mirror of
https://github.com/scratchfoundation/scratch-vm.git
synced 2024-12-26 07:52:50 -05:00
350 lines
11 KiB
JavaScript
350 lines
11 KiB
JavaScript
const MathUtil = require('../util/math-util');
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const Cast = require('../util/cast');
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const Clone = require('../util/clone');
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/**
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* Occluded boolean value to make its use more understandable.
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* @const {boolean}
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*/
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const STORE_WAITING = true;
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class Scratch3SoundBlocks {
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constructor (runtime) {
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/**
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* The runtime instantiating this block package.
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* @type {Runtime}
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*/
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this.runtime = runtime;
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this.waitingSounds = {};
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// Clear sound effects on green flag and stop button events.
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this.stopAllSounds = this.stopAllSounds.bind(this);
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this._stopWaitingSoundsForTarget = this._stopWaitingSoundsForTarget.bind(this);
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this._clearEffectsForAllTargets = this._clearEffectsForAllTargets.bind(this);
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if (this.runtime) {
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this.runtime.on('PROJECT_STOP_ALL', this.stopAllSounds);
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this.runtime.on('PROJECT_STOP_ALL', this._clearEffectsForAllTargets);
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this.runtime.on('STOP_FOR_TARGET', this._stopWaitingSoundsForTarget);
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this.runtime.on('PROJECT_START', this._clearEffectsForAllTargets);
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}
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this._onTargetCreated = this._onTargetCreated.bind(this);
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if (this.runtime) {
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runtime.on('targetWasCreated', this._onTargetCreated);
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}
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}
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/**
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* The key to load & store a target's sound-related state.
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* @type {string}
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*/
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static get STATE_KEY () {
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return 'Scratch.sound';
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}
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/**
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* The default sound-related state, to be used when a target has no existing sound state.
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* @type {SoundState}
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*/
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static get DEFAULT_SOUND_STATE () {
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return {
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effects: {
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pitch: 0,
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pan: 0
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}
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};
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}
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/**
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* The minimum and maximum MIDI note numbers, for clamping the input to play note.
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* @type {{min: number, max: number}}
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*/
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static get MIDI_NOTE_RANGE () {
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return {min: 36, max: 96}; // C2 to C7
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}
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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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static get BEAT_RANGE () {
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return {min: 0, max: 100};
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}
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/** The minimum and maximum tempo values, in bpm.
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* @type {{min: number, max: number}}
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*/
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static get TEMPO_RANGE () {
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return {min: 20, max: 500};
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}
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/** The minimum and maximum values for each sound effect.
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* @type {{effect:{min: number, max: number}}}
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*/
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static get EFFECT_RANGE () {
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return {
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pitch: {min: -360, max: 360}, // -3 to 3 octaves
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pan: {min: -100, max: 100} // 100% left to 100% right
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};
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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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* @returns {SoundState} the mutable sound state associated with that target. This will be created if necessary.
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* @private
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*/
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_getSoundState (target) {
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let soundState = target.getCustomState(Scratch3SoundBlocks.STATE_KEY);
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if (!soundState) {
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soundState = Clone.simple(Scratch3SoundBlocks.DEFAULT_SOUND_STATE);
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target.setCustomState(Scratch3SoundBlocks.STATE_KEY, soundState);
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target.soundEffects = soundState.effects;
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}
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return soundState;
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}
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/**
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* When a Target is cloned, clone the sound state.
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* @param {Target} newTarget - the newly created target.
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* @param {Target} [sourceTarget] - the target used as a source for the new clone, if any.
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* @listens Runtime#event:targetWasCreated
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* @private
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*/
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_onTargetCreated (newTarget, sourceTarget) {
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if (sourceTarget) {
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const soundState = sourceTarget.getCustomState(Scratch3SoundBlocks.STATE_KEY);
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if (soundState && newTarget) {
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newTarget.setCustomState(Scratch3SoundBlocks.STATE_KEY, Clone.simple(soundState));
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this._syncEffectsForTarget(newTarget);
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}
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}
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}
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/**
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* Retrieve the block primitives implemented by this package.
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* @return {object.<string, Function>} Mapping of opcode to Function.
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*/
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getPrimitives () {
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return {
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sound_play: this.playSound,
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sound_playuntildone: this.playSoundAndWait,
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sound_stopallsounds: this.stopAllSounds,
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sound_seteffectto: this.setEffect,
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sound_changeeffectby: this.changeEffect,
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sound_cleareffects: this.clearEffects,
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sound_sounds_menu: this.soundsMenu,
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sound_beats_menu: this.beatsMenu,
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sound_effects_menu: this.effectsMenu,
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sound_setvolumeto: this.setVolume,
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sound_changevolumeby: this.changeVolume,
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sound_volume: this.getVolume
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};
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}
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getMonitored () {
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return {
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sound_volume: {
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isSpriteSpecific: true,
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getId: targetId => `${targetId}_volume`
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}
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};
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}
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playSound (args, util) {
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// Don't return the promise, it's the only difference for AndWait
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this._playSound(args, util);
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}
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playSoundAndWait (args, util) {
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return this._playSound(args, util, STORE_WAITING);
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}
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_playSound (args, util, storeWaiting) {
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const index = this._getSoundIndex(args.SOUND_MENU, util);
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if (index >= 0) {
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const {target} = util;
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const {sprite} = target;
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const {soundId} = sprite.sounds[index];
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if (sprite.soundBank) {
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if (storeWaiting === STORE_WAITING) {
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this._addWaitingSound(target.id, soundId);
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} else {
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this._removeWaitingSound(target.id, soundId);
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}
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return sprite.soundBank.playSound(target, soundId);
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}
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}
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}
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_addWaitingSound (targetId, soundId) {
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if (!this.waitingSounds[targetId]) {
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this.waitingSounds[targetId] = new Set();
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}
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this.waitingSounds[targetId].add(soundId);
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}
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_removeWaitingSound (targetId, soundId) {
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if (!this.waitingSounds[targetId]) {
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return;
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}
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this.waitingSounds[targetId].delete(soundId);
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}
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_getSoundIndex (soundName, util) {
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// if the sprite has no sounds, return -1
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const len = util.target.sprite.sounds.length;
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if (len === 0) {
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return -1;
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}
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// look up by name first
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const index = this.getSoundIndexByName(soundName, util);
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if (index !== -1) {
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return index;
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}
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// then try using the sound name as a 1-indexed index
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const oneIndexedIndex = parseInt(soundName, 10);
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if (!isNaN(oneIndexedIndex)) {
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return MathUtil.wrapClamp(oneIndexedIndex - 1, 0, len - 1);
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}
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// could not be found as a name or converted to index, return -1
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return -1;
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}
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getSoundIndexByName (soundName, util) {
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const sounds = util.target.sprite.sounds;
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for (let i = 0; i < sounds.length; i++) {
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if (sounds[i].name === soundName) {
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return i;
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}
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}
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// if there is no sound by that name, return -1
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return -1;
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}
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stopAllSounds () {
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if (this.runtime.targets === null) return;
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const allTargets = this.runtime.targets;
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for (let i = 0; i < allTargets.length; i++) {
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this._stopAllSoundsForTarget(allTargets[i]);
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}
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}
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_stopAllSoundsForTarget (target) {
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if (target.sprite.soundBank) {
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target.sprite.soundBank.stopAllSounds(target);
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if (this.waitingSounds[target.id]) {
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this.waitingSounds[target.id].clear();
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}
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}
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}
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_stopWaitingSoundsForTarget (target) {
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if (target.sprite.soundBank) {
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if (this.waitingSounds[target.id]) {
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for (const soundId of this.waitingSounds[target.id].values()) {
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target.sprite.soundBank.stop(target, soundId);
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}
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this.waitingSounds[target.id].clear();
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}
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}
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}
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setEffect (args, util) {
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return this._updateEffect(args, util, false);
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}
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changeEffect (args, util) {
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return this._updateEffect(args, util, true);
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}
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_updateEffect (args, util, change) {
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const effect = Cast.toString(args.EFFECT).toLowerCase();
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const value = Cast.toNumber(args.VALUE);
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const soundState = this._getSoundState(util.target);
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if (!soundState.effects.hasOwnProperty(effect)) return;
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if (change) {
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soundState.effects[effect] += value;
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} else {
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soundState.effects[effect] = value;
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}
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const {min, max} = Scratch3SoundBlocks.EFFECT_RANGE[effect];
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soundState.effects[effect] = MathUtil.clamp(soundState.effects[effect], min, max);
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this._syncEffectsForTarget(util.target);
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// Yield until the next tick.
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return Promise.resolve();
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}
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_syncEffectsForTarget (target) {
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if (!target || !target.sprite.soundBank) return;
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target.soundEffects = this._getSoundState(target).effects;
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target.sprite.soundBank.setEffects(target);
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}
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clearEffects (args, util) {
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this._clearEffectsForTarget(util.target);
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}
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_clearEffectsForTarget (target) {
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const soundState = this._getSoundState(target);
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for (const effect in soundState.effects) {
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if (!soundState.effects.hasOwnProperty(effect)) continue;
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soundState.effects[effect] = 0;
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}
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this._syncEffectsForTarget(target);
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}
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_clearEffectsForAllTargets () {
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if (this.runtime.targets === null) return;
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const allTargets = this.runtime.targets;
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for (let i = 0; i < allTargets.length; i++) {
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this._clearEffectsForTarget(allTargets[i]);
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}
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}
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setVolume (args, util) {
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const volume = Cast.toNumber(args.VOLUME);
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return this._updateVolume(volume, util);
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}
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changeVolume (args, util) {
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const volume = Cast.toNumber(args.VOLUME) + util.target.volume;
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return this._updateVolume(volume, util);
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}
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_updateVolume (volume, util) {
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volume = MathUtil.clamp(volume, 0, 100);
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util.target.volume = volume;
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this._syncEffectsForTarget(util.target);
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// Yield until the next tick.
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return Promise.resolve();
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}
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getVolume (args, util) {
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return util.target.volume;
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}
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soundsMenu (args) {
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return args.SOUND_MENU;
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}
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beatsMenu (args) {
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return args.BEATS;
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}
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effectsMenu (args) {
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return args.EFFECT;
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}
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}
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module.exports = Scratch3SoundBlocks;
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