const MathUtil = require('../util/math-util'); const Cast = require('../util/cast'); const Clone = require('../util/clone'); class Scratch3SoundBlocks { constructor (runtime) { /** * The runtime instantiating this block package. * @type {Runtime} */ this.runtime = runtime; } /** * The key to load & store a target's sound-related state. * @type {string} */ static get STATE_KEY () { return 'Scratch.sound'; } /** * The default sound-related state, to be used when a target has no existing sound state. * @type {SoundState} */ static get DEFAULT_SOUND_STATE () { return { volume: 100, currentInstrument: 0, effects: { pitch: 0, pan: 0, echo: 0, reverb: 0, fuzz: 0, robot: 0 } }; } /** * The minimum and maximum MIDI note numbers, for clamping the input to play note. * @type {{min: number, max: number}} */ static get MIDI_NOTE_RANGE () { return {min: 36, max: 96}; // C2 to C7 } /** * The minimum and maximum beat values, for clamping the duration of play note, play drum and rest. * 100 beats at the default tempo of 60bpm is 100 seconds. * @type {{min: number, max: number}} */ static get BEAT_RANGE () { return {min: 0, max: 100}; } /** The minimum and maximum tempo values, in bpm. * @type {{min: number, max: number}} */ static get TEMPO_RANGE () { return {min: 20, max: 500}; } /** The minimum and maximum values for each sound effect. * @type {{effect:{min: number, max: number}}} */ static get EFFECT_RANGE () { return { pitch: {min: -600, max: 600}, // -5 to 5 octaves pan: {min: -100, max: 100}, // 100% left to 100% right echo: {min: 0, max: 100}, // 0 to max (75%) feedback reverb: {min: 0, max: 100}, // wet/dry: 0 to 100% wet fuzz: {min: 0, max: 100}, // wed/dry: 0 to 100% wet robot: {min: 0, max: 600} // 0 to 5 octaves }; } /** * @param {Target} target - collect sound state for this target. * @returns {SoundState} the mutable sound state associated with that target. This will be created if necessary. * @private */ _getSoundState (target) { let soundState = target.getCustomState(Scratch3SoundBlocks.STATE_KEY); if (!soundState) { soundState = Clone.simple(Scratch3SoundBlocks.DEFAULT_SOUND_STATE); target.setCustomState(Scratch3SoundBlocks.STATE_KEY, soundState); } return soundState; } /** * Retrieve the block primitives implemented by this package. * @return {object.} Mapping of opcode to Function. */ getPrimitives () { return { sound_play: this.playSound, sound_playuntildone: this.playSoundAndWait, sound_stopallsounds: this.stopAllSounds, sound_playnoteforbeats: this.playNoteForBeats, sound_playdrumforbeats: this.playDrumForBeats, sound_restforbeats: this.restForBeats, sound_setinstrumentto: this.setInstrument, sound_seteffectto: this.setEffect, sound_changeeffectby: this.changeEffect, sound_cleareffects: this.clearEffects, sound_sounds_menu: this.soundsMenu, sound_beats_menu: this.beatsMenu, sound_effects_menu: this.effectsMenu, sound_setvolumeto: this.setVolume, sound_changevolumeby: this.changeVolume, sound_volume: this.getVolume, sound_settempotobpm: this.setTempo, sound_changetempoby: this.changeTempo, sound_tempo: this.getTempo }; } playSound (args, util) { const index = this._getSoundIndex(args.SOUND_MENU, util); if (index >= 0) { const md5 = util.target.sprite.sounds[index].md5; if (util.target.audioPlayer === null) return; util.target.audioPlayer.playSound(md5); } } playSoundAndWait (args, util) { const index = this._getSoundIndex(args.SOUND_MENU, util); if (index >= 0) { const md5 = util.target.sprite.sounds[index].md5; if (util.target.audioPlayer === null) return; return util.target.audioPlayer.playSound(md5); } } _getSoundIndex (soundName, util) { // if the sprite has no sounds, return -1 const len = util.target.sprite.sounds.length; if (len === 0) { return -1; } let index; // try to convert to a number and use that as an index const num = parseInt(soundName, 10); if (!isNaN(num)) { index = MathUtil.wrapClamp(num, 0, len - 1); return index; } // return the index for the sound of that name index = this.getSoundIndexByName(soundName, util); return index; } getSoundIndexByName (soundName, util) { const sounds = util.target.sprite.sounds; for (let i = 0; i < sounds.length; i++) { if (sounds[i].name === soundName) { return i; } } // if there is no sound by that name, return -1 return -1; } stopAllSounds (args, util) { if (util.target.audioPlayer === null) return; util.target.audioPlayer.stopAllSounds(); } playNoteForBeats (args, util) { let note = Cast.toNumber(args.NOTE); note = MathUtil.clamp(note, Scratch3SoundBlocks.MIDI_NOTE_RANGE.min, Scratch3SoundBlocks.MIDI_NOTE_RANGE.max); let beats = Cast.toNumber(args.BEATS); beats = this._clampBeats(beats); const soundState = this._getSoundState(util.target); const inst = soundState.currentInstrument; const vol = soundState.volume; if (typeof this.runtime.audioEngine === 'undefined') return; return this.runtime.audioEngine.playNoteForBeatsWithInstAndVol(note, beats, inst, vol); } playDrumForBeats (args, util) { let drum = Cast.toNumber(args.DRUM); drum -= 1; // drums are one-indexed if (typeof this.runtime.audioEngine === 'undefined') return; drum = MathUtil.wrapClamp(drum, 0, this.runtime.audioEngine.numDrums); let beats = Cast.toNumber(args.BEATS); beats = this._clampBeats(beats); if (util.target.audioPlayer === null) return; return util.target.audioPlayer.playDrumForBeats(drum, beats); } restForBeats (args) { let beats = Cast.toNumber(args.BEATS); beats = this._clampBeats(beats); if (typeof this.runtime.audioEngine === 'undefined') return; return this.runtime.audioEngine.waitForBeats(beats); } _clampBeats (beats) { return MathUtil.clamp(beats, Scratch3SoundBlocks.BEAT_RANGE.min, Scratch3SoundBlocks.BEAT_RANGE.max); } setInstrument (args, util) { const soundState = this._getSoundState(util.target); let instNum = Cast.toNumber(args.INSTRUMENT); instNum -= 1; // instruments are one-indexed if (typeof this.runtime.audioEngine === 'undefined') return; instNum = MathUtil.wrapClamp(instNum, 0, this.runtime.audioEngine.numInstruments); soundState.currentInstrument = instNum; return this.runtime.audioEngine.instrumentPlayer.loadInstrument(soundState.currentInstrument); } setEffect (args, util) { this._updateEffect(args, util, false); } changeEffect (args, util) { this._updateEffect(args, util, true); } _updateEffect (args, util, change) { const effect = Cast.toString(args.EFFECT).toLowerCase(); const value = Cast.toNumber(args.VALUE); const soundState = this._getSoundState(util.target); if (!soundState.effects.hasOwnProperty(effect)) return; if (change) { soundState.effects[effect] += value; } else { 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]); } clearEffects (args, util) { const soundState = this._getSoundState(util.target); for (const effect in soundState.effects) { if (!soundState.effects.hasOwnProperty(effect)) continue; soundState.effects[effect] = 0; } if (util.target.audioPlayer === null) return; util.target.audioPlayer.clearEffects(); } setVolume (args, util) { const volume = Cast.toNumber(args.VOLUME); this._updateVolume(volume, util); } changeVolume (args, util) { const soundState = this._getSoundState(util.target); const volume = Cast.toNumber(args.VOLUME) + soundState.volume; this._updateVolume(volume, util); } _updateVolume (volume, util) { const soundState = this._getSoundState(util.target); volume = MathUtil.clamp(volume, 0, 100); soundState.volume = volume; if (util.target.audioPlayer === null) return; util.target.audioPlayer.setVolume(soundState.volume); } getVolume (args, util) { const soundState = this._getSoundState(util.target); return soundState.volume; } setTempo (args) { const tempo = Cast.toNumber(args.TEMPO); this._updateTempo(tempo); } changeTempo (args) { const change = Cast.toNumber(args.TEMPO); if (typeof this.runtime.audioEngine === 'undefined') return; const tempo = change + this.runtime.audioEngine.currentTempo; this._updateTempo(tempo); } _updateTempo (tempo) { tempo = MathUtil.clamp(tempo, Scratch3SoundBlocks.TEMPO_RANGE.min, Scratch3SoundBlocks.TEMPO_RANGE.max); if (typeof this.runtime.audioEngine === 'undefined') return; this.runtime.audioEngine.setTempo(tempo); } getTempo () { if (typeof this.runtime.audioEngine === 'undefined') return; return this.runtime.audioEngine.currentTempo; } soundsMenu (args) { return args.SOUND_MENU; } beatsMenu (args) { return args.BEATS; } effectsMenu (args) { return args.EFFECT; } } module.exports = Scratch3SoundBlocks;