define(["Tone/core/Tone"], function(Tone){ "use strict"; /** * @class Buffer loading and storage. Tone.Buffer is used internally by all * classes that make requests for audio files such as Tone.Player, * Tone.Sampler and Tone.Convolver. *

* Aside from load callbacks from individual buffers, Tone.Buffer * provides static methods which keep track of the loading progress * of all of the buffers. These methods are Tone.Buffer.onload, Tone.Buffer.onprogress, * and Tone.Buffer.onerror. * * @constructor * @extends {Tone} * @param {AudioBuffer|string} url The url to load, or the audio buffer to set. * @param {function=} onload A callback which is invoked after the buffer is loaded. * It's recommended to use Tone.Buffer.onload instead * since it will give you a callback when ALL buffers are loaded. * @example * var buffer = new Tone.Buffer("path/to/sound.mp3", function(){ * //the buffer is now available. * var buff = buffer.get(); * }); */ Tone.Buffer = function(){ var options = this.optionsObject(arguments, ["url", "onload"], Tone.Buffer.defaults); /** * stores the loaded AudioBuffer * @type {AudioBuffer} * @private */ this._buffer = null; /** * indicates if the buffer should be reversed or not * @type {boolean} * @private */ this._reversed = options.reverse; /** * The url of the buffer. undefined if it was * constructed with a buffer * @type {string} * @readOnly */ this.url = undefined; /** * Indicates if the buffer is loaded or not. * @type {boolean} * @readOnly */ this.loaded = false; /** * The callback to invoke when everything is loaded. * @type {function} */ this.onload = options.onload.bind(this, this); if (options.url instanceof AudioBuffer){ this._buffer.set(options.url); this.onload(this); } else if (typeof options.url === "string"){ this.url = options.url; Tone.Buffer._addToQueue(options.url, this); } }; Tone.extend(Tone.Buffer); /** * the default parameters * @type {Object} */ Tone.Buffer.defaults = { "url" : undefined, "onload" : Tone.noOp, "reverse" : false }; /** * Pass in an AudioBuffer or Tone.Buffer to set the value * of this buffer. * @param {AudioBuffer|Tone.Buffer} buffer the buffer * @returns {Tone.Buffer} this */ Tone.Buffer.prototype.set = function(buffer){ if (buffer instanceof Tone.Buffer){ this._buffer = buffer.get(); } else { this._buffer = buffer; } this.loaded = true; return this; }; /** * @return {AudioBuffer} The audio buffer stored in the object. */ Tone.Buffer.prototype.get = function(){ return this._buffer; }; /** * Load url into the buffer. * @param {String} url The url to load * @param {Function=} callback The callback to invoke on load. * don't need to set if `onload` is * already set. * @returns {Tone.Buffer} this */ Tone.Buffer.prototype.load = function(url, callback){ this.url = url; this.onload = this.defaultArg(callback, this.onload); Tone.Buffer._addToQueue(url, this); return this; }; /** * dispose and disconnect * @returns {Tone.Buffer} this */ Tone.Buffer.prototype.dispose = function(){ Tone.prototype.dispose.call(this); Tone.Buffer._removeFromQueue(this); this._buffer = null; this.onload = Tone.Buffer.defaults.onload; return this; }; /** * The duration of the buffer. * @memberOf Tone.Buffer# * @type {number} * @name duration * @readOnly */ Object.defineProperty(Tone.Buffer.prototype, "duration", { get : function(){ if (this._buffer){ return this._buffer.duration; } else { return 0; } }, }); /** * Reverse the buffer. * @private * @return {Tone.Buffer} this */ Tone.Buffer.prototype._reverse = function(){ if (this.loaded){ for (var i = 0; i < this._buffer.numberOfChannels; i++){ Array.prototype.reverse.call(this._buffer.getChannelData(i)); } } return this; }; /** * Reverse the buffer. * @memberOf Tone.Buffer# * @type {boolean} * @name reverse */ Object.defineProperty(Tone.Buffer.prototype, "reverse", { get : function(){ return this._reversed; }, set : function(rev){ if (this._reversed !== rev){ this._reversed = rev; this._reverse(); } }, }); /////////////////////////////////////////////////////////////////////////// // STATIC METHODS /////////////////////////////////////////////////////////////////////////// /** * the static queue for all of the xhr requests * @type {Array} * @private */ Tone.Buffer._queue = []; /** * the array of current downloads * @type {Array} * @private */ Tone.Buffer._currentDownloads = []; /** * the total number of downloads * @type {number} * @private */ Tone.Buffer._totalDownloads = 0; /** * the maximum number of simultaneous downloads * @static * @type {number} */ Tone.Buffer.MAX_SIMULTANEOUS_DOWNLOADS = 6; /** * Adds a file to be loaded to the loading queue * @param {string} url the url to load * @param {function} callback the callback to invoke once it's loaded * @private */ Tone.Buffer._addToQueue = function(url, buffer){ Tone.Buffer._queue.push({ url : url, Buffer : buffer, progress : 0, xhr : null }); this._totalDownloads++; Tone.Buffer._next(); }; /** * Remove an object from the queue's (if it's still there) * Abort the XHR if it's in progress * @param {Tone.Buffer} buffer the buffer to remove * @private */ Tone.Buffer._removeFromQueue = function(buffer){ var i; for (i = 0; i < Tone.Buffer._queue.length; i++){ var q = Tone.Buffer._queue[i]; if (q.Buffer === buffer){ Tone.Buffer._queue.splice(i, 1); } } for (i = 0; i < Tone.Buffer._currentDownloads.length; i++){ var dl = Tone.Buffer._currentDownloads[i]; if (dl.Buffer === buffer){ Tone.Buffer._currentDownloads.splice(i, 1); dl.xhr.abort(); dl.xhr.onprogress = null; dl.xhr.onload = null; dl.xhr.onerror = null; } } }; /** * load the next buffer in the queue * @private */ Tone.Buffer._next = function(){ if (Tone.Buffer._queue.length > 0){ if (Tone.Buffer._currentDownloads.length < Tone.Buffer.MAX_SIMULTANEOUS_DOWNLOADS){ var next = Tone.Buffer._queue.shift(); Tone.Buffer._currentDownloads.push(next); next.xhr = Tone.Buffer.load(next.url, function(buffer){ //remove this one from the queue var index = Tone.Buffer._currentDownloads.indexOf(next); Tone.Buffer._currentDownloads.splice(index, 1); next.Buffer.set(buffer); if (next.Buffer._reversed){ next.Buffer._reverse(); } next.Buffer.onload(next.Buffer); Tone.Buffer._onprogress(); Tone.Buffer._next(); }); next.xhr.onprogress = function(event){ next.progress = event.loaded / event.total; Tone.Buffer._onprogress(); }; next.xhr.onerror = Tone.Buffer.onerror; } } else if (Tone.Buffer._currentDownloads.length === 0){ Tone.Buffer.onload(); //reset the downloads Tone.Buffer._totalDownloads = 0; } }; /** * internal progress event handler * @private */ Tone.Buffer._onprogress = function(){ var curretDownloadsProgress = 0; var currentDLLen = Tone.Buffer._currentDownloads.length; var inprogress = 0; if (currentDLLen > 0){ for (var i = 0; i < currentDLLen; i++){ var dl = Tone.Buffer._currentDownloads[i]; curretDownloadsProgress += dl.progress; } inprogress = curretDownloadsProgress; } var currentDownloadProgress = currentDLLen - inprogress; var completed = Tone.Buffer._totalDownloads - Tone.Buffer._queue.length - currentDownloadProgress; Tone.Buffer.onprogress(completed / Tone.Buffer._totalDownloads); }; /** * Makes an xhr reqest for the selected url then decodes * the file as an audio buffer. Invokes * the callback once the audio buffer loads. * @param {string} url The url of the buffer to load. * filetype support depends on the * browser. * @param {function} callback The function to invoke when the url is loaded. * @returns {XMLHttpRequest} returns the XHR */ Tone.Buffer.load = function(url, callback){ var request = new XMLHttpRequest(); request.open("GET", url, true); request.responseType = "arraybuffer"; // decode asynchronously request.onload = function() { Tone.context.decodeAudioData(request.response, function(buff) { if(!buff){ throw new Error("could not decode audio data:" + url); } callback(buff); }); }; //send the request request.send(); return request; }; /** * Callback when all of the buffers in the queue have loaded * @static * @function * @example * //invoked when all of the queued samples are done loading * Tone.Buffer.onload = function(){ * console.log("everything is loaded"); * }; */ Tone.Buffer.onload = Tone.noOp; /** * Callback function is invoked with the progress of all of the loads in the queue. * The value passed to the callback is between 0-1. * @static * @param {Number} percent The progress between 0 and 1. * @function * @example * Tone.Buffer.onprogress = function(percent){ * console.log("progress:" + (percent * 100).toFixed(1) + "%"); * }; */ Tone.Buffer.onprogress = Tone.noOp; /** * Callback if one of the buffers in the queue encounters an error. The error * is passed in as the argument. * @static * @param {Error} err * @function * @example * Tone.Buffer.onerror = function(e){ * console.log("there was an error while loading the buffers: "+e); * } */ Tone.Buffer.onerror = Tone.noOp; return Tone.Buffer; });