mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-24 15:02:52 -05:00
use customstate for sound volume, instrument, effects
This commit is contained in:
parent
95e29ed66a
commit
53127f6320
1 changed files with 106 additions and 30 deletions
|
@ -1,5 +1,6 @@
|
|||
var MathUtil = require('../util/math-util');
|
||||
var Cast = require('../util/cast');
|
||||
var Clone = require('../util/clone');
|
||||
|
||||
var Scratch3SoundBlocks = function (runtime) {
|
||||
/**
|
||||
|
@ -9,6 +10,43 @@ var Scratch3SoundBlocks = function (runtime) {
|
|||
this.runtime = runtime;
|
||||
};
|
||||
|
||||
/**
|
||||
* 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
|
||||
}
|
||||
};
|
||||
|
||||
/**
|
||||
* @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;
|
||||
};
|
||||
|
||||
/**
|
||||
* Retrieve the block primitives implemented by this package.
|
||||
* @return {Object.<string, Function>} Mapping of opcode to Function.
|
||||
|
@ -39,36 +77,50 @@ Scratch3SoundBlocks.prototype.getPrimitives = function () {
|
|||
|
||||
Scratch3SoundBlocks.prototype.playSound = function (args, util) {
|
||||
var index = this._getSoundIndex(args.SOUND_MENU, util);
|
||||
util.target.playSound(index);
|
||||
if (index >= 0) {
|
||||
var md5 = util.target.sprite.sounds[index].md5;
|
||||
util.target.audioPlayer.playSound(md5);
|
||||
}
|
||||
};
|
||||
|
||||
Scratch3SoundBlocks.prototype.playSoundAndWait = function (args, util) {
|
||||
var index = this._getSoundIndex(args.SOUND_MENU, util);
|
||||
return util.target.playSound(index);
|
||||
if (index >= 0) {
|
||||
var md5 = util.target.sprite.sounds[index].md5;
|
||||
return util.target.audioPlayer.playSound(md5);
|
||||
}
|
||||
};
|
||||
|
||||
Scratch3SoundBlocks.prototype._getSoundIndex = function (soundName, util) {
|
||||
// if the sprite has no sounds, return 0
|
||||
if (util.target.sprite.sounds.length === 0) {
|
||||
return 0;
|
||||
// if the sprite has no sounds, return -1
|
||||
var len = util.target.sprite.sounds.length;
|
||||
if (len === 0) {
|
||||
return -1;
|
||||
}
|
||||
|
||||
var index;
|
||||
|
||||
// if the sound name is a number, wrapclamp it to a sound index
|
||||
if (Number(soundName)) {
|
||||
soundName = Number(soundName);
|
||||
var len = util.target.sprite.sounds.length;
|
||||
index = MathUtil.wrapClamp(soundName, 1, len) - 1;
|
||||
} else {
|
||||
// else get the index for that sound of that name
|
||||
index = util.target.getSoundIndexByName(soundName);
|
||||
// use zero if there is no sound by that name
|
||||
// to match scratch 2.0 behavior, we should instead play no sound in this case
|
||||
if (index === -1) {
|
||||
index = 0;
|
||||
// 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);
|
||||
return index;
|
||||
};
|
||||
|
||||
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;
|
||||
}
|
||||
}
|
||||
return index;
|
||||
// if there is no sound by that name, return -1
|
||||
return -1;
|
||||
};
|
||||
|
||||
Scratch3SoundBlocks.prototype.stopAllSounds = function (args, util) {
|
||||
|
@ -78,7 +130,9 @@ Scratch3SoundBlocks.prototype.stopAllSounds = function (args, util) {
|
|||
Scratch3SoundBlocks.prototype.playNoteForBeats = function (args, util) {
|
||||
var note = Cast.toNumber(args.NOTE);
|
||||
var beats = Cast.toNumber(args.BEATS);
|
||||
return util.target.playNoteForBeats(note, beats);
|
||||
var soundState = this._getSoundState(util.target);
|
||||
var inst = soundState.currentInstrument;
|
||||
return this.runtime.audioEngine.playNoteForBeatsWithInst(note, beats, inst);
|
||||
};
|
||||
|
||||
Scratch3SoundBlocks.prototype.playDrumForBeats = function (args, util) {
|
||||
|
@ -95,43 +149,65 @@ Scratch3SoundBlocks.prototype.restForBeats = function (args) {
|
|||
};
|
||||
|
||||
Scratch3SoundBlocks.prototype.setInstrument = function (args, util) {
|
||||
var soundState = this._getSoundState(util.target);
|
||||
var instNum = Cast.toNumber(args.INSTRUMENT);
|
||||
instNum -= 1; // instruments are one-indexed
|
||||
instNum = MathUtil.wrapClamp(instNum, 0, this.runtime.audioEngine.numInstruments);
|
||||
util.target.setInstrument(instNum);
|
||||
return this.runtime.audioEngine.instrumentPlayer.loadInstrument(instNum);
|
||||
soundState.currentInstrument = instNum;
|
||||
return this.runtime.audioEngine.instrumentPlayer.loadInstrument(soundState.currentInstrument);
|
||||
};
|
||||
|
||||
Scratch3SoundBlocks.prototype.setEffect = function (args, util) {
|
||||
var effect = Cast.toString(args.EFFECT).toLowerCase();
|
||||
var value = Cast.toNumber(args.VALUE);
|
||||
util.target.setAudioEffect(effect, value);
|
||||
|
||||
var soundState = this._getSoundState(util.target);
|
||||
if (!soundState.effects.hasOwnProperty(effect)) return;
|
||||
|
||||
soundState.effects[effect] = value;
|
||||
util.target.audioPlayer.setEffect(effect, soundState.effects[effect]);
|
||||
};
|
||||
|
||||
Scratch3SoundBlocks.prototype.changeEffect = function (args, util) {
|
||||
var effect = Cast.toString(args.EFFECT).toLowerCase();
|
||||
var value = Cast.toNumber(args.VALUE);
|
||||
if (!util.target.audioEffects.hasOwnProperty(effect)) return;
|
||||
var newValue = value + util.target.audioEffects[effect];
|
||||
util.target.setAudioEffect(effect, newValue);
|
||||
|
||||
var soundState = this._getSoundState(util.target);
|
||||
if (!soundState.effects.hasOwnProperty(effect)) return;
|
||||
|
||||
soundState.effects[effect] += value;
|
||||
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) {
|
||||
soundState.effects[effect] = 0;
|
||||
}
|
||||
util.target.audioPlayer.clearEffects();
|
||||
};
|
||||
|
||||
Scratch3SoundBlocks.prototype.setVolume = function (args, util) {
|
||||
var value = Cast.toNumber(args.VOLUME);
|
||||
util.target.audioPlayer.setVolume(value);
|
||||
var volume = Cast.toNumber(args.VOLUME);
|
||||
this._updateVolume(volume, util);
|
||||
};
|
||||
|
||||
Scratch3SoundBlocks.prototype.changeVolume = function (args, util) {
|
||||
var value = Cast.toNumber(args.VOLUME);
|
||||
util.target.audioPlayer.changeVolume(value);
|
||||
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;
|
||||
util.target.audioPlayer.setVolume(soundState.volume);
|
||||
};
|
||||
|
||||
Scratch3SoundBlocks.prototype.getVolume = function (args, util) {
|
||||
return util.target.audioPlayer.currentVolume;
|
||||
var soundState = this._getSoundState(util.target);
|
||||
return soundState.volume;
|
||||
};
|
||||
|
||||
Scratch3SoundBlocks.prototype.setTempo = function (args) {
|
||||
|
|
Loading…
Reference in a new issue