Tone.js/Tone/core/Clock.js

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define(["Tone/core/Tone", "Tone/signal/TimelineSignal", "Tone/core/TimelineState",
"Tone/core/Emitter", "Tone/core/Context"], 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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var options = Tone.defaults(arguments, ["callback", "frequency"], Tone.Clock);
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Tone.Emitter.call(this);
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/**
* 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
this.context.on("tick", 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(){
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return this._state.getValueAtTime(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){
time = this.toSeconds(time);
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if (this._state.getValueAtTime(time) !== Tone.State.Started){
this._state.add({
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"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);
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if (this._state.getValueAtTime(time) === Tone.State.Started){
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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 = this.context.lookAhead;
var updateInterval = this.context.updateInterval;
var lagCompensation = this.context.lag * 2;
var loopInterval = now + lookAhead + updateInterval + lagCompensation;
while (loopInterval > this._nextTick && this._state){
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var currentState = this._state.getValueAtTime(this._nextTick);
if (currentState !== this._lastState){
this._lastState = currentState;
var event = this._state.get(this._nextTick);
// emit an event
if (currentState === Tone.State.Started){
//correct the time
this._nextTick = event.time;
if (!Tone.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"
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*/
Tone.Clock.prototype.getStateAtTime = function(time){
time = this.toSeconds(time);
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return this._state.getValueAtTime(time);
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};
/**
* 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);
this.context.off("tick", 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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};
return Tone.Clock;
});