use customstate for sound volume, instrument, effects

This commit is contained in:
Eric Rosenbaum 2017-01-31 18:33:32 -05:00
parent 95e29ed66a
commit 53127f6320

View file

@ -1,5 +1,6 @@
var MathUtil = require('../util/math-util'); var MathUtil = require('../util/math-util');
var Cast = require('../util/cast'); var Cast = require('../util/cast');
var Clone = require('../util/clone');
var Scratch3SoundBlocks = function (runtime) { var Scratch3SoundBlocks = function (runtime) {
/** /**
@ -9,6 +10,43 @@ var Scratch3SoundBlocks = function (runtime) {
this.runtime = 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. * Retrieve the block primitives implemented by this package.
* @return {Object.<string, Function>} Mapping of opcode to Function. * @return {Object.<string, Function>} Mapping of opcode to Function.
@ -39,36 +77,50 @@ Scratch3SoundBlocks.prototype.getPrimitives = function () {
Scratch3SoundBlocks.prototype.playSound = function (args, util) { Scratch3SoundBlocks.prototype.playSound = function (args, util) {
var index = this._getSoundIndex(args.SOUND_MENU, 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) { Scratch3SoundBlocks.prototype.playSoundAndWait = function (args, util) {
var index = this._getSoundIndex(args.SOUND_MENU, 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) { Scratch3SoundBlocks.prototype._getSoundIndex = function (soundName, util) {
// if the sprite has no sounds, return 0 // if the sprite has no sounds, return -1
if (util.target.sprite.sounds.length === 0) { var len = util.target.sprite.sounds.length;
return 0; if (len === 0) {
return -1;
} }
var index; var index;
// if the sound name is a number, wrapclamp it to a sound index // try to convert to a number and use that as an index
if (Number(soundName)) { var num = parseInt(soundName, 10);
soundName = Number(soundName); if (!isNaN(num)) {
var len = util.target.sprite.sounds.length; index = MathUtil.wrapClamp(num, 0, len - 1);
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;
}
}
return index; 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;
}
}
// if there is no sound by that name, return -1
return -1;
}; };
Scratch3SoundBlocks.prototype.stopAllSounds = function (args, util) { Scratch3SoundBlocks.prototype.stopAllSounds = function (args, util) {
@ -78,7 +130,9 @@ Scratch3SoundBlocks.prototype.stopAllSounds = function (args, util) {
Scratch3SoundBlocks.prototype.playNoteForBeats = function (args, util) { Scratch3SoundBlocks.prototype.playNoteForBeats = function (args, util) {
var note = Cast.toNumber(args.NOTE); var note = Cast.toNumber(args.NOTE);
var beats = Cast.toNumber(args.BEATS); 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) { Scratch3SoundBlocks.prototype.playDrumForBeats = function (args, util) {
@ -95,43 +149,65 @@ Scratch3SoundBlocks.prototype.restForBeats = function (args) {
}; };
Scratch3SoundBlocks.prototype.setInstrument = function (args, util) { Scratch3SoundBlocks.prototype.setInstrument = function (args, util) {
var soundState = this._getSoundState(util.target);
var instNum = Cast.toNumber(args.INSTRUMENT); var instNum = Cast.toNumber(args.INSTRUMENT);
instNum -= 1; // instruments are one-indexed instNum -= 1; // instruments are one-indexed
instNum = MathUtil.wrapClamp(instNum, 0, this.runtime.audioEngine.numInstruments); instNum = MathUtil.wrapClamp(instNum, 0, this.runtime.audioEngine.numInstruments);
util.target.setInstrument(instNum); soundState.currentInstrument = instNum;
return this.runtime.audioEngine.instrumentPlayer.loadInstrument(instNum); return this.runtime.audioEngine.instrumentPlayer.loadInstrument(soundState.currentInstrument);
}; };
Scratch3SoundBlocks.prototype.setEffect = function (args, util) { Scratch3SoundBlocks.prototype.setEffect = function (args, util) {
var effect = Cast.toString(args.EFFECT).toLowerCase(); var effect = Cast.toString(args.EFFECT).toLowerCase();
var value = Cast.toNumber(args.VALUE); 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) { Scratch3SoundBlocks.prototype.changeEffect = function (args, util) {
var effect = Cast.toString(args.EFFECT).toLowerCase(); var effect = Cast.toString(args.EFFECT).toLowerCase();
var value = Cast.toNumber(args.VALUE); var value = Cast.toNumber(args.VALUE);
if (!util.target.audioEffects.hasOwnProperty(effect)) return;
var newValue = value + util.target.audioEffects[effect]; var soundState = this._getSoundState(util.target);
util.target.setAudioEffect(effect, newValue); if (!soundState.effects.hasOwnProperty(effect)) return;
soundState.effects[effect] += value;
util.target.audioPlayer.setEffect(effect, soundState.effects[effect]);
}; };
Scratch3SoundBlocks.prototype.clearEffects = function (args, util) { 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(); util.target.audioPlayer.clearEffects();
}; };
Scratch3SoundBlocks.prototype.setVolume = function (args, util) { Scratch3SoundBlocks.prototype.setVolume = function (args, util) {
var value = Cast.toNumber(args.VOLUME); var volume = Cast.toNumber(args.VOLUME);
util.target.audioPlayer.setVolume(value); this._updateVolume(volume, util);
}; };
Scratch3SoundBlocks.prototype.changeVolume = function (args, util) { Scratch3SoundBlocks.prototype.changeVolume = function (args, util) {
var value = Cast.toNumber(args.VOLUME); var soundState = this._getSoundState(util.target);
util.target.audioPlayer.changeVolume(value); 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) { 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) { Scratch3SoundBlocks.prototype.setTempo = function (args) {