scratch-vm/src/blocks/scratch3_sound.js
Ray Schamp 9afe401dca Revert "Revert #1260, #1258, #1239"
This reverts commit 28f90648b0.
2018-06-22 09:33:08 -04:00

300 lines
9 KiB
JavaScript

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;
// Clear sound effects on green flag and stop button events.
this._clearEffectsForAllTargets = this._clearEffectsForAllTargets.bind(this);
if (this.runtime) {
this.runtime.on('PROJECT_STOP_ALL', this._clearEffectsForAllTargets);
this.runtime.on('PROJECT_START', this._clearEffectsForAllTargets);
}
this._onTargetCreated = this._onTargetCreated.bind(this);
if (this.runtime) {
runtime.on('targetWasCreated', this._onTargetCreated);
}
}
/**
* 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 {
effects: {
pitch: 0,
pan: 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: -360, max: 360}, // -3 to 3 octaves
pan: {min: -100, max: 100} // 100% left to 100% right
};
}
/**
* @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);
target.soundEffects = soundState.effects;
}
return soundState;
}
/**
* When a Target is cloned, clone the sound state.
* @param {Target} newTarget - the newly created target.
* @param {Target} [sourceTarget] - the target used as a source for the new clone, if any.
* @listens Runtime#event:targetWasCreated
* @private
*/
_onTargetCreated (newTarget, sourceTarget) {
if (sourceTarget) {
const soundState = sourceTarget.getCustomState(Scratch3SoundBlocks.STATE_KEY);
if (soundState && newTarget) {
newTarget.setCustomState(Scratch3SoundBlocks.STATE_KEY, Clone.simple(soundState));
this._syncEffectsForTarget(newTarget);
}
}
}
/**
* Retrieve the block primitives implemented by this package.
* @return {object.<string, Function>} Mapping of opcode to Function.
*/
getPrimitives () {
return {
sound_play: this.playSound,
sound_playuntildone: this.playSoundAndWait,
sound_stopallsounds: this.stopAllSounds,
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
};
}
getMonitored () {
return {
sound_volume: {
getId: () => 'volume'
}
};
}
playSound (args, util) {
// 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 {target} = util;
const {sprite} = target;
const {soundId} = sprite.sounds[index];
if (sprite.soundBank) {
return sprite.soundBank.playSound(target, soundId);
}
}
}
_getSoundIndex (soundName, util) {
// if the sprite has no sounds, return -1
const len = util.target.sprite.sounds.length;
if (len === 0) {
return -1;
}
// look up by name first
const index = this.getSoundIndexByName(soundName, util);
if (index !== -1) {
return index;
}
// then try using the sound name as a 1-indexed index
const oneIndexedIndex = parseInt(soundName, 10);
if (!isNaN(oneIndexedIndex)) {
return MathUtil.wrapClamp(oneIndexedIndex - 1, 0, len - 1);
}
// could not be found as a name or converted to index, return -1
return -1;
}
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 () {
if (this.runtime.targets === null) return;
const allTargets = this.runtime.targets;
for (let i = 0; i < allTargets.length; i++) {
this._stopAllSoundsForTarget(allTargets[i]);
}
}
_stopAllSoundsForTarget (target) {
if (target.sprite.soundBank) {
target.sprite.soundBank.stopAllSounds(target);
}
}
setEffect (args, util) {
return this._updateEffect(args, util, false);
}
changeEffect (args, util) {
return 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 {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.sprite.soundBank) return;
target.soundEffects = this._getSoundState(target).effects;
target.sprite.soundBank.setEffects(target);
}
clearEffects (args, util) {
this._clearEffectsForTarget(util.target);
}
_clearEffectsForTarget (target) {
const soundState = this._getSoundState(target);
for (const effect in soundState.effects) {
if (!soundState.effects.hasOwnProperty(effect)) continue;
soundState.effects[effect] = 0;
}
this._syncEffectsForTarget(target);
}
_clearEffectsForAllTargets () {
if (this.runtime.targets === null) return;
const allTargets = this.runtime.targets;
for (let i = 0; i < allTargets.length; i++) {
this._clearEffectsForTarget(allTargets[i]);
}
}
setVolume (args, util) {
const volume = Cast.toNumber(args.VOLUME);
return this._updateVolume(volume, util);
}
changeVolume (args, util) {
const volume = Cast.toNumber(args.VOLUME) + util.target.volume;
return this._updateVolume(volume, util);
}
_updateVolume (volume, util) {
volume = MathUtil.clamp(volume, 0, 100);
util.target.volume = volume;
this._syncEffectsForTarget(util.target);
// Yield until the next tick.
return Promise.resolve();
}
getVolume (args, util) {
return util.target.volume;
}
soundsMenu (args) {
return args.SOUND_MENU;
}
beatsMenu (args) {
return args.BEATS;
}
effectsMenu (args) {
return args.EFFECT;
}
}
module.exports = Scratch3SoundBlocks;