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move sound-related code out of rendered target
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1 changed files with 0 additions and 68 deletions
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@ -46,19 +46,6 @@ var RenderedTarget = function (sprite, runtime) {
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brightness: 0,
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brightness: 0,
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ghost: 0
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ghost: 0
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};
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};
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/**
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* Map of current audio effect values.
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* @type {!Object.<string, number>}
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*/
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this.audioEffects = {
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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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util.inherits(RenderedTarget, Target);
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util.inherits(RenderedTarget, Target);
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@ -169,18 +156,6 @@ RenderedTarget.prototype.rotationStyle = (
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RenderedTarget.ROTATION_STYLE_ALL_AROUND
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RenderedTarget.ROTATION_STYLE_ALL_AROUND
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);
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);
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/**
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* Volume for playback of sounds, as a percentage
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* @type {number}
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*/
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RenderedTarget.prototype.volume = 100;
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/**
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* Currently selected instrument
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* @type {number}
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*/
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RenderedTarget.prototype.currentInstrument = 0;
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/**
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/**
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* Set the X and Y coordinates.
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* Set the X and Y coordinates.
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* @param {!number} x New X coordinate, in Scratch coordinates.
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* @param {!number} x New X coordinate, in Scratch coordinates.
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@ -350,23 +325,6 @@ RenderedTarget.prototype.clearEffects = function () {
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}
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}
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};
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};
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/**
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* Set a particular audio effect value.
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* @param {!string} effectName Name audio of effect (see `RenderedTarget.prototype.audioEffects`).
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* @param {!number} value Numerical magnitude of effect.
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*/
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RenderedTarget.prototype.setAudioEffect = function (effectName, value) {
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if (!this.audioEffects.hasOwnProperty(effectName)) return;
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this.audioEffects[effectName] = value;
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this.audioPlayer.setEffect(effectName, value);
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};
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RenderedTarget.prototype.clearAudioEffects = function () {
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for (var effectName in this.audioEffects) {
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this.audioEffects[effectName] = 0;
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this.audioPlayer.setEffect(effectName, 0);
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}
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};
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/**
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/**
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* Set the current costume.
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* Set the current costume.
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* @param {number} index New index of costume.
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* @param {number} index New index of costume.
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@ -440,20 +398,6 @@ RenderedTarget.prototype.getCostumeIndexByName = function (costumeName) {
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return -1;
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return -1;
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};
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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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/**
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* Get a costume of this rendered target by id.
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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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* @return {object} current costume
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@ -501,18 +445,6 @@ RenderedTarget.prototype.updateAllDrawableProperties = function () {
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this.runtime.spriteInfoReport(this);
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this.runtime.spriteInfoReport(this);
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};
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};
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RenderedTarget.prototype.playSound = function (index) {
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return this.audioPlayer.playSound(this.sprite.sounds[index].md5);
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};
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RenderedTarget.prototype.setInstrument = function (num) {
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this.currentInstrument = num;
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};
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RenderedTarget.prototype.playNoteForBeats = function (note, beats) {
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return this.runtime.audioEngine.playNoteForBeatsWithInst(note, beats, this.currentInstrument);
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};
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/**
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/**
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* Return the human-readable name for this rendered target, e.g., the sprite's name.
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* Return the human-readable name for this rendered target, e.g., the sprite's name.
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* @override
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* @override
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