Merge pull request #1264 from LLK/unrevert-audio

Re-apply audio engine updates
This commit is contained in:
Ray Schamp 2018-06-22 09:53:24 -04:00 committed by GitHub
commit e90b344b15
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GPG key ID: 4AEE18F83AFDEB23
9 changed files with 172 additions and 129 deletions

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

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

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@ -8,27 +8,32 @@ 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) {
const loadSoundFromAsset = function (sound, soundAsset, runtime, sprite) {
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.decodeSound(Object.assign(
return runtime.audioEngine.decodeSoundPlayer(Object.assign(
{},
sound,
{data: soundAsset.data}
)).then(soundId => {
sound.soundId = soundId;
)).then(soundPlayer => {
sound.soundId = soundPlayer.id;
// 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 = runtime.audioEngine.getSoundBuffer(soundId);
const soundBuffer = soundPlayer.buffer;
sound.rate = soundBuffer.sampleRate;
sound.sampleCount = soundBuffer.length;
if (sprite.soundBank !== null) {
sprite.soundBank.addSoundPlayer(soundPlayer);
}
return sound;
});
};
@ -39,9 +44,10 @@ const loadSoundFromAsset = function (sound, soundAsset, runtime) {
* @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) {
const loadSound = function (sound, runtime, sprite) {
if (!runtime.storage) {
log.error('No storage module present; cannot load sound asset: ', sound.md5);
return Promise.resolve(sound);
@ -52,7 +58,7 @@ const loadSound = function (sound, runtime) {
return runtime.storage.load(runtime.storage.AssetType.Sound, md5, ext)
.then(soundAsset => {
sound.dataFormat = ext;
return loadSoundFromAsset(sound, soundAsset, runtime);
return loadSoundFromAsset(sound, soundAsset, runtime, sprite);
});
};

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@ -420,7 +420,7 @@ const parseScratchObject = function (object, runtime, extensions, topLevel, zip)
// followed by the file ext
const assetFileName = `${soundSource.soundID}.${ext}`;
soundPromises.push(deserializeSound(sound, runtime, zip, assetFileName)
.then(() => loadSound(sound, runtime)));
.then(() => loadSound(sound, runtime, sprite)));
}
}

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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));
.then(() => loadSound(sound, runtime, sprite));
// Only attempt to load the sound after the deserialization
// process has been completed.
});

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@ -170,21 +170,30 @@ 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;
}
}
}
}
/**
@ -1034,9 +1043,8 @@ class RenderedTarget extends Target {
*/
onStopAll () {
this.clearEffects();
if (this.audioPlayer) {
this.audioPlayer.stopAllSounds();
this.audioPlayer.clearEffects();
if (this.sprite.soundBank) {
this.sprite.soundBank.stopAllSounds(this);
}
}
@ -1122,6 +1130,9 @@ 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 ?
@ -1132,10 +1143,6 @@ class RenderedTarget extends Target {
this.runtime.requestRedraw();
}
}
if (this.audioPlayer) {
this.audioPlayer.stopAllSounds();
this.audioPlayer.dispose();
}
}
}

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@ -8,7 +8,8 @@ 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.
* All clones of a sprite have shared blocks, shared costumes, shared variables,
* shared sounds, etc.
* @param {?Blocks} blocks Shared blocks object for all clones of sprite.
* @param {Runtime} runtime Reference to the runtime.
* @constructor
@ -47,6 +48,11 @@ class Sprite {
* @type {Array.<!RenderedTarget>}
*/
this.clones = [];
this.soundBank = null;
if (this.runtime && this.runtime.audioEngine) {
this.soundBank = this.runtime.audioEngine.createBank();
}
}
/**
@ -149,12 +155,18 @@ class Sprite {
newSprite.sounds = this.sounds.map(sound => {
const newSound = Object.assign({}, sound);
const soundAsset = this.runtime.storage.get(sound.assetId);
assetPromises.push(loadSoundFromAsset(newSound, soundAsset, this.runtime));
assetPromises.push(loadSoundFromAsset(newSound, soundAsset, this.runtime, this));
return newSound;
});
return Promise.all(assetPromises).then(() => newSprite);
}
dispose () {
if (this.soundBank) {
this.soundBank.dispose();
}
}
}
module.exports = Sprite;

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@ -495,7 +495,7 @@ class VirtualMachine extends EventEmitter {
duplicateSound (soundIndex) {
const originalSound = this.editingTarget.getSounds()[soundIndex];
const clone = Object.assign({}, originalSound);
return loadSound(clone, this.runtime).then(() => {
return loadSound(clone, this.runtime, this.editingTarget.sprite).then(() => {
this.editingTarget.addSound(clone, soundIndex + 1);
this.emitTargetsUpdate();
});
@ -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).then(() => {
return loadSound(soundObject, this.runtime, this.editingTarget.sprite).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.runtime.audioEngine.getSoundBuffer(id);
return this.editingTarget.sprite.soundBank.getSoundPlayer(id).buffer;
}
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.runtime.audioEngine.updateSoundBuffer(id, newBuffer);
this.editingTarget.sprite.soundBank.getSoundPlayer(id).buffer = newBuffer;
}
// Update sound in runtime
if (soundEncoding) {
@ -966,8 +966,8 @@ class VirtualMachine extends EventEmitter {
shareSoundToTarget (soundIndex, targetId) {
const originalSound = this.editingTarget.getSounds()[soundIndex];
const clone = Object.assign({}, originalSound);
return loadSound(clone, this.runtime).then(() => {
const target = this.runtime.getTargetById(targetId);
const target = this.runtime.getTargetById(targetId);
return loadSound(clone, this.runtime, target.sprite).then(() => {
if (target) {
target.addSound(clone);
this.emitTargetsUpdate();

View file

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