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Move musical timing into music extension
and use the stackframe timer, which improves timing accuracy.
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parent
3fa1599b90
commit
db3b0ca204
1 changed files with 46 additions and 9 deletions
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@ -3,6 +3,7 @@ const BlockType = require('../extension-support/block-type');
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const Clone = require('../util/clone');
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const Cast = require('../util/cast');
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const MathUtil = require('../util/math-util');
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const Timer = require('../util/timer');
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/**
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* An array of drum names, used in the play drum block.
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@ -70,6 +71,13 @@ class Scratch3MusicBlocks {
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*/
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this.runtime = runtime;
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/**
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* The current tempo in beats per minute. The tempo is a global property of the project,
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* not a property of each sprite, so it is not stored in the MusicState object.
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* @type {number}
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*/
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this.tempo = 60;
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this.drumMenu = this._buildMenu(drumNames);
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this.instrumentMenu = this._buildMenu(instrumentNames);
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}
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@ -272,11 +280,10 @@ class Scratch3MusicBlocks {
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* @property {number} BEATS - the duration in beats of the rest.
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* @return {Promise} - a promise which will resolve at the end of the duration.
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*/
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restForBeats (args) {
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restForBeats (args, util) {
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let beats = Cast.toNumber(args.BEATS);
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beats = this._clampBeats(beats);
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if (typeof this.runtime.audioEngine === 'undefined') return;
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return this.runtime.audioEngine.waitForBeats(beats);
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this._waitForBeats(beats, util);
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}
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/**
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@ -315,6 +322,39 @@ class Scratch3MusicBlocks {
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return this.runtime.audioEngine.instrumentPlayer.loadInstrument(musicState.currentInstrument);
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}
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/**
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* Convert a number of beats to a number of seconds, using the current tempo.
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* @param {number} beats - number of beats to convert to secs.
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* @return {number} seconds - number of seconds `beats` will last.
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* @private
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*/
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_beatsToSec (beats) {
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return (60 / this.tempo) * beats;
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}
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/**
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* Wait for some number of beats.
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* @param {number} beats - number of beats to wait for.
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* @param {object} util - utility object provided by the runtime.
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* @private
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*/
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_waitForBeats (beats, util) {
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if (util.stackFrame.timer) {
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const timeElapsed = util.stackFrame.timer.timeElapsed();
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if (timeElapsed < util.stackFrame.duration * 1000) {
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util.yield();
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}
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} else {
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util.stackFrame.timer = new Timer();
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util.stackFrame.timer.start();
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util.stackFrame.duration = this._beatsToSec(beats);
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if (util.stackFrame.duration <= 0) {
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return;
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}
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util.yield();
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}
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}
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/**
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* Clamp a duration in beats to the allowed min and max duration.
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* @param {number} beats - a duration in beats.
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@ -342,8 +382,7 @@ class Scratch3MusicBlocks {
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*/
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changeTempo (args) {
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const change = Cast.toNumber(args.TEMPO);
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if (typeof this.runtime.audioEngine === 'undefined') return;
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const tempo = change + this.runtime.audioEngine.currentTempo;
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const tempo = change + this.tempo;
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this._updateTempo(tempo);
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}
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@ -354,8 +393,7 @@ class Scratch3MusicBlocks {
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*/
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_updateTempo (tempo) {
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tempo = MathUtil.clamp(tempo, Scratch3MusicBlocks.TEMPO_RANGE.min, Scratch3MusicBlocks.TEMPO_RANGE.max);
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if (typeof this.runtime.audioEngine === 'undefined') return;
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this.runtime.audioEngine.setTempo(tempo);
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this.tempo = tempo;
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}
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/**
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@ -363,8 +401,7 @@ class Scratch3MusicBlocks {
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* @return {number} - the current tempo, in beats per minute.
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*/
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getTempo () {
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if (typeof this.runtime.audioEngine === 'undefined') return;
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return this.runtime.audioEngine.currentTempo;
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return this.tempo;
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}
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}
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