scratch-vm/playground/AudioEngine.js
Eric Rosenbaum bc07a13159 cleanup
2016-10-05 17:16:05 -04:00

153 lines
4.7 KiB
JavaScript

function AudioEngine () {
// tone setup
this.tone = new Tone();
// effects setup
this.delay = new Tone.FeedbackDelay(0.25, 0.5);
this.delay.wet.value = 0;
this.pitchShift = new Tone.PitchShift();
this.panner = new Tone.Panner();
this.reverb = new Tone.Freeverb();
this.reverb.wet.value = 0;
Tone.Master.chain(this.delay, this.pitchShift, this.panner, this.reverb);
// drum sounds
var drumFileNames = ['high_conga', 'small_cowbell', 'snare_drum', 'splash cymbal'];
this.drumSamplers = this._loadSoundFiles(drumFileNames);
// sound urls - map each url to its tone.sampler
this.soundSamplers = [];
// soundfont setup
// instrument names used by Musyng Kite soundfont, in order to match scratch instruments
this.instrumentNames = ['acoustic_grand_piano', 'electric_piano_1', 'drawbar_organ', 'acoustic_guitar_nylon',
'electric_guitar_clean', 'acoustic_bass', 'pizzicato_strings', 'cello', 'trombone', 'clarinet'];
Soundfont.instrument(Tone.context, this.instrumentNames[0], {destination:this.delay}).then(function (inst) {
this.instrument = inst;
this.instrument.connect(Tone.Master);
}.bind(this));
}
AudioEngine.prototype.playSound = function (soundNum) {
this.soundSamplers[soundNum].triggerAttack();
};
AudioEngine.prototype.playSoundFromUrl = function (url) {
if (url) {
// if we've loaded it already, play it
if (this.soundSamplers[url]) {
this.soundSamplers[url].triggerAttack();
} else {
// else load, play, and store it
// this results in a delay the first time you play the sound
var sampler = new Tone.Sampler(url, function() {
sampler.triggerAttack();
this.soundSamplers[url] = sampler;
}.bind(this)).toMaster();
}
}
};
AudioEngine.prototype.getSoundDuration = function (soundNum) {
return this.soundSamplers[soundNum].player.buffer.duration;
};
AudioEngine.prototype.playNoteForBeats = function(note, beats) {
this.instrument.play(note, Tone.context.currentTime, {duration : Number(beats)});
};
AudioEngine.prototype.playDrumForBeats = function(drumNum, beats) {
this.drumSamplers[drumNum].triggerAttack();
};
AudioEngine.prototype.stopAllSounds = function() {
// stop drum notes
for (var i=0; i<this.drumSamplers.length; i++) {
this.drumSamplers[i].triggerRelease();
}
// stop sounds triggered with playSound (indexed by their urls)
for (var i in this.soundSamplers) {
this.soundSamplers[i].triggerRelease();
}
// stop soundfont notes
this.instrument.stop();
};
AudioEngine.prototype.setEffect = function(effect, value) {
switch (effect) {
case 'ECHO':
this.delay.wet.value = (value / 100) / 2; // max 50% wet (need dry signal too)
break;
case 'PAN':
this.panner.pan.value = value / 100;
break;
case 'REVERB':
this.reverb.wet.value = value / 100;
break;
case 'PITCH':
this.pitchShift.pitch = value / 20; // arbitrary scaling of 20 per semitone, for now... default 100 is a perfect fourth
break;
}
}
AudioEngine.prototype.changeEffect = function(effect, value) {
switch (effect) {
case 'ECHO':
this.delay.wet.value += (value / 100) / 2; // max 50% wet (need dry signal too)
this.delay.wet.value = this._clamp(this.delay.wet.value, 0, 0.5);
break;
case 'PAN':
this.panner.pan.value += value / 100;
this.panner.pan.value = this._clamp(this.panner.pan.value, -1, 1);
break;
case 'REVERB':
this.reverb.wet.value += value / 100;
this.reverb.wet.value = this._clamp(this.reverb.wet.value, 0, 1);
break;
case 'PITCH':
this.pitchShift.pitch += value / 20;
break;
}
}
AudioEngine.prototype.clearEffects = function() {
this.delay.wet.value = 0;
this.panner.pan.value = 0;
this.reverb.wet.value = 0;
this.pitchShift.pitch = 0;
}
AudioEngine.prototype.loadSoundFromUrl = function(url) {
};
AudioEngine.prototype._loadSoundFiles = function(filenames) {
var samplers = [];
for (var name of filenames) {
var sampler = new Tone.Sampler('sounds/' + name + '.mp3').toMaster();
samplers.push(sampler);
}
return samplers;
};
AudioEngine.prototype._midiToFreq = function(midiNote) {
var freq = this.tone.intervalToFrequencyRatio(midiNote - 60) * 261.63; // 60 is C4
return freq;
};
AudioEngine.prototype._clamp = function(input, min, max) {
return Math.min(Math.max(input, min), max);
};