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synced 2024-12-23 14:32:59 -05:00
use scratch-audio EffectChain and SoundPlayer in music extension
- Use AudioEngine to decode sounds - Store players instead of buffers - Use SoundPlayer stop event to track concurrency
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1 changed files with 87 additions and 64 deletions
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@ -52,18 +52,25 @@ class Scratch3MusicBlocks {
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this._concurrencyCounter = 0;
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/**
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* An array of audio buffers, one for each drum sound.
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* An array of sound players, one for each drum sound.
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* @type {Array}
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* @private
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*/
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this._drumBuffers = [];
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this._drumPlayers = [];
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/**
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* An array of arrays of audio buffers. Each instrument has one or more audio buffers.
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* An array of arrays of sound players. Each instrument has one or more audio players.
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* @type {Array[]}
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* @private
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*/
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this._instrumentBufferArrays = [];
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this._instrumentPlayerArrays = [];
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/**
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* An array of arrays of sound players. Each instrument mya have an audio player for each playable note.
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* @type {Array[]}
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* @private
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*/
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this._instrumentPlayerNoteArrays = [];
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/**
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* An array of audio bufferSourceNodes. Each time you play an instrument or drum sound,
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@ -87,14 +94,15 @@ class Scratch3MusicBlocks {
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const loadingPromises = [];
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this.DRUM_INFO.forEach((drumInfo, index) => {
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const filePath = `drums/${drumInfo.fileName}`;
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const promise = this._storeSound(filePath, index, this._drumBuffers);
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const promise = this._storeSound(filePath, index, this._drumPlayers);
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loadingPromises.push(promise);
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});
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this.INSTRUMENT_INFO.forEach((instrumentInfo, instrumentIndex) => {
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this._instrumentBufferArrays[instrumentIndex] = [];
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this._instrumentPlayerArrays[instrumentIndex] = [];
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this._instrumentPlayerNoteArrays[instrumentIndex] = [];
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instrumentInfo.samples.forEach((sample, noteIndex) => {
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const filePath = `instruments/${instrumentInfo.dirName}/${sample}`;
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const promise = this._storeSound(filePath, noteIndex, this._instrumentBufferArrays[instrumentIndex]);
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const promise = this._storeSound(filePath, noteIndex, this._instrumentPlayerArrays[instrumentIndex]);
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loadingPromises.push(promise);
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});
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});
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@ -104,22 +112,22 @@ class Scratch3MusicBlocks {
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}
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/**
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* Decode a sound and store the buffer in an array.
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* Decode a sound and store the player in an array.
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* @param {string} filePath - the audio file name.
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* @param {number} index - the index at which to store the audio buffer.
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* @param {array} bufferArray - the array of buffers in which to store it.
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* @param {number} index - the index at which to store the audio player.
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* @param {array} playerArray - the array of players in which to store it.
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* @return {Promise} - a promise which will resolve once the sound has been stored.
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*/
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_storeSound (filePath, index, bufferArray) {
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_storeSound (filePath, index, playerArray) {
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const fullPath = `${filePath}.mp3`;
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if (!assetData[fullPath]) return;
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// The sound buffer has already been downloaded via the manifest file required above.
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// The sound player has already been downloaded via the manifest file required above.
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const soundBuffer = assetData[fullPath];
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return this._decodeSound(soundBuffer).then(buffer => {
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bufferArray[index] = buffer;
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return this._decodeSound(soundBuffer).then(player => {
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playerArray[index] = player;
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});
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}
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@ -129,24 +137,14 @@ class Scratch3MusicBlocks {
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* @return {Promise} - a promise which will resolve once the sound has decoded.
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*/
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_decodeSound (soundBuffer) {
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const context = this.runtime.audioEngine && this.runtime.audioEngine.audioContext;
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const engine = this.runtime.audioEngine;
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if (!context) {
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if (!engine) {
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return Promise.reject(new Error('No Audio Context Detected'));
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}
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// Check for newer promise-based API
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if (context.decodeAudioData.length === 1) {
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return context.decodeAudioData(soundBuffer);
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} else { // eslint-disable-line no-else-return
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// Fall back to callback API
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return new Promise((resolve, reject) =>
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context.decodeAudioData(soundBuffer,
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buffer => resolve(buffer),
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error => reject(error)
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)
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);
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}
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return engine.decodeSoundPlayer({data: {buffer: soundBuffer}});
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}
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/**
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@ -774,26 +772,34 @@ class Scratch3MusicBlocks {
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*/
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_playDrumNum (util, drumNum) {
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if (util.runtime.audioEngine === null) return;
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if (util.target.audioPlayer === null) return;
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if (util.target.sprite.soundBank === null) return;
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// If we're playing too many sounds, do not play the drum sound.
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if (this._concurrencyCounter > Scratch3MusicBlocks.CONCURRENCY_LIMIT) {
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return;
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}
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const outputNode = util.target.audioPlayer.getInputNode();
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const context = util.runtime.audioEngine.audioContext;
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const bufferSource = context.createBufferSource();
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bufferSource.buffer = this._drumBuffers[drumNum];
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bufferSource.connect(outputNode);
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bufferSource.start();
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const bufferSourceIndex = this._bufferSources.length;
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this._bufferSources.push(bufferSource);
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const player = this._drumPlayers[drumNum];
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if (typeof player === 'undefined') return;
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if (player.isPlaying) {
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// Take the internal player state and create a new player with it.
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// `.play` does this internally but then instructs the sound to
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// stop.
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player.take();
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}
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const engine = util.runtime.audioEngine;
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const chain = engine.createEffectChain();
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chain.setEffectsFromTarget(util.target);
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player.connect(chain);
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this._concurrencyCounter++;
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bufferSource.onended = () => {
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player.once('stop', () => {
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this._concurrencyCounter--;
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delete this._bufferSources[bufferSourceIndex];
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};
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});
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player.play();
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}
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/**
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@ -852,7 +858,7 @@ class Scratch3MusicBlocks {
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*/
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_playNote (util, note, durationSec) {
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if (util.runtime.audioEngine === null) return;
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if (util.target.audioPlayer === null) return;
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if (util.target.sprite.soundBank === null) return;
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// If we're playing too many sounds, do not play the note.
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if (this._concurrencyCounter > Scratch3MusicBlocks.CONCURRENCY_LIMIT) {
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@ -867,28 +873,37 @@ class Scratch3MusicBlocks {
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const sampleIndex = this._selectSampleIndexForNote(note, sampleArray);
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// If the audio sample has not loaded yet, bail out
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if (typeof this._instrumentBufferArrays[inst] === 'undefined') return;
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if (typeof this._instrumentBufferArrays[inst][sampleIndex] === 'undefined') return;
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if (typeof this._instrumentPlayerArrays[inst] === 'undefined') return;
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if (typeof this._instrumentPlayerArrays[inst][sampleIndex] === 'undefined') return;
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// Create the audio buffer to play the note, and set its pitch
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const context = util.runtime.audioEngine.audioContext;
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const bufferSource = context.createBufferSource();
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// Fetch the sound player to play the note.
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const engine = util.runtime.audioEngine;
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const bufferSourceIndex = this._bufferSources.length;
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this._bufferSources.push(bufferSource);
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if (!this._instrumentPlayerNoteArrays[inst][note]) {
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this._instrumentPlayerNoteArrays[inst][note] = this._instrumentPlayerArrays[inst][sampleIndex].take();
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}
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bufferSource.buffer = this._instrumentBufferArrays[inst][sampleIndex];
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const player = this._instrumentPlayerNoteArrays[inst][note];
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if (player.isPlaying) {
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// Take the internal player state and create a new player with it.
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// `.play` does this internally but then instructs the sound to
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// stop.
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player.take();
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}
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const chain = engine.createEffectChain();
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chain.setEffectsFromTarget(util.target);
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// Set its pitch.
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const sampleNote = sampleArray[sampleIndex];
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bufferSource.playbackRate.value = this._ratioForPitchInterval(note - sampleNote);
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const notePitchInterval = this._ratioForPitchInterval(note - sampleNote);
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// Create a gain node for this note, and connect it to the sprite's audioPlayer.
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const gainNode = context.createGain();
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bufferSource.connect(gainNode);
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const outputNode = util.target.audioPlayer.getInputNode();
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gainNode.connect(outputNode);
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// Start playing the note
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bufferSource.start();
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// Create a gain node for this note, and connect it to the sprite's
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// simulated effectChain.
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const context = engine.audioContext;
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const releaseGain = context.createGain();
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releaseGain.connect(chain.getInputNode());
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// Schedule the release of the note, ramping its gain down to zero,
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// and then stopping the sound.
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@ -898,16 +913,24 @@ class Scratch3MusicBlocks {
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}
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const releaseStart = context.currentTime + durationSec;
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const releaseEnd = releaseStart + releaseDuration;
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gainNode.gain.setValueAtTime(1, releaseStart);
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gainNode.gain.linearRampToValueAtTime(0.0001, releaseEnd);
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bufferSource.stop(releaseEnd);
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releaseGain.gain.setValueAtTime(1, releaseStart);
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releaseGain.gain.linearRampToValueAtTime(0.0001, releaseEnd);
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// Update the concurrency counter
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this._concurrencyCounter++;
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bufferSource.onended = () => {
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player.once('stop', () => {
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this._concurrencyCounter--;
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delete this._bufferSources[bufferSourceIndex];
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};
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});
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// Start playing the note
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player.play();
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// Connect the player to the gain node.
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player.connect({getInputNode () {
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return releaseGain;
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}});
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// Set playback now after play creates the outputNode.
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player.outputNode.playbackRate.value = notePitchInterval;
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// Schedule playback to stop.
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player.outputNode.stop(releaseEnd);
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}
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/**
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