mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-24 06:52:40 -05:00
Merge pull request #1262 from rschamp/revert-audio
Revert #1260, #1258, #1239
This commit is contained in:
commit
b5b24610c7
8 changed files with 124 additions and 167 deletions
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@ -88,7 +88,6 @@ class Scratch3SoundBlocks {
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if (!soundState) {
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soundState = Clone.simple(Scratch3SoundBlocks.DEFAULT_SOUND_STATE);
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target.setCustomState(Scratch3SoundBlocks.STATE_KEY, soundState);
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target.soundEffects = soundState.effects;
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}
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return soundState;
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}
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@ -140,19 +139,20 @@ class Scratch3SoundBlocks {
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}
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playSound (args, util) {
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// Don't return the promise, it's the only difference for AndWait
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this.playSoundAndWait(args, util);
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const index = this._getSoundIndex(args.SOUND_MENU, util);
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if (index >= 0) {
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const soundId = util.target.sprite.sounds[index].soundId;
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if (util.target.audioPlayer === null) return;
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util.target.audioPlayer.playSound(soundId);
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}
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}
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playSoundAndWait (args, util) {
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const index = this._getSoundIndex(args.SOUND_MENU, util);
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if (index >= 0) {
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const {target} = util;
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const {sprite} = target;
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const {soundId} = sprite.sounds[index];
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if (sprite.soundBank) {
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return sprite.soundBank.playSound(target, soundId);
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}
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const soundId = util.target.sprite.sounds[index].soundId;
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if (util.target.audioPlayer === null) return;
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return util.target.audioPlayer.playSound(soundId);
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}
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}
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@ -199,9 +199,8 @@ class Scratch3SoundBlocks {
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}
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_stopAllSoundsForTarget (target) {
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if (target.sprite.soundBank) {
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target.sprite.soundBank.stopAllSounds(target);
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}
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if (target.audioPlayer === null) return;
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target.audioPlayer.stopAllSounds();
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}
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setEffect (args, util) {
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@ -225,19 +224,23 @@ class Scratch3SoundBlocks {
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soundState.effects[effect] = value;
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}
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const {min, max} = Scratch3SoundBlocks.EFFECT_RANGE[effect];
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soundState.effects[effect] = MathUtil.clamp(soundState.effects[effect], min, max);
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const effectRange = Scratch3SoundBlocks.EFFECT_RANGE[effect];
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soundState.effects[effect] = MathUtil.clamp(soundState.effects[effect], effectRange.min, effectRange.max);
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if (util.target.audioPlayer === null) return;
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util.target.audioPlayer.setEffect(effect, soundState.effects[effect]);
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this._syncEffectsForTarget(util.target);
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// Yield until the next tick.
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return Promise.resolve();
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}
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_syncEffectsForTarget (target) {
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if (!target || !target.sprite.soundBank) return;
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target.soundEffects = this._getSoundState(target).effects;
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target.sprite.soundBank.setEffects(target);
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if (!target || !target.audioPlayer) return;
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const soundState = this._getSoundState(target);
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for (const effect in soundState.effects) {
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if (!soundState.effects.hasOwnProperty(effect)) continue;
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target.audioPlayer.setEffect(effect, soundState.effects[effect]);
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}
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}
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clearEffects (args, util) {
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@ -250,7 +253,8 @@ class Scratch3SoundBlocks {
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if (!soundState.effects.hasOwnProperty(effect)) continue;
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soundState.effects[effect] = 0;
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}
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this._syncEffectsForTarget(target);
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if (target.audioPlayer === null) return;
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target.audioPlayer.clearEffects();
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}
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_clearEffectsForAllTargets () {
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@ -274,7 +278,8 @@ class Scratch3SoundBlocks {
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_updateVolume (volume, util) {
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volume = MathUtil.clamp(volume, 0, 100);
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util.target.volume = volume;
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this._syncEffectsForTarget(util.target);
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if (util.target.audioPlayer === null) return;
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util.target.audioPlayer.setVolume(util.target.volume);
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// Yield until the next tick.
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return Promise.resolve();
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@ -52,25 +52,18 @@ class Scratch3MusicBlocks {
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this._concurrencyCounter = 0;
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/**
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* An array of sound players, one for each drum sound.
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* An array of audio buffers, 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._drumPlayers = [];
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this._drumBuffers = [];
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/**
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* An array of arrays of sound players. Each instrument has one or more audio players.
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* An array of arrays of audio buffers. Each instrument has one or more audio buffers.
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* @type {Array[]}
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* @private
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*/
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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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this._instrumentBufferArrays = [];
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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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@ -94,15 +87,14 @@ 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/${drumInfo.fileName}`;
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const promise = this._storeSound(filePath, index, this._drumPlayers);
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const promise = this._storeSound(filePath, index, this._drumBuffers);
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loadingPromises.push(promise);
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});
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this.INSTRUMENT_INFO.forEach((instrumentInfo, instrumentIndex) => {
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this._instrumentPlayerArrays[instrumentIndex] = [];
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this._instrumentPlayerNoteArrays[instrumentIndex] = [];
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this._instrumentBufferArrays[instrumentIndex] = [];
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instrumentInfo.samples.forEach((sample, noteIndex) => {
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const filePath = `instruments/${instrumentInfo.dirName}/${sample}`;
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const promise = this._storeSound(filePath, noteIndex, this._instrumentPlayerArrays[instrumentIndex]);
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const promise = this._storeSound(filePath, noteIndex, this._instrumentBufferArrays[instrumentIndex]);
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loadingPromises.push(promise);
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});
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});
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@ -112,22 +104,22 @@ class Scratch3MusicBlocks {
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}
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/**
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* Decode a sound and store the player in an array.
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* Decode a sound and store the buffer 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 player.
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* @param {array} playerArray - the array of players in which to store it.
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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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* @return {Promise} - a promise which will resolve once the sound has been stored.
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*/
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_storeSound (filePath, index, playerArray) {
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_storeSound (filePath, index, bufferArray) {
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const fullPath = `${filePath}.mp3`;
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if (!assetData[fullPath]) return;
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// The sound player has already been downloaded via the manifest file required above.
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// The sound buffer 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(player => {
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playerArray[index] = player;
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return this._decodeSound(soundBuffer).then(buffer => {
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bufferArray[index] = buffer;
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});
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}
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@ -137,14 +129,24 @@ 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 engine = this.runtime.audioEngine;
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const context = this.runtime.audioEngine && this.runtime.audioEngine.audioContext;
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if (!engine) {
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if (!context) {
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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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return engine.decodeSoundPlayer({data: {buffer: soundBuffer}});
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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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}
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/**
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@ -776,34 +778,26 @@ 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.sprite.soundBank === null) return;
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if (util.target.audioPlayer === 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 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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const bufferSourceIndex = this._bufferSources.length;
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this._bufferSources.push(bufferSource);
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this._concurrencyCounter++;
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player.once('stop', () => {
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bufferSource.onended = () => {
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this._concurrencyCounter--;
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});
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player.play();
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delete this._bufferSources[bufferSourceIndex];
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};
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}
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/**
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@ -862,7 +856,7 @@ 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.sprite.soundBank === null) return;
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if (util.target.audioPlayer === 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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@ -877,37 +871,28 @@ 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._instrumentPlayerArrays[inst] === 'undefined') return;
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if (typeof this._instrumentPlayerArrays[inst][sampleIndex] === 'undefined') return;
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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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// Fetch the sound player to play the note.
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const engine = util.runtime.audioEngine;
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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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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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const bufferSourceIndex = this._bufferSources.length;
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this._bufferSources.push(bufferSource);
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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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bufferSource.buffer = this._instrumentBufferArrays[inst][sampleIndex];
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const sampleNote = sampleArray[sampleIndex];
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const notePitchInterval = this._ratioForPitchInterval(note - sampleNote);
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bufferSource.playbackRate.value = this._ratioForPitchInterval(note - sampleNote);
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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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// 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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// 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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@ -917,24 +902,16 @@ 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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releaseGain.gain.setValueAtTime(1, releaseStart);
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releaseGain.gain.linearRampToValueAtTime(0.0001, releaseEnd);
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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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// Update the concurrency counter
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this._concurrencyCounter++;
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player.once('stop', () => {
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bufferSource.onended = () => {
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this._concurrencyCounter--;
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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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delete this._bufferSources[bufferSourceIndex];
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};
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}
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/**
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|
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@ -8,32 +8,27 @@ const log = require('../util/log');
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* @property {Buffer} data - sound data will be written here once loaded.
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* @param {!Asset} soundAsset - the asset loaded from storage.
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* @param {!Runtime} runtime - Scratch runtime, used to access the storage module.
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* @param {Sprite} sprite - Scratch sprite to add sounds to.
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* @returns {!Promise} - a promise which will resolve to the sound when ready.
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*/
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const loadSoundFromAsset = function (sound, soundAsset, runtime, sprite) {
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const loadSoundFromAsset = function (sound, soundAsset, runtime) {
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sound.assetId = soundAsset.assetId;
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if (!runtime.audioEngine) {
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log.error('No audio engine present; cannot load sound asset: ', sound.md5);
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return Promise.resolve(sound);
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}
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return runtime.audioEngine.decodeSoundPlayer(Object.assign(
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return runtime.audioEngine.decodeSound(Object.assign(
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{},
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sound,
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{data: soundAsset.data}
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)).then(soundPlayer => {
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sound.soundId = soundPlayer.id;
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)).then(soundId => {
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sound.soundId = soundId;
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// Set the sound sample rate and sample count based on the
|
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// the audio buffer from the audio engine since the sound
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// gets resampled by the audio engine
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const soundBuffer = soundPlayer.buffer;
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const soundBuffer = runtime.audioEngine.getSoundBuffer(soundId);
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sound.rate = soundBuffer.sampleRate;
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sound.sampleCount = soundBuffer.length;
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if (sprite.soundBank !== null) {
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sprite.soundBank.addSoundPlayer(soundPlayer);
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}
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||||
|
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return sound;
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||||
});
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||||
};
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|
@ -44,10 +39,9 @@ const loadSoundFromAsset = function (sound, soundAsset, runtime, sprite) {
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* @property {string} md5 - the MD5 and extension of the sound to be loaded.
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* @property {Buffer} data - sound data will be written here once loaded.
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* @param {!Runtime} runtime - Scratch runtime, used to access the storage module.
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* @param {Sprite} sprite - Scratch sprite to add sounds to.
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* @returns {!Promise} - a promise which will resolve to the sound when ready.
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*/
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const loadSound = function (sound, runtime, sprite) {
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const loadSound = function (sound, runtime) {
|
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if (!runtime.storage) {
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log.error('No storage module present; cannot load sound asset: ', sound.md5);
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return Promise.resolve(sound);
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|
@ -58,7 +52,7 @@ const loadSound = function (sound, runtime, sprite) {
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return runtime.storage.load(runtime.storage.AssetType.Sound, md5, ext)
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.then(soundAsset => {
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sound.dataFormat = ext;
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return loadSoundFromAsset(sound, soundAsset, runtime, sprite);
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return loadSoundFromAsset(sound, soundAsset, runtime);
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||||
});
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||||
};
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|
||||
|
|
|
@ -800,7 +800,7 @@ const parseScratchObject = function (object, runtime, extensions, zip) {
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// any translation that needs to happen will happen in the process
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||||
// of building up the costume object into an sb3 format
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return deserializeSound(sound, runtime, zip)
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.then(() => loadSound(sound, runtime, sprite));
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.then(() => loadSound(sound, runtime));
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||||
// Only attempt to load the sound after the deserialization
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||||
// process has been completed.
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||||
});
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||||
|
|
|
@ -170,30 +170,21 @@ class RenderedTarget extends Target {
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}
|
||||
}
|
||||
|
||||
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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -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;
|
||||
|
|
|
@ -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) {
|
||||
|
|
|
@ -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)
|
||||
}
|
||||
}
|
||||
};
|
||||
|
|
Loading…
Reference in a new issue