move sound-related code out of rendered target

This commit is contained in:
Eric Rosenbaum 2017-01-31 18:32:46 -05:00
parent f7a3a8dbbe
commit 95e29ed66a

View file

@ -46,19 +46,6 @@ var RenderedTarget = function (sprite, runtime) {
brightness: 0,
ghost: 0
};
/**
* Map of current audio effect values.
* @type {!Object.<string, number>}
*/
this.audioEffects = {
pitch: 0,
pan: 0,
echo: 0,
reverb: 0,
fuzz: 0.,
robot: 0
};
};
util.inherits(RenderedTarget, Target);
@ -169,18 +156,6 @@ RenderedTarget.prototype.rotationStyle = (
RenderedTarget.ROTATION_STYLE_ALL_AROUND
);
/**
* Volume for playback of sounds, as a percentage
* @type {number}
*/
RenderedTarget.prototype.volume = 100;
/**
* Currently selected instrument
* @type {number}
*/
RenderedTarget.prototype.currentInstrument = 0;
/**
* Set the X and Y coordinates.
* @param {!number} x New X coordinate, in Scratch coordinates.
@ -350,23 +325,6 @@ RenderedTarget.prototype.clearEffects = function () {
}
};
/**
* Set a particular audio effect value.
* @param {!string} effectName Name audio of effect (see `RenderedTarget.prototype.audioEffects`).
* @param {!number} value Numerical magnitude of effect.
*/
RenderedTarget.prototype.setAudioEffect = function (effectName, value) {
if (!this.audioEffects.hasOwnProperty(effectName)) return;
this.audioEffects[effectName] = value;
this.audioPlayer.setEffect(effectName, value);
};
RenderedTarget.prototype.clearAudioEffects = function () {
for (var effectName in this.audioEffects) {
this.audioEffects[effectName] = 0;
this.audioPlayer.setEffect(effectName, 0);
}
};
/**
* Set the current costume.
* @param {number} index New index of costume.
@ -440,20 +398,6 @@ RenderedTarget.prototype.getCostumeIndexByName = function (costumeName) {
return -1;
};
/**
* Get a sound index of this rendered target, by name of the sound.
* @param {?string} soundName Name of a sound.
* @return {number} Index of the named sound, or -1 if not present.
*/
RenderedTarget.prototype.getSoundIndexByName = function (soundName) {
for (var i = 0; i < this.sprite.sounds.length; i++) {
if (this.sprite.sounds[i].name === soundName) {
return i;
}
}
return -1;
};
/**
* Get a costume of this rendered target by id.
* @return {object} current costume
@ -501,18 +445,6 @@ RenderedTarget.prototype.updateAllDrawableProperties = function () {
this.runtime.spriteInfoReport(this);
};
RenderedTarget.prototype.playSound = function (index) {
return this.audioPlayer.playSound(this.sprite.sounds[index].md5);
};
RenderedTarget.prototype.setInstrument = function (num) {
this.currentInstrument = num;
};
RenderedTarget.prototype.playNoteForBeats = function (note, beats) {
return this.runtime.audioEngine.playNoteForBeatsWithInst(note, beats, this.currentInstrument);
};
/**
* Return the human-readable name for this rendered target, e.g., the sprite's name.
* @override