple(Scratch3SoundBlocks.DEFAULT_SOUND_STATE);
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target.setCustomState(Scratch3SoundBlocks.STATE_KEY, soundState);
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}
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return soundState;
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};
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/**
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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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@ -30,6 +68,7 @@ Scratch3SoundBlocks.prototype.getPrimitives = function () {
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sound_effects_menu: this.effectsMenu,
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sound_setvolumeto: this.setVolume,
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sound_changevolumeby: this.changeVolume,
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sound_volume: this.getVolume,
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sound_settempotobpm: this.setTempo,
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sound_changetempoby: this.changeTempo,
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sound_tempo: this.getTempo
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@ -38,31 +77,50 @@ Scratch3SoundBlocks.prototype.getPrimitives = function () {
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Scratch3SoundBlocks.prototype.playSound = function (args, util) {
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var index = this._getSoundIndex(args.SOUND_MENU, util);
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util.target.audioPlayer.playSound(index);
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if (index >= 0) {
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var md5 = util.target.sprite.sounds[index].md5;
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util.target.audioPlayer.playSound(md5);
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}
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};
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Scratch3SoundBlocks.prototype.playSoundAndWait = function (args, util) {
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var index = this._getSoundIndex(args.SOUND_MENU, util);
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return util.target.audioPlayer.playSound(index);
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if (index >= 0) {
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var md5 = util.target.sprite.sounds[index].md5;
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return util.target.audioPlayer.playSound(md5);
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}
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};
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Scratch3SoundBlocks.prototype._getSoundIndex = function (soundName, util) {
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if (util.target.sprite.sounds.length === 0) {
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return 0;
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// if the sprite has no sounds, return -1
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var len = util.target.sprite.sounds.length;
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if (len === 0) {
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return -1;
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}
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var index;
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if (Number(soundName)) {
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soundName = Number(soundName);
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var len = util.target.sprite.sounds.length;
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index = MathUtil.wrapClamp(soundName, 1, len) - 1;
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} else {
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index = util.target.getSoundIndexByName(soundName);
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if (index === -1) {
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index = 0;
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// try to convert to a number and use that as an index
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var num = parseInt(soundName, 10);
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if (!isNaN(num)) {
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index = MathUtil.wrapClamp(num, 0, len - 1);
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return index;
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}
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// return the index for the sound of that name
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index = this.getSoundIndexByName(soundName, util);
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return index;
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};
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Scratch3SoundBlocks.prototype.getSoundIndexByName = function (soundName, util) {
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var sounds = util.target.sprite.sounds;
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for (var i = 0; i < sounds.length; i++) {
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if (sounds[i].name === soundName) {
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return i;
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}
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}
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return index;
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// if there is no sound by that name, return -1
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return -1;
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};
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Scratch3SoundBlocks.prototype.stopAllSounds = function (args, util) {
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@ -70,62 +128,100 @@ Scratch3SoundBlocks.prototype.stopAllSounds = function (args, util) {
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};
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Scratch3SoundBlocks.prototype.playNoteForBeats = function (args, util) {
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return util.target.audioPlayer.playNoteForBeats(args.NOTE, args.BEATS);
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var note = Cast.toNumber(args.NOTE);
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var beats = Cast.toNumber(args.BEATS);
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var soundState = this._getSoundState(util.target);
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var inst = soundState.currentInstrument;
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return this.runtime.audioEngine.playNoteForBeatsWithInst(note, beats, inst);
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};
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Scratch3SoundBlocks.prototype.playDrumForBeats = function (args, util) {
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return util.target.audioPlayer.playDrumForBeats(args.DRUM, args.BEATS);
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var drum = Cast.toNumber(args.DRUM);
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drum -= 1; // drums are one-indexed
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drum = MathUtil.wrapClamp(drum, 0, this.runtime.audioEngine.numDrums);
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var beats = Cast.toNumber(args.BEATS);
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return util.target.audioPlayer.playDrumForBeats(drum, beats);
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};
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Scratch3SoundBlocks.prototype.restForBeats = function (args, util) {
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return util.target.audioPlayer.waitForBeats(args.BEATS);
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Scratch3SoundBlocks.prototype.restForBeats = function (args) {
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var beats = Cast.toNumber(args.BEATS);
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return this.runtime.audioEngine.waitForBeats(beats);
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};
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Scratch3SoundBlocks.prototype.setInstrument = function (args, util) {
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var soundState = this._getSoundState(util.target);
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var instNum = Cast.toNumber(args.INSTRUMENT);
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return util.target.audioPlayer.setInstrument(instNum);
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instNum -= 1; // instruments are one-indexed
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instNum = MathUtil.wrapClamp(instNum, 0, this.runtime.audioEngine.numInstruments);
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soundState.currentInstrument = instNum;
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return this.runtime.audioEngine.instrumentPlayer.loadInstrument(soundState.currentInstrument);
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};
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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);
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util.target.audioPlayer.setEffect(args.EFFECT, value);
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var soundState = this._getSoundState(util.target);
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if (!soundState.effects.hasOwnProperty(effect)) return;
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soundState.effects[effect] = value;
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util.target.audioPlayer.setEffect(effect, soundState.effects[effect]);
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};
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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);
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util.target.audioPlayer.changeEffect(args.EFFECT, value);
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var soundState = this._getSoundState(util.target);
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if (!soundState.effects.hasOwnProperty(effect)) return;
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soundState.effects[effect] += value;
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util.target.audioPlayer.setEffect(effect, soundState.effects[effect]);
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};
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Scratch3SoundBlocks.prototype.clearEffects = function (args, util) {
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var soundState = this._getSoundState(util.target);
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for (var effect in soundState.effects) {
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soundState.effects[effect] = 0;
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}
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util.target.audioPlayer.clearEffects();
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};
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Scratch3SoundBlocks.prototype.setVolume = function (args, util) {
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var value = Cast.toNumber(args.VOLUME);
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util.target.audioPlayer.setVolume(value);
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var volume = Cast.toNumber(args.VOLUME);
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this._updateVolume(volume, util);
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};
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Scratch3SoundBlocks.prototype.changeVolume = function (args, util) {
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var value = Cast.toNumber(args.VOLUME);
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util.target.audioPlayer.changeVolume(value);
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var soundState = this._getSoundState(util.target);
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var volume = Cast.toNumber(args.VOLUME) + soundState.volume;
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this._updateVolume(volume, util);
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};
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Scratch3SoundBlocks.prototype._updateVolume = function (volume, util) {
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var soundState = this._getSoundState(util.target);
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volume = MathUtil.clamp(volume, 0, 100);
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soundState.volume = volume;
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util.target.audioPlayer.setVolume(soundState.volume);
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};
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Scratch3SoundBlocks.prototype.getVolume = function (args, util) {
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return util.target.audioPlayer.currentVolume;
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var soundState = this._getSoundState(util.target);
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return soundState.volume;
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};
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Scratch3SoundBlocks.prototype.setTempo = function (args, util) {
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Scratch3SoundBlocks.prototype.setTempo = function (args) {
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var value = Cast.toNumber(args.TEMPO);
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util.target.audioPlayer.setTempo(value);
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this.runtime.audioEngine.setTempo(value);
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};
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Scratch3SoundBlocks.prototype.changeTempo = function (args, util) {
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Scratch3SoundBlocks.prototype.changeTempo = function (args) {
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var value = Cast.toNumber(args.TEMPO);
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util.target.audioPlayer.changeTempo(value);
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this.runtime.audioEngine.changeTempo(value);
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};
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Scratch3SoundBlocks.prototype.getTempo = function (args, util) {
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return util.target.audioPlayer.currentTempo;
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Scratch3SoundBlocks.prototype.getTempo = function () {
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return this.runtime.audioEngine.currentTempo;
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};
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Scratch3SoundBlocks.prototype.soundsMenu = function (args) {
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@ -61,7 +61,8 @@ var parseScratchObject = function (object, runtime, topLevel) {
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rate: sound.rate,
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sampleCount: sound.sampleCount,
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soundID: sound.soundID,
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name: sound.soundName
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name: sound.soundName,
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md5: sound.md5
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});
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}
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}
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@ -408,7 +408,7 @@ var specMap = {
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{
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type: 'input',
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inputOp: 'math_number',
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inputName: 'DRUMTYPE'
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inputName: 'DRUM'
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},
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{
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type: 'input',
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@ -69,10 +69,9 @@ RenderedTarget.prototype.initDrawable = function () {
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this.audioPlayer = null;
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if (this.runtime && this.runtime.audioEngine) {
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if (this.isOriginal) {
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this.sprite.audioPlayer = this.runtime.audioEngine.createPlayer();
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this.sprite.audioPlayer.loadSounds(this.sprite.sounds);
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this.runtime.audioEngine.loadSounds(this.sprite.sounds);
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}
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this.audioPlayer = this.sprite.audioPlayer;
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this.audioPlayer = this.runtime.audioEngine.createPlayer();
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}
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};
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@ -399,20 +398,6 @@ RenderedTarget.prototype.getCostumeIndexByName = function (costumeName) {
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return -1;
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};
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/**
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* Get a sound index of this rendered target, by name of the sound.
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* @param {?string} soundName Name of a sound.
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* @return {number} Index of the named sound, or -1 if not present.
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*/
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RenderedTarget.prototype.getSoundIndexByName = function (soundName) {
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for (var i = 0; i < this.sprite.sounds.length; i++) {
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if (this.sprite.sounds[i].name === soundName) {
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return i;
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}
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}
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return -1;
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};
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/**
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* Get a costume of this rendered target by id.
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* @return {object} current costume
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