Tone.js/Tone/core/Clock.js

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define(["Tone/core/Tone", "Tone/signal/TimelineSignal", "Tone/core/TimelineState"], 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
* @extends {Tone}
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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(){
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 time which the clock will schedule events in advance
* of the current time. Scheduling notes in advance improves
* performance and decreases the chance for clicks caused
* by scheduling events in the past. If set to "auto",
* this value will be automatically computed based on the
* rate of requestAnimationFrame (0.016 seconds). Larger values
* will yeild better performance, but at the cost of latency.
* Values less than 0.016 are not recommended.
* @type {Number|String}
*/
this._lookAhead = "auto";
/**
* The lookahead value which was automatically
* computed using a time-based averaging.
* @type {Number}
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* @private
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*/
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this._computedLookAhead = 1/60;
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/**
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* The value afterwhich events are thrown out
* @type {Number}
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* @private
*/
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this._threshold = 0.5;
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/**
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* The next time the callback is scheduled.
* @type {Number}
* @private
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*/
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this._nextTick = -1;
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/**
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* The last time the callback was invoked
* @type {Number}
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* @private
*/
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this._lastUpdate = 0;
/**
* The id of the requestAnimationFrame
* @type {Number}
* @private
*/
this._loopID = -1;
/**
* The rate the callback function should be invoked.
* @type {BPM}
* @signal
*/
this.frequency = new Tone.TimelineSignal(options.frequency, Tone.Type.Frequency);
/**
* 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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/**
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* A pre-binded loop function to save a tiny bit of overhead
* of rebinding the function on every frame.
* @type {Function}
* @private
*/
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this._boundLoop = this._loop.bind(this);
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this._readOnly("frequency");
//start the loop
this._loop();
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};
Tone.extend(Tone.Clock);
/**
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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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});
/**
* The time which the clock will schedule events in advance
* of the current time. Scheduling notes in advance improves
* performance and decreases the chance for clicks caused
* by scheduling events in the past. If set to "auto",
* this value will be automatically computed based on the
* rate of requestAnimationFrame (0.016 seconds). Larger values
* will yeild better performance, but at the cost of latency.
* Values less than 0.016 are not recommended.
* @type {Number|String}
* @memberOf Tone.Clock#
* @name lookAhead
*/
Object.defineProperty(Tone.Clock.prototype, "lookAhead", {
get : function(){
return this._lookAhead;
},
set : function(val){
if (val === "auto"){
this._lookAhead = "auto";
} else {
this._lookAhead = this.toSeconds(val);
}
}
});
/**
* 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);
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);
if (this._state.getStateAtTime(time) !== Tone.State.Stopped){
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
*/
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Tone.Clock.prototype._loop = function(time){
this._loopID = requestAnimationFrame(this._boundLoop);
//compute the look ahead
if (this._lookAhead === "auto"){
if (!this.isUndef(time)){
var diff = (time - this._lastUpdate) / 1000;
this._lastUpdate = time;
//throw away large differences
if (diff < this._threshold){
//averaging
this._computedLookAhead = (9 * this._computedLookAhead + diff) / 10;
}
}
} else {
this._computedLookAhead = this._lookAhead;
}
//get the frequency value to compute the value of the next loop
var now = this.now();
//if it's started
var lookAhead = this._computedLookAhead * 2;
var event = this._state.getEvent(now + lookAhead);
var state = Tone.State.Stopped;
if (event){
state = event.state;
//if it was stopped and now started
if (this._nextTick === -1 && state === Tone.State.Started){
this._nextTick = event.time;
if (!this.isUndef(event.offset)){
this.ticks = event.offset;
}
}
}
if (state === Tone.State.Started){
while (now + lookAhead > this._nextTick){
//catch up
if (now > this._nextTick + this._threshold){
this._nextTick = now;
}
var tickTime = this._nextTick;
this._nextTick += 1 / this.frequency.getValueAtTime(this._nextTick);
this.callback(tickTime);
this.ticks++;
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}
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} else if (state === Tone.State.Stopped){
this._nextTick = -1;
this.ticks = 0;
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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){
return this._state.getStateAtTime(time);
};
/**
* Clean up
* @returns {Tone.Clock} this
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*/
Tone.Clock.prototype.dispose = function(){
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cancelAnimationFrame(this._loopID);
Tone.TimelineState.prototype.dispose.call(this);
this._writable("frequency");
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this.frequency.dispose();
this.frequency = null;
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this._boundLoop = Tone.noOp;
this._nextTick = Infinity;
this.callback = null;
this._state.dispose();
this._state = null;
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};
return Tone.Clock;
});