Tone.js/Tone/core/Clock.js

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define(["Tone/core/Tone", "Tone/signal/TimelineSignal", "Tone/core/TimelineState", "Tone/core/Emitter"], function (Tone) {
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"use strict";
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/**
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* @class A sample accurate clock which provides a callback at the given rate.
* While the callback is not sample-accurate (it is still susceptible to
* loose JS timing), the time passed in as the argument to the callback
* is precise. For most applications, it is better to use Tone.Transport
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* instead of the Clock by itself since you can synchronize multiple callbacks.
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*
* @constructor
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* @extends {Tone.Emitter}
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* @param {function} callback The callback to be invoked with the time of the audio event
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* @param {Frequency} frequency The rate of the callback
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* @example
* //the callback will be invoked approximately once a second
* //and will print the time exactly once a second apart.
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* var clock = new Tone.Clock(function(time){
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* console.log(time);
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* }, 1);
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*/
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Tone.Clock = function(){
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Tone.Emitter.call(this);
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var options = this.optionsObject(arguments, ["callback", "frequency"], Tone.Clock.defaults);
/**
* The callback function to invoke at the scheduled tick.
* @type {Function}
*/
this.callback = options.callback;
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/**
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* The next time the callback is scheduled.
* @type {Number}
* @private
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*/
this._nextTick = 0;
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/**
* The last state of the clock.
* @type {State}
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* @private
*/
this._lastState = Tone.State.Stopped;
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/**
* The rate the callback function should be invoked.
* @type {BPM}
* @signal
*/
this.frequency = new Tone.TimelineSignal(options.frequency, Tone.Type.Frequency);
this._readOnly("frequency");
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/**
* The number of times the callback was invoked. Starts counting at 0
* and increments after the callback was invoked.
* @type {Ticks}
* @readOnly
*/
this.ticks = 0;
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/**
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* The state timeline
* @type {Tone.TimelineState}
* @private
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*/
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this._state = new Tone.TimelineState(Tone.State.Stopped);
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/**
* The loop function bound to its context.
* This is necessary to remove the event in the end.
* @type {Function}
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* @private
*/
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this._boundLoop = this._loop.bind(this);
//bind a callback to the worker thread
Tone.Clock._worker.addEventListener("message", this._boundLoop);
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};
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Tone.extend(Tone.Clock, Tone.Emitter);
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/**
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* The defaults
* @const
* @type {Object}
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*/
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Tone.Clock.defaults = {
"callback" : Tone.noOp,
"frequency" : 1,
"lookAhead" : "auto",
};
/**
* Returns the playback state of the source, either "started", "stopped" or "paused".
* @type {Tone.State}
* @readOnly
* @memberOf Tone.Clock#
* @name state
*/
Object.defineProperty(Tone.Clock.prototype, "state", {
get : function(){
return this._state.getStateAtTime(this.now());
}
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});
/**
* Start the clock at the given time. Optionally pass in an offset
* of where to start the tick counter from.
* @param {Time} time The time the clock should start
* @param {Ticks=} offset Where the tick counter starts counting from.
* @return {Tone.Clock} this
*/
Tone.Clock.prototype.start = function(time, offset){
if (this.isUndef(time)){
time = this.toSeconds(time) + Tone.Clock.lookAhead;
} else {
time = this.toSeconds(time);
}
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if (this._state.getStateAtTime(time) !== Tone.State.Started){
this._state.addEvent({
"state" : Tone.State.Started,
"time" : time,
"offset" : offset
});
}
return this;
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};
/**
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* Stop the clock. Stopping the clock resets the tick counter to 0.
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* @param {Time} [time=now] The time when the clock should stop.
* @returns {Tone.Clock} this
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* @example
* clock.stop();
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*/
Tone.Clock.prototype.stop = function(time){
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time = this.toSeconds(time);
this._state.cancel(time);
this._state.setStateAtTime(Tone.State.Stopped, time);
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return this;
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};
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/**
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* Pause the clock. Pausing does not reset the tick counter.
* @param {Time} [time=now] The time when the clock should stop.
* @returns {Tone.Clock} this
*/
Tone.Clock.prototype.pause = function(time){
time = this.toSeconds(time);
if (this._state.getStateAtTime(time) === Tone.State.Started){
this._state.setStateAtTime(Tone.State.Paused, time);
}
return this;
};
/**
* The scheduling loop.
* @param {Number} time The current page time starting from 0
* when the page was loaded.
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* @private
*/
Tone.Clock.prototype._loop = function(){
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//get the frequency value to compute the value of the next loop
var now = this.now();
//if it's started
var lookAhead = Tone.Clock.lookAhead;
while ((now + lookAhead) > this._nextTick && this._state){
var currentState = this._state.getStateAtTime(this._nextTick);
if (currentState !== this._lastState){
this._lastState = currentState;
var event = this._state.getEvent(this._nextTick);
// emit an event
if (currentState === Tone.State.Started){
//correct the time
this._nextTick = event.time;
if (!this.isUndef(event.offset)){
this.ticks = event.offset;
}
this.emit("start", event.time, this.ticks);
} else if (currentState === Tone.State.Stopped){
this.ticks = 0;
this.emit("stop", event.time);
} else if (currentState === Tone.State.Paused){
this.emit("pause", event.time);
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}
}
var tickTime = this._nextTick;
if (this.frequency){
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this._nextTick += 1 / this.frequency.getValueAtTime(this._nextTick);
if (currentState === Tone.State.Started){
this.callback(tickTime);
this.ticks++;
}
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}
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}
};
/**
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* Returns the scheduled state at the given time.
* @param {Time} time The time to query.
* @return {String} The name of the state input in setStateAtTime.
* @example
* clock.start("+0.1");
* clock.getStateAtTime("+0.1"); //returns "started"
*/
Tone.Clock.prototype.getStateAtTime = function(time){
time = this.toSeconds(time);
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return this._state.getStateAtTime(time);
};
/**
* Clean up
* @returns {Tone.Clock} this
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*/
Tone.Clock.prototype.dispose = function(){
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Tone.Emitter.prototype.dispose.call(this);
Tone.Clock._worker.removeEventListener("message", this._boundLoop);
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this._writable("frequency");
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this.frequency.dispose();
this.frequency = null;
this._boundLoop = null;
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this._nextTick = Infinity;
this.callback = null;
this._state.dispose();
this._state = null;
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};
///////////////////////////////////////////////////////////////////////////
// WORKER
///////////////////////////////////////////////////////////////////////////
//URL Shim
window.URL = window.URL || window.webkitURL;
/**
* The initial update rate in Milliseconds
* @const
* @type {Number}
* @private
*/
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var UPDATE_RATE = 25;
/**
* The script which runs in a web worker
* @type {Blob}
* @private
*/
var blob = new Blob([
//the initial timeout time
"var timeoutTime = "+UPDATE_RATE+";" +
//onmessage callback
"self.onmessage = function(msg){" +
" timeoutTime = parseInt(msg.data);" +
"};" +
//the tick function which posts a message
//and schedules a new tick
"function tick(){" +
" setTimeout(tick, timeoutTime);" +
" self.postMessage('tick');" +
"}" +
//call tick initially
"tick();"
]);
/**
* Create a blob url from the Blob
* @type {URL}
* @private
*/
var blobUrl = URL.createObjectURL(blob);
/**
* The Worker which generates a regular callback
* @type {Worker}
* @private
* @static
*/
Tone.Clock._worker = new Worker(blobUrl);
/**
* The target update rate of the clock.
* @private
* @type {Number}
*/
Tone.Clock._targetLookAhead = UPDATE_RATE / 1000;
/**
* @private
* @type {Number}
* The time of the last update
*/
var lastUpdate = -1;
/**
* The current lookAhead of the system
* @type {Number}
* @private
*/
var lookAhead = 0;
//listen for message events and update the global clock lookahead
Tone.Clock._worker.addEventListener("message", function(){
if (lastUpdate !== -1){
var diff = Tone.now() - lastUpdate;
lookAhead = Math.max(diff, lookAhead * 0.98);
}
lastUpdate = Tone.now();
});
/**
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* The amount of time in advance that events are scheduled.
* The update interval is twice the rate of
* the lookAhead time. The lookAhead will adjust
* slightly in response to the measured update time to try
* to avoid clicks.
* @type {Number}
* @memberOf Tone.Clock
* @name lookAhead
* @static
*/
Object.defineProperty(Tone.Clock, "lookAhead", {
get : function(){
var diff = lookAhead - Tone.Clock._targetLookAhead;
diff = Math.max(diff, 0);
return Tone.Clock._targetLookAhead * 2 + diff * 2;
},
set : function(lA){
lA = lA / 2;
Tone.Clock._worker.postMessage(lA * 1000);
lookAhead = lA;
Tone.Clock._targetLookAhead = lA;
}
});
Tone._initAudioContext(function(){
lastUpdate = -1;
lookAhead = 0;
});
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return Tone.Clock;
});