Merge pull request #1262 from rschamp/revert-audio

Revert #1260, #1258, #1239
This commit is contained in:
Ray Schamp 2018-06-22 09:45:16 -04:00 committed by GitHub
commit b5b24610c7
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GPG key ID: 4AEE18F83AFDEB23
8 changed files with 124 additions and 167 deletions

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@ -88,7 +88,6 @@ class Scratch3SoundBlocks {
if (!soundState) {
soundState = Clone.simple(Scratch3SoundBlocks.DEFAULT_SOUND_STATE);
target.setCustomState(Scratch3SoundBlocks.STATE_KEY, soundState);
target.soundEffects = soundState.effects;
}
return soundState;
}
@ -140,19 +139,20 @@ class Scratch3SoundBlocks {
}
playSound (args, util) {
// Don't return the promise, it's the only difference for AndWait
this.playSoundAndWait(args, util);
const index = this._getSoundIndex(args.SOUND_MENU, util);
if (index >= 0) {
const soundId = util.target.sprite.sounds[index].soundId;
if (util.target.audioPlayer === null) return;
util.target.audioPlayer.playSound(soundId);
}
}
playSoundAndWait (args, util) {
const index = this._getSoundIndex(args.SOUND_MENU, util);
if (index >= 0) {
const {target} = util;
const {sprite} = target;
const {soundId} = sprite.sounds[index];
if (sprite.soundBank) {
return sprite.soundBank.playSound(target, soundId);
}
const soundId = util.target.sprite.sounds[index].soundId;
if (util.target.audioPlayer === null) return;
return util.target.audioPlayer.playSound(soundId);
}
}
@ -199,9 +199,8 @@ class Scratch3SoundBlocks {
}
_stopAllSoundsForTarget (target) {
if (target.sprite.soundBank) {
target.sprite.soundBank.stopAllSounds(target);
}
if (target.audioPlayer === null) return;
target.audioPlayer.stopAllSounds();
}
setEffect (args, util) {
@ -225,19 +224,23 @@ class Scratch3SoundBlocks {
soundState.effects[effect] = value;
}
const {min, max} = Scratch3SoundBlocks.EFFECT_RANGE[effect];
soundState.effects[effect] = MathUtil.clamp(soundState.effects[effect], min, max);
const effectRange = Scratch3SoundBlocks.EFFECT_RANGE[effect];
soundState.effects[effect] = MathUtil.clamp(soundState.effects[effect], effectRange.min, effectRange.max);
if (util.target.audioPlayer === null) return;
util.target.audioPlayer.setEffect(effect, soundState.effects[effect]);
this._syncEffectsForTarget(util.target);
// Yield until the next tick.
return Promise.resolve();
}
_syncEffectsForTarget (target) {
if (!target || !target.sprite.soundBank) return;
target.soundEffects = this._getSoundState(target).effects;
target.sprite.soundBank.setEffects(target);
if (!target || !target.audioPlayer) return;
const soundState = this._getSoundState(target);
for (const effect in soundState.effects) {
if (!soundState.effects.hasOwnProperty(effect)) continue;
target.audioPlayer.setEffect(effect, soundState.effects[effect]);
}
}
clearEffects (args, util) {
@ -250,7 +253,8 @@ class Scratch3SoundBlocks {
if (!soundState.effects.hasOwnProperty(effect)) continue;
soundState.effects[effect] = 0;
}
this._syncEffectsForTarget(target);
if (target.audioPlayer === null) return;
target.audioPlayer.clearEffects();
}
_clearEffectsForAllTargets () {
@ -274,7 +278,8 @@ class Scratch3SoundBlocks {
_updateVolume (volume, util) {
volume = MathUtil.clamp(volume, 0, 100);
util.target.volume = volume;
this._syncEffectsForTarget(util.target);
if (util.target.audioPlayer === null) return;
util.target.audioPlayer.setVolume(util.target.volume);
// Yield until the next tick.
return Promise.resolve();

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@ -52,25 +52,18 @@ class Scratch3MusicBlocks {
this._concurrencyCounter = 0;
/**
* An array of sound players, one for each drum sound.
* An array of audio buffers, one for each drum sound.
* @type {Array}
* @private
*/
this._drumPlayers = [];
this._drumBuffers = [];
/**
* An array of arrays of sound players. Each instrument has one or more audio players.
* An array of arrays of audio buffers. Each instrument has one or more audio buffers.
* @type {Array[]}
* @private
*/
this._instrumentPlayerArrays = [];
/**
* An array of arrays of sound players. Each instrument mya have an audio player for each playable note.
* @type {Array[]}
* @private
*/
this._instrumentPlayerNoteArrays = [];
this._instrumentBufferArrays = [];
/**
* An array of audio bufferSourceNodes. Each time you play an instrument or drum sound,
@ -94,15 +87,14 @@ class Scratch3MusicBlocks {
const loadingPromises = [];
this.DRUM_INFO.forEach((drumInfo, index) => {
const filePath = `drums/${drumInfo.fileName}`;
const promise = this._storeSound(filePath, index, this._drumPlayers);
const promise = this._storeSound(filePath, index, this._drumBuffers);
loadingPromises.push(promise);
});
this.INSTRUMENT_INFO.forEach((instrumentInfo, instrumentIndex) => {
this._instrumentPlayerArrays[instrumentIndex] = [];
this._instrumentPlayerNoteArrays[instrumentIndex] = [];
this._instrumentBufferArrays[instrumentIndex] = [];
instrumentInfo.samples.forEach((sample, noteIndex) => {
const filePath = `instruments/${instrumentInfo.dirName}/${sample}`;
const promise = this._storeSound(filePath, noteIndex, this._instrumentPlayerArrays[instrumentIndex]);
const promise = this._storeSound(filePath, noteIndex, this._instrumentBufferArrays[instrumentIndex]);
loadingPromises.push(promise);
});
});
@ -112,22 +104,22 @@ class Scratch3MusicBlocks {
}
/**
* Decode a sound and store the player in an array.
* Decode a sound and store the buffer in an array.
* @param {string} filePath - the audio file name.
* @param {number} index - the index at which to store the audio player.
* @param {array} playerArray - the array of players in which to store it.
* @param {number} index - the index at which to store the audio buffer.
* @param {array} bufferArray - the array of buffers in which to store it.
* @return {Promise} - a promise which will resolve once the sound has been stored.
*/
_storeSound (filePath, index, playerArray) {
_storeSound (filePath, index, bufferArray) {
const fullPath = `${filePath}.mp3`;
if (!assetData[fullPath]) return;
// The sound player has already been downloaded via the manifest file required above.
// The sound buffer has already been downloaded via the manifest file required above.
const soundBuffer = assetData[fullPath];
return this._decodeSound(soundBuffer).then(player => {
playerArray[index] = player;
return this._decodeSound(soundBuffer).then(buffer => {
bufferArray[index] = buffer;
});
}
@ -137,14 +129,24 @@ class Scratch3MusicBlocks {
* @return {Promise} - a promise which will resolve once the sound has decoded.
*/
_decodeSound (soundBuffer) {
const engine = this.runtime.audioEngine;
const context = this.runtime.audioEngine && this.runtime.audioEngine.audioContext;
if (!engine) {
if (!context) {
return Promise.reject(new Error('No Audio Context Detected'));
}
// Check for newer promise-based API
return engine.decodeSoundPlayer({data: {buffer: soundBuffer}});
if (context.decodeAudioData.length === 1) {
return context.decodeAudioData(soundBuffer);
} else { // eslint-disable-line no-else-return
// Fall back to callback API
return new Promise((resolve, reject) =>
context.decodeAudioData(soundBuffer,
buffer => resolve(buffer),
error => reject(error)
)
);
}
}
/**
@ -776,34 +778,26 @@ class Scratch3MusicBlocks {
*/
_playDrumNum (util, drumNum) {
if (util.runtime.audioEngine === null) return;
if (util.target.sprite.soundBank === null) return;
if (util.target.audioPlayer === null) return;
// If we're playing too many sounds, do not play the drum sound.
if (this._concurrencyCounter > Scratch3MusicBlocks.CONCURRENCY_LIMIT) {
return;
}
const outputNode = util.target.audioPlayer.getInputNode();
const context = util.runtime.audioEngine.audioContext;
const bufferSource = context.createBufferSource();
bufferSource.buffer = this._drumBuffers[drumNum];
bufferSource.connect(outputNode);
bufferSource.start();
const player = this._drumPlayers[drumNum];
if (typeof player === 'undefined') return;
if (player.isPlaying) {
// Take the internal player state and create a new player with it.
// `.play` does this internally but then instructs the sound to
// stop.
player.take();
}
const engine = util.runtime.audioEngine;
const chain = engine.createEffectChain();
chain.setEffectsFromTarget(util.target);
player.connect(chain);
const bufferSourceIndex = this._bufferSources.length;
this._bufferSources.push(bufferSource);
this._concurrencyCounter++;
player.once('stop', () => {
bufferSource.onended = () => {
this._concurrencyCounter--;
});
player.play();
delete this._bufferSources[bufferSourceIndex];
};
}
/**
@ -862,7 +856,7 @@ class Scratch3MusicBlocks {
*/
_playNote (util, note, durationSec) {
if (util.runtime.audioEngine === null) return;
if (util.target.sprite.soundBank === null) return;
if (util.target.audioPlayer === null) return;
// If we're playing too many sounds, do not play the note.
if (this._concurrencyCounter > Scratch3MusicBlocks.CONCURRENCY_LIMIT) {
@ -877,37 +871,28 @@ class Scratch3MusicBlocks {
const sampleIndex = this._selectSampleIndexForNote(note, sampleArray);
// If the audio sample has not loaded yet, bail out
if (typeof this._instrumentPlayerArrays[inst] === 'undefined') return;
if (typeof this._instrumentPlayerArrays[inst][sampleIndex] === 'undefined') return;
if (typeof this._instrumentBufferArrays[inst] === 'undefined') return;
if (typeof this._instrumentBufferArrays[inst][sampleIndex] === 'undefined') return;
// Fetch the sound player to play the note.
const engine = util.runtime.audioEngine;
// Create the audio buffer to play the note, and set its pitch
const context = util.runtime.audioEngine.audioContext;
const bufferSource = context.createBufferSource();
if (!this._instrumentPlayerNoteArrays[inst][note]) {
this._instrumentPlayerNoteArrays[inst][note] = this._instrumentPlayerArrays[inst][sampleIndex].take();
}
const bufferSourceIndex = this._bufferSources.length;
this._bufferSources.push(bufferSource);
const player = this._instrumentPlayerNoteArrays[inst][note];
if (player.isPlaying) {
// Take the internal player state and create a new player with it.
// `.play` does this internally but then instructs the sound to
// stop.
player.take();
}
const chain = engine.createEffectChain();
chain.setEffectsFromTarget(util.target);
// Set its pitch.
bufferSource.buffer = this._instrumentBufferArrays[inst][sampleIndex];
const sampleNote = sampleArray[sampleIndex];
const notePitchInterval = this._ratioForPitchInterval(note - sampleNote);
bufferSource.playbackRate.value = this._ratioForPitchInterval(note - sampleNote);
// Create a gain node for this note, and connect it to the sprite's
// simulated effectChain.
const context = engine.audioContext;
const releaseGain = context.createGain();
releaseGain.connect(chain.getInputNode());
// Create a gain node for this note, and connect it to the sprite's audioPlayer.
const gainNode = context.createGain();
bufferSource.connect(gainNode);
const outputNode = util.target.audioPlayer.getInputNode();
gainNode.connect(outputNode);
// Start playing the note
bufferSource.start();
// Schedule the release of the note, ramping its gain down to zero,
// and then stopping the sound.
@ -917,24 +902,16 @@ class Scratch3MusicBlocks {
}
const releaseStart = context.currentTime + durationSec;
const releaseEnd = releaseStart + releaseDuration;
releaseGain.gain.setValueAtTime(1, releaseStart);
releaseGain.gain.linearRampToValueAtTime(0.0001, releaseEnd);
gainNode.gain.setValueAtTime(1, releaseStart);
gainNode.gain.linearRampToValueAtTime(0.0001, releaseEnd);
bufferSource.stop(releaseEnd);
// Update the concurrency counter
this._concurrencyCounter++;
player.once('stop', () => {
bufferSource.onended = () => {
this._concurrencyCounter--;
});
// Start playing the note
player.play();
// Connect the player to the gain node.
player.connect({getInputNode () {
return releaseGain;
}});
// Set playback now after play creates the outputNode.
player.outputNode.playbackRate.value = notePitchInterval;
// Schedule playback to stop.
player.outputNode.stop(releaseEnd);
delete this._bufferSources[bufferSourceIndex];
};
}
/**

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@ -8,32 +8,27 @@ const log = require('../util/log');
* @property {Buffer} data - sound data will be written here once loaded.
* @param {!Asset} soundAsset - the asset loaded from storage.
* @param {!Runtime} runtime - Scratch runtime, used to access the storage module.
* @param {Sprite} sprite - Scratch sprite to add sounds to.
* @returns {!Promise} - a promise which will resolve to the sound when ready.
*/
const loadSoundFromAsset = function (sound, soundAsset, runtime, sprite) {
const loadSoundFromAsset = function (sound, soundAsset, runtime) {
sound.assetId = soundAsset.assetId;
if (!runtime.audioEngine) {
log.error('No audio engine present; cannot load sound asset: ', sound.md5);
return Promise.resolve(sound);
}
return runtime.audioEngine.decodeSoundPlayer(Object.assign(
return runtime.audioEngine.decodeSound(Object.assign(
{},
sound,
{data: soundAsset.data}
)).then(soundPlayer => {
sound.soundId = soundPlayer.id;
)).then(soundId => {
sound.soundId = soundId;
// Set the sound sample rate and sample count based on the
// the audio buffer from the audio engine since the sound
// gets resampled by the audio engine
const soundBuffer = soundPlayer.buffer;
const soundBuffer = runtime.audioEngine.getSoundBuffer(soundId);
sound.rate = soundBuffer.sampleRate;
sound.sampleCount = soundBuffer.length;
if (sprite.soundBank !== null) {
sprite.soundBank.addSoundPlayer(soundPlayer);
}
return sound;
});
};
@ -44,10 +39,9 @@ const loadSoundFromAsset = function (sound, soundAsset, runtime, sprite) {
* @property {string} md5 - the MD5 and extension of the sound to be loaded.
* @property {Buffer} data - sound data will be written here once loaded.
* @param {!Runtime} runtime - Scratch runtime, used to access the storage module.
* @param {Sprite} sprite - Scratch sprite to add sounds to.
* @returns {!Promise} - a promise which will resolve to the sound when ready.
*/
const loadSound = function (sound, runtime, sprite) {
const loadSound = function (sound, runtime) {
if (!runtime.storage) {
log.error('No storage module present; cannot load sound asset: ', sound.md5);
return Promise.resolve(sound);
@ -58,7 +52,7 @@ const loadSound = function (sound, runtime, sprite) {
return runtime.storage.load(runtime.storage.AssetType.Sound, md5, ext)
.then(soundAsset => {
sound.dataFormat = ext;
return loadSoundFromAsset(sound, soundAsset, runtime, sprite);
return loadSoundFromAsset(sound, soundAsset, runtime);
});
};

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@ -800,7 +800,7 @@ const parseScratchObject = function (object, runtime, extensions, zip) {
// any translation that needs to happen will happen in the process
// of building up the costume object into an sb3 format
return deserializeSound(sound, runtime, zip)
.then(() => loadSound(sound, runtime, sprite));
.then(() => loadSound(sound, runtime));
// Only attempt to load the sound after the deserialization
// process has been completed.
});

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@ -170,30 +170,21 @@ class RenderedTarget extends Target {
}
}
get audioPlayer () {
/* eslint-disable no-console */
console.warn('get audioPlayer deprecated, please update to use .sprite.soundBank methods');
console.warn(new Error('stack for debug').stack);
/* eslint-enable no-console */
const bank = this.sprite.soundBank;
const audioPlayerProxy = {
playSound: soundId => bank.play(this, soundId)
};
Object.defineProperty(this, 'audioPlayer', {
configurable: false,
enumerable: true,
writable: false,
value: audioPlayerProxy
});
return audioPlayerProxy;
}
/**
* Initialize the audio player for this sprite or clone.
*/
initAudio () {
this.audioPlayer = null;
if (this.runtime && this.runtime.audioEngine) {
this.audioPlayer = this.runtime.audioEngine.createPlayer();
// If this is a clone, it gets a reference to its parent's activeSoundPlayers object.
if (!this.isOriginal) {
const parent = this.sprite.clones[0];
if (parent && parent.audioPlayer) {
this.audioPlayer.activeSoundPlayers = parent.audioPlayer.activeSoundPlayers;
}
}
}
}
/**
@ -1043,8 +1034,9 @@ class RenderedTarget extends Target {
*/
onStopAll () {
this.clearEffects();
if (this.sprite.soundBank) {
this.sprite.soundBank.stopAllSounds(this);
if (this.audioPlayer) {
this.audioPlayer.stopAllSounds();
this.audioPlayer.clearEffects();
}
}
@ -1130,9 +1122,6 @@ class RenderedTarget extends Target {
dispose () {
this.runtime.changeCloneCounter(-1);
this.runtime.stopForTarget(this);
if (this.sprite.soundBank) {
this.sprite.soundBank.stopAllSounds(this);
}
this.sprite.removeClone(this);
if (this.renderer && this.drawableID !== null) {
this.renderer.destroyDrawable(this.drawableID, this.isStage ?
@ -1143,6 +1132,10 @@ class RenderedTarget extends Target {
this.runtime.requestRedraw();
}
}
if (this.audioPlayer) {
this.audioPlayer.stopAllSounds();
this.audioPlayer.dispose();
}
}
}

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@ -8,8 +8,7 @@ const StageLayering = require('../engine/stage-layering');
class Sprite {
/**
* Sprite to be used on the Scratch stage.
* All clones of a sprite have shared blocks, shared costumes, shared variables,
* shared sounds, etc.
* All clones of a sprite have shared blocks, shared costumes, shared variables.
* @param {?Blocks} blocks Shared blocks object for all clones of sprite.
* @param {Runtime} runtime Reference to the runtime.
* @constructor
@ -48,11 +47,6 @@ class Sprite {
* @type {Array.<!RenderedTarget>}
*/
this.clones = [];
this.soundBank = null;
if (this.runtime && this.runtime.audioEngine) {
this.soundBank = this.runtime.audioEngine.createBank();
}
}
/**
@ -161,12 +155,6 @@ class Sprite {
return Promise.all(assetPromises).then(() => newSprite);
}
dispose () {
if (this.soundBank) {
this.soundBank.dispose();
}
}
}
module.exports = Sprite;

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@ -525,7 +525,7 @@ class VirtualMachine extends EventEmitter {
* @returns {?Promise} - a promise that resolves when the sound has been decoded and added
*/
addSound (soundObject) {
return loadSound(soundObject, this.runtime, this.editingTarget.sprite).then(() => {
return loadSound(soundObject, this.runtime).then(() => {
this.editingTarget.addSound(soundObject);
this.emitTargetsUpdate();
});
@ -549,7 +549,7 @@ class VirtualMachine extends EventEmitter {
getSoundBuffer (soundIndex) {
const id = this.editingTarget.sprite.sounds[soundIndex].soundId;
if (id && this.runtime && this.runtime.audioEngine) {
return this.editingTarget.sprite.soundBank.getSoundPlayer(id).buffer;
return this.runtime.audioEngine.getSoundBuffer(id);
}
return null;
}
@ -564,7 +564,7 @@ class VirtualMachine extends EventEmitter {
const sound = this.editingTarget.sprite.sounds[soundIndex];
const id = sound ? sound.soundId : null;
if (id && this.runtime && this.runtime.audioEngine) {
this.editingTarget.sprite.soundBank.getSoundPlayer(id).buffer = newBuffer;
this.runtime.audioEngine.updateSoundBuffer(id, newBuffer);
}
// Update sound in runtime
if (soundEncoding) {

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@ -11,10 +11,10 @@ const util = {
{name: 'second name', soundId: 'second soundId'},
{name: 'third name', soundId: 'third soundId'},
{name: '6', soundId: 'fourth soundId'}
],
soundBank: {
playSound: (target, soundId) => (playedSound = soundId)
}
]
},
audioPlayer: {
playSound: soundId => (playedSound = soundId)
}
}
};