Merge pull request #769 from ericrosenbaum/feature/extension-music

Move music blocks into an extension
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Eric Rosenbaum 2017-11-07 18:36:20 -05:00 committed by GitHub
commit 61c7a2473e
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7 changed files with 438 additions and 124 deletions

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@ -0,0 +1,371 @@
const ArgumentType = require('../extension-support/argument-type');
const BlockType = require('../extension-support/block-type');
const Clone = require('../util/clone');
const Cast = require('../util/cast');
const MathUtil = require('../util/math-util');
/**
* An array of drum names, used in the play drum block.
* @type {string[]}
*/
const drumNames = [
'Snare Drum',
'Bass Drum',
'Side Stick',
'Crash Cymbal',
'Open Hi-Hat',
'Closed Hi-Hat',
'Tambourine',
'Hand Clap',
'Claves',
'Wood Block',
'Cowbell',
'Triangle',
'Bongo',
'Conga',
'Cabasa',
'Guiro',
'Vibraslap',
'Open Cuica'
];
/**
* An array of instrument names, used in the set instrument block.
* @type {string[]}
*/
const instrumentNames = [
'Piano',
'Electric Piano',
'Organ',
'Guitar',
'Electric Guitar',
'Bass',
'Pizzicato',
'Cello',
'Trombone',
'Clarinet',
'Saxophone',
'Flute',
'Wooden Flute',
'Bassoon',
'Choir',
'Vibraphone',
'Music Box',
'Steel Drum',
'Marimba',
'Synth Lead',
'Synth Pad'
];
/**
* Class for the music-related blocks in Scratch 3.0
* @param {Runtime} runtime - the runtime instantiating this block package.
* @constructor
*/
class Scratch3MusicBlocks {
constructor (runtime) {
/**
* The runtime instantiating this block package.
* @type {Runtime}
*/
this.runtime = runtime;
this.drumMenu = this._buildMenu(drumNames);
this.instrumentMenu = this._buildMenu(instrumentNames);
}
/**
* Build a menu using an array of strings.
* Used for creating the drum and instrument menus.
* @param {string[]} names - An array of names.
* @return {array} - An array of objects with text and value properties, for constructing a block menu.
* @private
*/
_buildMenu (names) {
const menu = [];
for (let i = 0; i < names.length; i++) {
const entry = {};
const num = i + 1; // Menu numbers are one-indexed
entry.text = `(${num}) ${names[i]}`;
entry.value = String(num);
menu.push(entry);
}
return menu;
}
/**
* The key to load & store a target's music-related state.
* @type {string}
*/
static get STATE_KEY () {
return 'Scratch.music';
}
/**
* The default music-related state, to be used when a target has no existing music state.
* @type {MusicState}
*/
static get DEFAULT_MUSIC_STATE () {
return {
currentInstrument: 0
};
}
/**
* The minimum and maximum MIDI note numbers, for clamping the input to play note.
* @type {{min: number, max: number}}
*/
static get MIDI_NOTE_RANGE () {
return {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}}
*/
static get BEAT_RANGE () {
return {min: 0, max: 100};
}
/** The minimum and maximum tempo values, in bpm.
* @type {{min: number, max: number}}
*/
static get TEMPO_RANGE () {
return {min: 20, max: 500};
}
/**
* @param {Target} target - collect music state for this target.
* @returns {MusicState} the mutable music state associated with that target. This will be created if necessary.
* @private
*/
_getMusicState (target) {
let musicState = target.getCustomState(Scratch3MusicBlocks.STATE_KEY);
if (!musicState) {
musicState = Clone.simple(Scratch3MusicBlocks.DEFAULT_MUSIC_STATE);
target.setCustomState(Scratch3MusicBlocks.STATE_KEY, musicState);
}
return musicState;
}
/**
* @returns {object} metadata for this extension and its blocks.
*/
getInfo () {
return {
id: 'music',
name: 'Music',
blocks: [
{
opcode: 'playDrumForBeats',
blockType: BlockType.COMMAND,
text: 'play drum [DRUM] for [BEATS] beats',
arguments: {
DRUM: {
type: ArgumentType.NUMBER,
menu: 'drums',
defaultValue: 1
},
BEATS: {
type: ArgumentType.NUMBER,
defaultValue: 0.25
}
}
},
{
opcode: 'restForBeats',
blockType: BlockType.COMMAND,
text: 'rest for [BEATS] beats',
arguments: {
BEATS: {
type: ArgumentType.NUMBER,
defaultValue: 0.25
}
}
},
{
opcode: 'playNoteForBeats',
blockType: BlockType.COMMAND,
text: 'play note [NOTE] for [BEATS] beats',
arguments: {
NOTE: {
type: ArgumentType.NUMBER,
defaultValue: 60
},
BEATS: {
type: ArgumentType.NUMBER,
defaultValue: 0.25
}
}
},
{
opcode: 'setInstrument',
blockType: BlockType.COMMAND,
text: 'set instrument to [INSTRUMENT]',
arguments: {
INSTRUMENT: {
type: ArgumentType.NUMBER,
menu: 'instruments',
defaultValue: 1
}
}
},
{
opcode: 'setTempo',
blockType: BlockType.COMMAND,
text: 'set tempo to [TEMPO]',
arguments: {
TEMPO: {
type: ArgumentType.NUMBER,
defaultValue: 60
}
}
},
{
opcode: 'changeTempo',
blockType: BlockType.COMMAND,
text: 'change tempo by [TEMPO]',
arguments: {
TEMPO: {
type: ArgumentType.NUMBER,
defaultValue: 20
}
}
},
{
opcode: 'getTempo',
text: 'tempo',
blockType: BlockType.REPORTER
}
],
menus: {
drums: this.drumMenu,
instruments: this.instrumentMenu
}
};
}
/**
* Play a drum sound for some number of beats.
* @param {object} args - the block arguments.
* @param {object} util - utility object provided by the runtime.
* @property {int} DRUM - the number of the drum to play.
* @property {number} BEATS - the duration in beats of the drum sound.
* @return {Promise} - a promise which will resolve at the end of the duration.
*/
playDrumForBeats (args, util) {
let 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 - 1);
let beats = Cast.toNumber(args.BEATS);
beats = this._clampBeats(beats);
if (util.target.audioPlayer === null) return;
return util.target.audioPlayer.playDrumForBeats(drum, beats);
}
/**
* Rest for some number of beats.
* @param {object} args - the block arguments.
* @param {object} util - utility object provided by the runtime.
* @property {number} BEATS - the duration in beats of the rest.
* @return {Promise} - a promise which will resolve at the end of the duration.
*/
restForBeats (args) {
let beats = Cast.toNumber(args.BEATS);
beats = this._clampBeats(beats);
if (typeof this.runtime.audioEngine === 'undefined') return;
return this.runtime.audioEngine.waitForBeats(beats);
}
/**
* Play a note using the current musical instrument for some number of beats.
* @param {object} args - the block arguments.
* @param {object} util - utility object provided by the runtime.
* @property {number} NOTE - the pitch of the note to play, interpreted as a MIDI note number.
* @property {number} BEATS - the duration in beats of the note.
* @return {Promise} - a promise which will resolve at the end of the duration.
*/
playNoteForBeats (args, util) {
let note = Cast.toNumber(args.NOTE);
note = MathUtil.clamp(note, Scratch3MusicBlocks.MIDI_NOTE_RANGE.min, Scratch3MusicBlocks.MIDI_NOTE_RANGE.max);
let beats = Cast.toNumber(args.BEATS);
beats = this._clampBeats(beats);
const musicState = this._getMusicState(util.target);
const inst = musicState.currentInstrument;
if (typeof this.runtime.audioEngine === 'undefined') return;
return this.runtime.audioEngine.playNoteForBeatsWithInstAndVol(note, beats, inst, 100);
}
/**
* Select an instrument for playing notes.
* @param {object} args - the block arguments.
* @param {object} util - utility object provided by the runtime.
* @property {int} INSTRUMENT - the number of the instrument to select.
* @return {Promise} - a promise which will resolve once the instrument has loaded.
*/
setInstrument (args, util) {
const musicState = this._getMusicState(util.target);
let 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 - 1);
musicState.currentInstrument = instNum;
return this.runtime.audioEngine.instrumentPlayer.loadInstrument(musicState.currentInstrument);
}
/**
* Clamp a duration in beats to the allowed min and max duration.
* @param {number} beats - a duration in beats.
* @return {number} - the clamped duration.
* @private
*/
_clampBeats (beats) {
return MathUtil.clamp(beats, Scratch3MusicBlocks.BEAT_RANGE.min, Scratch3MusicBlocks.BEAT_RANGE.max);
}
/**
* Set the current tempo to a new value.
* @param {object} args - the block arguments.
* @property {number} TEMPO - the tempo, in beats per minute.
*/
setTempo (args) {
const tempo = Cast.toNumber(args.TEMPO);
this._updateTempo(tempo);
}
/**
* Change the current tempo by some amount.
* @param {object} args - the block arguments.
* @property {number} TEMPO - the amount to change the tempo, in beats per minute.
*/
changeTempo (args) {
const change = Cast.toNumber(args.TEMPO);
if (typeof this.runtime.audioEngine === 'undefined') return;
const tempo = change + this.runtime.audioEngine.currentTempo;
this._updateTempo(tempo);
}
/**
* Update the current tempo, clamping it to the min and max allowable range.
* @param {number} tempo - the tempo to set, in beats per minute.
* @private
*/
_updateTempo (tempo) {
tempo = MathUtil.clamp(tempo, Scratch3MusicBlocks.TEMPO_RANGE.min, Scratch3MusicBlocks.TEMPO_RANGE.max);
if (typeof this.runtime.audioEngine === 'undefined') return;
this.runtime.audioEngine.setTempo(tempo);
}
/**
* Get the current tempo.
* @return {number} - the current tempo, in beats per minute.
*/
getTempo () {
if (typeof this.runtime.audioEngine === 'undefined') return;
return this.runtime.audioEngine.currentTempo;
}
}
module.exports = Scratch3MusicBlocks;

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@ -91,10 +91,6 @@ class Scratch3SoundBlocks {
sound_play: this.playSound,
sound_playuntildone: this.playSoundAndWait,
sound_stopallsounds: this.stopAllSounds,
sound_playnoteforbeats: this.playNoteForBeats,
sound_playdrumforbeats: this.playDrumForBeats,
sound_restforbeats: this.restForBeats,
sound_setinstrumentto: this.setInstrument,
sound_seteffectto: this.setEffect,
sound_changeeffectby: this.changeEffect,
sound_cleareffects: this.clearEffects,
@ -103,10 +99,7 @@ class Scratch3SoundBlocks {
sound_effects_menu: this.effectsMenu,
sound_setvolumeto: this.setVolume,
sound_changevolumeby: this.changeVolume,
sound_volume: this.getVolume,
sound_settempotobpm: this.setTempo,
sound_changetempoby: this.changeTempo,
sound_tempo: this.getTempo
sound_volume: this.getVolume
};
}
@ -167,50 +160,6 @@ class Scratch3SoundBlocks {
util.target.audioPlayer.stopAllSounds();
}
playNoteForBeats (args, util) {
let note = Cast.toNumber(args.NOTE);
note = MathUtil.clamp(note, Scratch3SoundBlocks.MIDI_NOTE_RANGE.min, Scratch3SoundBlocks.MIDI_NOTE_RANGE.max);
let beats = Cast.toNumber(args.BEATS);
beats = this._clampBeats(beats);
const soundState = this._getSoundState(util.target);
const inst = soundState.currentInstrument;
const vol = soundState.volume;
if (typeof this.runtime.audioEngine === 'undefined') return;
return this.runtime.audioEngine.playNoteForBeatsWithInstAndVol(note, beats, inst, vol);
}
playDrumForBeats (args, util) {
let 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 - 1);
let beats = Cast.toNumber(args.BEATS);
beats = this._clampBeats(beats);
if (util.target.audioPlayer === null) return;
return util.target.audioPlayer.playDrumForBeats(drum, beats);
}
restForBeats (args) {
let beats = Cast.toNumber(args.BEATS);
beats = this._clampBeats(beats);
if (typeof this.runtime.audioEngine === 'undefined') return;
return this.runtime.audioEngine.waitForBeats(beats);
}
_clampBeats (beats) {
return MathUtil.clamp(beats, Scratch3SoundBlocks.BEAT_RANGE.min, Scratch3SoundBlocks.BEAT_RANGE.max);
}
setInstrument (args, util) {
const soundState = this._getSoundState(util.target);
let 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 - 1);
soundState.currentInstrument = instNum;
return this.runtime.audioEngine.instrumentPlayer.loadInstrument(soundState.currentInstrument);
}
setEffect (args, util) {
this._updateEffect(args, util, false);
}
@ -273,29 +222,6 @@ class Scratch3SoundBlocks {
return soundState.volume;
}
setTempo (args) {
const tempo = Cast.toNumber(args.TEMPO);
this._updateTempo(tempo);
}
changeTempo (args) {
const change = Cast.toNumber(args.TEMPO);
if (typeof this.runtime.audioEngine === 'undefined') return;
const tempo = change + this.runtime.audioEngine.currentTempo;
this._updateTempo(tempo);
}
_updateTempo (tempo) {
tempo = MathUtil.clamp(tempo, Scratch3SoundBlocks.TEMPO_RANGE.min, Scratch3SoundBlocks.TEMPO_RANGE.max);
if (typeof this.runtime.audioEngine === 'undefined') return;
this.runtime.audioEngine.setTempo(tempo);
}
getTempo () {
if (typeof this.runtime.audioEngine === 'undefined') return;
return this.runtime.audioEngine.currentTempo;
}
soundsMenu (args) {
return args.SOUND_MENU;
}

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@ -8,9 +8,11 @@ const BlockType = require('./block-type');
// TODO: change extension spec so that library info, including extension ID, can be collected through static methods
const Scratch3PenBlocks = require('../blocks/scratch3_pen');
const Scratch3WeDo2Blocks = require('../blocks/scratch3_wedo2');
const Scratch3MusicBlocks = require('../blocks/scratch3_music');
const builtinExtensions = {
pen: Scratch3PenBlocks,
wedo2: Scratch3WeDo2Blocks
wedo2: Scratch3WeDo2Blocks,
music: Scratch3MusicBlocks
};
/**

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@ -418,7 +418,7 @@ const specMap = {
]
},
'playDrum': {
opcode: 'sound_playdrumforbeats',
opcode: 'music.playDrumForBeats',
argMap: [
{
type: 'input',
@ -433,7 +433,7 @@ const specMap = {
]
},
'rest:elapsed:from:': {
opcode: 'sound_restforbeats',
opcode: 'music.restForBeats',
argMap: [
{
type: 'input',
@ -443,7 +443,7 @@ const specMap = {
]
},
'noteOn:duration:elapsed:from:': {
opcode: 'sound_playnoteforbeats',
opcode: 'music.playNoteForBeats',
argMap: [
{
type: 'input',
@ -458,7 +458,7 @@ const specMap = {
]
},
'instrument:': {
opcode: 'sound_setinstrumentto',
opcode: 'music.setInstrument',
argMap: [
{
type: 'input',
@ -493,7 +493,7 @@ const specMap = {
]
},
'changeTempoBy:': {
opcode: 'sound_changetempoby',
opcode: 'music.changeTempo',
argMap: [
{
type: 'input',
@ -503,7 +503,7 @@ const specMap = {
]
},
'setTempoTo:': {
opcode: 'sound_settempotobpm',
opcode: 'music.setTempo',
argMap: [
{
type: 'input',
@ -513,7 +513,7 @@ const specMap = {
]
},
'tempo': {
opcode: 'sound_tempo',
opcode: 'music.getTempo',
argMap: [
]
},

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@ -1,12 +1,17 @@
const Worker = require('tiny-worker');
const path = require('path');
const test = require('tap').test;
const makeTestStorage = require('../fixtures/make-test-storage');
const extract = require('../fixtures/extract');
const VirtualMachine = require('../../src/index');
const dispatch = require('../../src/dispatch/central-dispatch');
const uri = path.resolve(__dirname, '../fixtures/sound.sb2');
const project = extract(uri);
// By default Central Dispatch works with the Worker class built into the browser. Tell it to use TinyWorker instead.
dispatch.workerClass = Worker;
test('sound', t => {
const vm = new VirtualMachine();
vm.attachStorage(makeTestStorage());

48
test/unit/blocks_music.js Normal file
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@ -0,0 +1,48 @@
const test = require('tap').test;
const Music = require('../../src/blocks/scratch3_music');
let playedDrum;
let playedInstrument;
const runtime = {
audioEngine: {
numDrums: 3,
numInstruments: 3,
instrumentPlayer: {
loadInstrument: instrument => (playedInstrument = instrument)
}
}
};
const blocks = new Music(runtime);
const util = {
target: {
audioPlayer: {
playDrumForBeats: drum => (playedDrum = drum)
}
}
};
test('playDrum uses 1-indexing and wrap clamps', t => {
let args = {DRUM: 1};
blocks.playDrumForBeats(args, util);
t.strictEqual(playedDrum, 0);
args = {DRUM: runtime.audioEngine.numDrums + 1};
blocks.playDrumForBeats(args, util);
t.strictEqual(playedDrum, 0);
t.end();
});
test('setInstrument uses 1-indexing and wrap clamps', t => {
// Stub getMusicState
blocks._getMusicState = () => ({});
let args = {INSTRUMENT: 1};
blocks.setInstrument(args, util);
t.strictEqual(playedInstrument, 0);
args = {INSTRUMENT: runtime.audioEngine.numInstruments + 1};
blocks.setInstrument(args, util);
t.strictEqual(playedInstrument, 0);
t.end();
});

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@ -1,18 +1,8 @@
const test = require('tap').test;
const Sound = require('../../src/blocks/scratch3_sound');
let playedSound;
let playedDrum;
let playedInstrument;
const runtime = {
audioEngine: {
numDrums: 3,
numInstruments: 3,
instrumentPlayer: {
loadInstrument: instrument => (playedInstrument = instrument)
}
}
};
const blocks = new Sound(runtime);
const blocks = new Sound();
const util = {
target: {
sprite: {
@ -24,8 +14,7 @@ const util = {
]
},
audioPlayer: {
playSound: soundId => (playedSound = soundId),
playDrumForBeats: drum => (playedDrum = drum)
playSound: soundId => (playedSound = soundId)
}
}
};
@ -82,30 +71,3 @@ test('playSound prioritizes sound name if given a string', t => {
t.strictEqual(playedSound, 'fourth soundId');
t.end();
});
test('playDrum uses 1-indexing and wrap clamps', t => {
let args = {DRUM: 1};
blocks.playDrumForBeats(args, util);
t.strictEqual(playedDrum, 0);
args = {DRUM: runtime.audioEngine.numDrums + 1};
blocks.playDrumForBeats(args, util);
t.strictEqual(playedDrum, 0);
t.end();
});
test('setInstrument uses 1-indexing and wrap clamps', t => {
// Stub getSoundState
blocks._getSoundState = () => ({});
let args = {INSTRUMENT: 1};
blocks.setInstrument(args, util);
t.strictEqual(playedInstrument, 0);
args = {INSTRUMENT: runtime.audioEngine.numInstruments + 1};
blocks.setInstrument(args, util);
t.strictEqual(playedInstrument, 0);
t.end();
});