2019-06-19 13:56:21 +00:00
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import { ToneWithContext, ToneWithContextOptions } from "../context/ToneWithContext";
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2019-06-19 13:53:36 +00:00
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import { Timeline, TimelineEvent } from "./Timeline";
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interface DrawEvent extends TimelineEvent {
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callback: () => void;
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}
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/**
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* Draw is useful for synchronizing visuals and audio events.
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* Callbacks from Tone.Transport or any of the Tone.Event classes
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* always happen _before_ the scheduled time and are not synchronized
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* to the animation frame so they are not good for triggering tightly
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* synchronized visuals and sound. Draw makes it easy to schedule
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* callbacks using the AudioContext time and uses requestAnimationFrame.
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* @example
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* Tone.Transport.schedule(function(time){
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* //use the time argument to schedule a callback with Draw
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* Draw.schedule(function(){
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* //do drawing or DOM manipulation here
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* }, time)
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* }, "+0.5")
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*/
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2019-06-19 13:56:21 +00:00
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export class Draw extends ToneWithContext<ToneWithContextOptions> {
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2019-06-19 13:53:36 +00:00
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name = "Draw";
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/**
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* The duration after which events are not invoked.
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*/
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expiration: Seconds = 0.25;
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/**
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* The amount of time before the scheduled time
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* that the callback can be invoked. Default is
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* half the time of an animation frame (0.008 seconds).
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*/
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anticipation: Seconds = 0.008;
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/**
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* All of the events.
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*/
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private _events: Timeline<DrawEvent> = new Timeline();
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/**
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* The draw loop
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*/
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private _boundDrawLoop = this._drawLoop.bind(this);
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/**
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* The animation frame id
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*/
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private _animationFrame: number = -1;
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/**
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* Schedule a function at the given time to be invoked
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* on the nearest animation frame.
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* @param callback Callback is invoked at the given time.
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* @param time The time relative to the AudioContext time to invoke the callback.
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*/
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schedule(callback: () => void, time: Time): this {
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this._events.add({
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callback,
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time : this.toSeconds(time),
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});
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// start the draw loop on the first event
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if (this._events.length === 1) {
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this._animationFrame = requestAnimationFrame(this._boundDrawLoop);
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}
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return this;
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}
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/**
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* Cancel events scheduled after the given time
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* @param after Time after which scheduled events will be removed from the scheduling timeline.
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*/
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cancel(after?: Time): this {
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this._events.cancel(this.toSeconds(after));
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return this;
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}
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/**
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* The draw loop
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*/
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private _drawLoop(): void {
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const now = this.context.currentTime;
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while (this._events.length && (this._events.peek() as DrawEvent).time - this.anticipation <= now) {
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const event = this._events.shift();
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if (event && now - event.time <= this.expiration) {
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event.callback();
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}
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}
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if (this._events.length > 0) {
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this._animationFrame = requestAnimationFrame(this._boundDrawLoop);
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}
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}
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dispose(): this {
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this._events.dispose();
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cancelAnimationFrame(this._animationFrame);
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return this;
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}
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}
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