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Clamp beat durations for play note, play drum and rest
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1 changed files with 14 additions and 0 deletions
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@ -39,6 +39,13 @@ Scratch3SoundBlocks.DEFAULT_SOUND_STATE = {
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*/
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*/
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Scratch3SoundBlocks.MIDI_NOTE_RANGE = {min: 36, max: 96}; // C2 to C7
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Scratch3SoundBlocks.MIDI_NOTE_RANGE = {min: 36, max: 96}; // C2 to C7
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/**
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* The minimum and maximum beat values, for clamping the duration of play note, play drum and rest.
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* 100 beats at the default tempo of 60bpm is 100 seconds.
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* @type {{min: number, max: number}}
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*/
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Scratch3SoundBlocks.BEAT_RANGE = {min: 0, max: 100};
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/**
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/**
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* @param {Target} target - collect sound state for this target.
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* @param {Target} target - collect sound state for this target.
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* @returns {SoundState} the mutable sound state associated with that target. This will be created if necessary.
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* @returns {SoundState} the mutable sound state associated with that target. This will be created if necessary.
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@ -140,6 +147,7 @@ Scratch3SoundBlocks.prototype.playNoteForBeats = function (args, util) {
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var note = Cast.toNumber(args.NOTE);
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var note = Cast.toNumber(args.NOTE);
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note = MathUtil.clamp(note, Scratch3SoundBlocks.MIDI_NOTE_RANGE.min, Scratch3SoundBlocks.MIDI_NOTE_RANGE.max);
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note = MathUtil.clamp(note, Scratch3SoundBlocks.MIDI_NOTE_RANGE.min, Scratch3SoundBlocks.MIDI_NOTE_RANGE.max);
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var beats = Cast.toNumber(args.BEATS);
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var beats = Cast.toNumber(args.BEATS);
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beats = this._clampBeats(beats);
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var soundState = this._getSoundState(util.target);
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var soundState = this._getSoundState(util.target);
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var inst = soundState.currentInstrument;
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var inst = soundState.currentInstrument;
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var vol = soundState.volume;
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var vol = soundState.volume;
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@ -153,16 +161,22 @@ Scratch3SoundBlocks.prototype.playDrumForBeats = function (args, util) {
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if (typeof this.runtime.audioEngine === 'undefined') return;
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if (typeof this.runtime.audioEngine === 'undefined') return;
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drum = MathUtil.wrapClamp(drum, 0, this.runtime.audioEngine.numDrums);
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drum = MathUtil.wrapClamp(drum, 0, this.runtime.audioEngine.numDrums);
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var beats = Cast.toNumber(args.BEATS);
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var beats = Cast.toNumber(args.BEATS);
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beats = this._clampBeats(beats);
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if (util.target.audioPlayer === null) return;
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if (util.target.audioPlayer === null) return;
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return util.target.audioPlayer.playDrumForBeats(drum, beats);
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return util.target.audioPlayer.playDrumForBeats(drum, beats);
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};
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};
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Scratch3SoundBlocks.prototype.restForBeats = function (args) {
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Scratch3SoundBlocks.prototype.restForBeats = function (args) {
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var beats = Cast.toNumber(args.BEATS);
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var 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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if (typeof this.runtime.audioEngine === 'undefined') return;
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return this.runtime.audioEngine.waitForBeats(beats);
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return this.runtime.audioEngine.waitForBeats(beats);
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};
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};
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Scratch3SoundBlocks.prototype._clampBeats = function (beats) {
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return MathUtil.clamp(beats, Scratch3SoundBlocks.BEAT_RANGE.min, Scratch3SoundBlocks.BEAT_RANGE.max);
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};
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Scratch3SoundBlocks.prototype.setInstrument = function (args, util) {
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Scratch3SoundBlocks.prototype.setInstrument = function (args, util) {
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var soundState = this._getSoundState(util.target);
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var soundState = this._getSoundState(util.target);
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var instNum = Cast.toNumber(args.INSTRUMENT);
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var instNum = Cast.toNumber(args.INSTRUMENT);
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