Tone.js/Tone/source/OscillatorNode.js

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define(["Tone/core/Tone", "Tone/core/Buffer", "Tone/source/Source", "Tone/core/Gain",
"Tone/core/AudioNode"], function(Tone){
/**
* @class Wrapper around the native fire-and-forget OscillatorNode. Adds the
* ability to reschedule the stop method. ***[Tone.Oscillator](Oscillator) is better
* for most use-cases***
* @extends {Tone.AudioNode}
* @param {AudioBuffer|Tone.Buffer} buffer The buffer to play
* @param {Function} onload The callback to invoke when the
* buffer is done playing.
*/
Tone.OscillatorNode = function(){
var options = Tone.defaults(arguments, ["frequency", "type"], Tone.OscillatorNode);
Tone.AudioNode.call(this, options);
/**
* The callback to invoke after the
* buffer source is done playing.
* @type {Function}
*/
this.onended = options.onended;
/**
* The oscillator start time
* @type {Number}
* @private
*/
this._startTime = -1;
/**
* The oscillator stop time
* @type {Number}
* @private
*/
this._stopTime = -1;
/**
* The gain node which envelopes the OscillatorNode
* @type {Tone.Gain}
* @private
*/
this._gainNode = this.output = new Tone.Gain();
this._gainNode.gain.setValueAtTime(0, this.context.currentTime);
/**
* The oscillator
* @type {OscillatorNode}
* @private
*/
this._oscillator = this.context.createOscillator();
this._oscillator.connect(this._gainNode);
this.type = options.type;
/**
* The frequency of the oscillator
* @type {Frequency}
* @signal
*/
this.frequency = new Tone.Param(this._oscillator.frequency, Tone.Type.Frequency);
this.frequency.value = options.frequency;
/**
* The detune of the oscillator
* @type {Frequency}
* @signal
*/
this.detune = new Tone.Param(this._oscillator.detune, Tone.Type.Cents);
this.detune.value = options.detune;
/**
* The value that the buffer ramps to
* @type {Gain}
* @private
*/
this._gain = 1;
};
Tone.extend(Tone.OscillatorNode, Tone.AudioNode);
/**
* The defaults
* @const
* @type {Object}
*/
Tone.OscillatorNode.defaults = {
"frequency" : 440,
"detune" : 0,
"type" : "sine",
"onended" : Tone.noOp
};
/**
* Returns the playback state of the oscillator, either "started" or "stopped".
* @type {Tone.State}
* @readOnly
* @memberOf Tone.OscillatorNode#
* @name state
*/
Object.defineProperty(Tone.OscillatorNode.prototype, "state", {
get : function(){
return this.getStateAtTime(this.now());
}
});
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/**
* Get the playback state at the given time
* @param {Time} time The time to test the state at
* @return {Tone.State} The playback state.
*/
Tone.OscillatorNode.prototype.getStateAtTime = function(time){
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time = this.toSeconds(time);
if (this._startTime !== -1 && time >= this._startTime && (this._stopTime === -1 || time <= this._stopTime)){
return Tone.State.Started;
} else {
return Tone.State.Stopped;
}
};
/**
* Start the oscillator node at the given time
* @param {Time=} time When to start the oscillator
* @return {OscillatorNode} this
*/
Tone.OscillatorNode.prototype.start = function(time){
if (this._startTime === -1){
this._startTime = this.toSeconds(time);
this._oscillator.start(this._startTime);
var now = this.context.currentTime;
this._gainNode.gain.cancelScheduledValues(now);
this._gainNode.gain.setValueAtTime(0, now);
this._gainNode.gain.setValueAtTime(1, this._startTime);
} else {
throw new Error("cannot call OscillatorNode.start more than once");
}
return this;
};
/**
* Sets an arbitrary custom periodic waveform given a PeriodicWave.
* @param {PeriodicWave} periodicWave PeriodicWave should be created with context.createPeriodicWave
* @return {OscillatorNode} this
*/
Tone.OscillatorNode.prototype.setPeriodicWave = function(periodicWave){
this._oscillator.setPeriodicWave(periodicWave);
return this;
};
/**
* Stop the oscillator node at the given time
* @param {Time=} time When to stop the oscillator
* @return {OscillatorNode} this
*/
Tone.OscillatorNode.prototype.stop = function(time){
//cancel the previous stop
this.cancelStop();
//reschedule it
this._stopTime = this.toSeconds(time);
this._gainNode.gain.setValueAtTime(0, this._stopTime);
this.context.clearTimeout(this._timeout);
this._timeout = this.context.setTimeout(function(){
this._oscillator.stop(this.now());
this.onended();
}.bind(this), this._stopTime - this.now());
return this;
};
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/**
* Cancel a scheduled stop event
* @return {Tone.OscillatorNode} this
*/
Tone.OscillatorNode.prototype.cancelStop = function(){
if (this._startTime !== -1){
//cancel the stop envelope
this._gainNode.gain.cancelScheduledValues(this._startTime + this.sampleTime);
this._gainNode.gain.setValueAtTime(1, Math.max(this.now(), this._startTime));
this.context.clearTimeout(this._timeout);
this._stopTime = -1;
}
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return this;
};
/**
* The oscillator type. Either 'sine', 'sawtooth', 'square', or 'triangle'
* @memberOf Tone.OscillatorNode#
* @type {Time}
* @name type
*/
Object.defineProperty(Tone.OscillatorNode.prototype, "type", {
get : function(){
return this._oscillator.type;
},
set : function(type){
this._oscillator.type = type;
}
});
/**
* Clean up.
* @return {Tone.OscillatorNode} this
*/
Tone.OscillatorNode.prototype.dispose = function(){
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this.context.clearTimeout(this._timeout);
Tone.AudioNode.prototype.dispose.call(this);
this.onended = null;
this._oscillator.disconnect();
this._oscillator = null;
this._gainNode.dispose();
this._gainNode = null;
this.frequency.dispose();
this.frequency = null;
this.detune.dispose();
this.detune = null;
return this;
};
return Tone.OscillatorNode;
});