Tone.js/Tone/event/ToneEvent.ts

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import "../core/clock/Transport";
import { ToneWithContext, ToneWithContextOptions } from "../core/context/ToneWithContext";
import { TicksClass } from "../core/type/Ticks";
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import { TransportTimeClass } from "../core/type/TransportTime";
import { NormalRange, Positive, Seconds, Ticks, Time, TransportTime } from "../core/type/Units";
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import { defaultArg, optionsFromArguments } from "../core/util/Defaults";
import { noOp } from "../core/util/Interface";
import { BasicPlaybackState, StateTimeline } from "../core/util/StateTimeline";
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import { isBoolean, isNumber } from "../core/util/TypeCheck";
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export type ToneEventCallback<T> = (time: Seconds, value: T) => void;
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export interface ToneEventOptions<T> extends ToneWithContextOptions {
callback: ToneEventCallback<T>;
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loop: boolean | number;
loopEnd: Time;
loopStart: Time;
playbackRate: Positive;
value?: T;
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probability: NormalRange;
mute: boolean;
humanize: boolean | Time;
}
/**
* ToneEvent abstracts away this.context.transport.schedule and provides a schedulable
* callback for a single or repeatable events along the timeline.
*
* @example
* var chord = new ToneEvent(function(time, chord){
* //the chord as well as the exact time of the event
* //are passed in as arguments to the callback function
* }, ["D4", "E4", "F4"]);
* //start the chord at the beginning of the transport timeline
* chord.start();
* //loop it every measure for 8 measures
* chord.loop = 8;
* chord.loopEnd = "1m";
*/
export class ToneEvent<ValueType = any> extends ToneWithContext<ToneEventOptions<ValueType>> {
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readonly name: string = "ToneEvent";
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/**
* Loop value
*/
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protected _loop: boolean | number;
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/**
* The callback to invoke.
*/
callback: ToneEventCallback<ValueType>;
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/**
* The value which is passed to the
* callback function.
*/
value: ValueType;
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/**
* When the note is scheduled to start.
*/
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protected _loopStart: Ticks;
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/**
* When the note is scheduled to start.
*/
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protected _loopEnd: Ticks;
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/**
* Tracks the scheduled events
*/
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protected _state: StateTimeline<{
id: number,
}> = new StateTimeline("stopped");
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/**
* The playback speed of the note. A speed of 1
* is no change.
*/
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protected _playbackRate: Positive;
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/**
* A delay time from when the event is scheduled to start
*/
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protected _startOffset: Ticks = 0;
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/**
* private holder of probability value
*/
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protected _probability: NormalRange;
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/**
* the amount of variation from the given time.
*/
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protected _humanize: boolean | Time;
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/**
* If mute is true, the callback won't be invoked.
*/
mute: boolean;
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/**
* @param callback The callback to invoke at the time.
* @param value The value or values which should be passed to the callback function on invocation.
*/
constructor(callback?: ToneEventCallback<ValueType>, value?: ValueType);
constructor(options?: Partial<ToneEventOptions<ValueType>>);
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constructor() {
super(optionsFromArguments(ToneEvent.getDefaults(), arguments, ["callback", "value"]));
const options = optionsFromArguments(ToneEvent.getDefaults(), arguments, ["callback", "value"]);
this._loop = options.loop;
this.callback = options.callback;
this.value = options.value;
this._loopStart = this.toTicks(options.loopStart);
this._loopEnd = this.toTicks(options.loopEnd);
this._playbackRate = options.playbackRate;
this._probability = options.probability;
this._humanize = options.humanize;
this.mute = options.mute;
this.playbackRate = options.playbackRate;
}
static getDefaults(): ToneEventOptions<any> {
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return Object.assign(ToneWithContext.getDefaults(), {
callback : noOp,
humanize : false,
loop : false,
loopEnd : "1m",
loopStart : 0,
mute : false,
playbackRate : 1,
probability : 1,
value : null,
});
}
/**
* Reschedule all of the events along the timeline
* with the updated values.
* @param after Only reschedules events after the given time.
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*/
private _rescheduleEvents(after: Ticks = -1): void {
// if no argument is given, schedules all of the events
this._state.forEachFrom(after, event => {
let duration;
if (event.state === "started") {
if (event.id !== -1) {
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this.context.transport.clear(event.id);
}
const startTick = event.time + Math.round(this.startOffset / this._playbackRate);
if (this._loop === true || isNumber(this._loop) && this._loop > 1) {
duration = Infinity;
if (isNumber(this._loop)) {
duration = (this._loop) * this._getLoopDuration();
}
const nextEvent = this._state.getAfter(startTick);
if (nextEvent !== null) {
duration = Math.min(duration, nextEvent.time - startTick);
}
if (duration !== Infinity) {
// schedule a stop since it's finite duration
this._state.setStateAtTime("stopped", startTick + duration + 1, { id : -1 });
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duration = new TicksClass(this.context, duration);
}
const interval = new TicksClass(this.context, this._getLoopDuration());
event.id = this.context.transport.scheduleRepeat(
this._tick.bind(this), interval, new TicksClass(this.context, startTick), duration);
} else {
event.id = this.context.transport.schedule(this._tick.bind(this), new TicksClass(this.context, startTick));
}
}
});
}
/**
* Returns the playback state of the note, either "started" or "stopped".
*/
get state(): BasicPlaybackState {
return this._state.getValueAtTime(this.context.transport.ticks) as BasicPlaybackState;
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}
/**
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* The start from the scheduled start time.
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*/
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get startOffset(): Ticks {
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return this._startOffset;
}
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set startOffset(offset) {
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this._startOffset = offset;
}
/**
* The probability of the notes being triggered.
*/
get probability(): NormalRange {
return this._probability;
}
set probability(prob) {
this._probability = prob;
}
/**
* If set to true, will apply small random variation
* to the callback time. If the value is given as a time, it will randomize
* by that amount.
* @example
* event.humanize = true;
*/
get humanize(): Time | boolean {
return this._humanize;
}
set humanize(variation) {
this._humanize = variation;
}
/**
* Start the note at the given time.
* @param time When the event should start.
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*/
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start(time?: TransportTime | TransportTimeClass): this {
const ticks = this.toTicks(time);
if (this._state.getValueAtTime(ticks) === "stopped") {
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this._state.add({
id : -1,
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state : "started",
time: ticks,
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});
this._rescheduleEvents(ticks);
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}
return this;
}
/**
* Stop the Event at the given time.
* @param time When the event should stop.
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*/
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stop(time?: TransportTime | TransportTimeClass): this {
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this.cancel(time);
const ticks = this.toTicks(time);
if (this._state.getValueAtTime(ticks) === "started") {
this._state.setStateAtTime("stopped", ticks, { id: -1 });
const previousEvent = this._state.getBefore(ticks);
let reschedulTime = ticks;
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if (previousEvent !== null) {
reschedulTime = previousEvent.time;
}
this._rescheduleEvents(reschedulTime);
}
return this;
}
/**
* Cancel all scheduled events greater than or equal to the given time
* @param time The time after which events will be cancel.
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*/
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cancel(time?: TransportTime | TransportTimeClass): this {
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time = defaultArg(time, -Infinity);
const ticks = this.toTicks(time);
this._state.forEachFrom(ticks, event => {
this.context.transport.clear(event.id);
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});
this._state.cancel(ticks);
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return this;
}
/**
* The callback function invoker. Also
* checks if the Event is done playing
* @param time The time of the event in seconds
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*/
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protected _tick(time: Seconds): void {
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const ticks = this.context.transport.getTicksAtTime(time);
if (!this.mute && this._state.getValueAtTime(ticks) === "started") {
if (this.probability < 1 && Math.random() > this.probability) {
return;
}
if (this.humanize) {
let variation = 0.02;
if (!isBoolean(this.humanize)) {
variation = this.toSeconds(this.humanize);
}
time += (Math.random() * 2 - 1) * variation;
}
this.callback(time, this.value);
}
}
/**
* Get the duration of the loop.
*/
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protected _getLoopDuration(): Ticks {
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return Math.round((this._loopEnd - this._loopStart) / this._playbackRate);
}
/**
* If the note should loop or not
* between ToneEvent.loopStart and
* ToneEvent.loopEnd. If set to true,
* the event will loop indefinitely,
* if set to a number greater than 1
* it will play a specific number of
* times, if set to false, 0 or 1, the
* part will only play once.
*/
get loop(): boolean | number {
return this._loop;
}
set loop(loop) {
this._loop = loop;
this._rescheduleEvents();
}
/**
* The playback rate of the note. Defaults to 1.
* @example
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* note.loop = true;
* //repeat the note twice as fast
* note.playbackRate = 2;
*/
get playbackRate(): Positive {
return this._playbackRate;
}
set playbackRate(rate) {
this._playbackRate = rate;
this._rescheduleEvents();
}
/**
* The loopEnd point is the time the event will loop
* if ToneEvent.loop is true.
*/
get loopEnd(): Time {
return new TicksClass(this.context, this._loopEnd).toSeconds();
}
set loopEnd(loopEnd) {
this._loopEnd = this.toTicks(loopEnd);
if (this._loop) {
this._rescheduleEvents();
}
}
/**
* The time when the loop should start.
*/
get loopStart(): Time {
return new TicksClass(this.context, this._loopStart).toSeconds();
}
set loopStart(loopStart) {
this._loopStart = this.toTicks(loopStart);
if (this._loop) {
this._rescheduleEvents();
}
}
/**
* The current progress of the loop interval.
* Returns 0 if the event is not started yet or
* it is not set to loop.
*/
get progress(): NormalRange {
if (this._loop) {
const ticks = this.context.transport.ticks;
const lastEvent = this._state.get(ticks);
if (lastEvent !== null && lastEvent.state === "started") {
const loopDuration = this._getLoopDuration();
const progress = (ticks - lastEvent.time) % loopDuration;
return progress / loopDuration;
} else {
return 0;
}
} else {
return 0;
}
}
dispose(): this {
super.dispose();
this.cancel();
this._state.dispose();
return this;
}
}