import "../core/clock/Transport"; import { ToneWithContext, ToneWithContextOptions } from "../core/context/ToneWithContext"; import { TicksClass } from "../core/type/Ticks"; import { TransportTimeClass } from "../core/type/TransportTime"; import { NormalRange, Positive, Seconds, Ticks, Time, TransportTime } from "../core/type/Units"; import { defaultArg, optionsFromArguments } from "../core/util/Defaults"; import { noOp } from "../core/util/Interface"; import { BasicPlaybackState, StateTimeline } from "../core/util/StateTimeline"; import { isBoolean, isNumber } from "../core/util/TypeCheck"; export type ToneEventCallback = (time: Seconds, value: T) => void; export interface ToneEventOptions extends ToneWithContextOptions { callback: ToneEventCallback; loop: boolean | number; loopEnd: Time; loopStart: Time; playbackRate: Positive; value?: T; 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 * import { PolySynth, Sequence, ToneEvent, Transport } from "tone"; * * const synth = new PolySynth().toDestination(); * const chordEvent = new ToneEvent(((time, chord) => { * // the chord as well as the exact time of the event * // are passed in as arguments to the callback function * synth.triggerAttackRelease(chord, 0.5, time); * }), ["D4", "E4", "F4"]); * // start the chord at the beginning of the transport timeline * chordEvent.start(); * // loop it every measure for 8 measures * chordEvent.loop = 8; * chordEvent.loopEnd = "1m"; * @category Event */ export class ToneEvent extends ToneWithContext> { readonly name: string = "ToneEvent"; /** * Loop value */ protected _loop: boolean | number; /** * The callback to invoke. */ callback: ToneEventCallback; /** * The value which is passed to the * callback function. */ value: ValueType; /** * When the note is scheduled to start. */ protected _loopStart: Ticks; /** * When the note is scheduled to start. */ protected _loopEnd: Ticks; /** * Tracks the scheduled events */ protected _state: StateTimeline<{ id: number; }> = new StateTimeline("stopped"); /** * The playback speed of the note. A speed of 1 * is no change. */ protected _playbackRate: Positive; /** * A delay time from when the event is scheduled to start */ protected _startOffset: Ticks = 0; /** * private holder of probability value */ protected _probability: NormalRange; /** * the amount of variation from the given time. */ protected _humanize: boolean | Time; /** * If mute is true, the callback won't be invoked. */ mute: boolean; /** * @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, value?: ValueType); constructor(options?: Partial>); 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; this._state.increasing = true; } static getDefaults(): ToneEventOptions { 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. */ 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) { 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 }); 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; } /** * The start from the scheduled start time. */ get startOffset(): Ticks { return this._startOffset; } set startOffset(offset) { 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 * import { ToneEvent } from "tone"; * const event = new ToneEvent(); * 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. */ start(time?: TransportTime | TransportTimeClass): this { const ticks = this.toTicks(time); if (this._state.getValueAtTime(ticks) === "stopped") { this._state.add({ id: -1, state: "started", time: ticks, }); this._rescheduleEvents(ticks); } return this; } /** * Stop the Event at the given time. * @param time When the event should stop. */ stop(time?: TransportTime | TransportTimeClass): this { 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; 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. */ cancel(time?: TransportTime | TransportTimeClass): this { time = defaultArg(time, -Infinity); const ticks = this.toTicks(time); this._state.forEachFrom(ticks, event => { this.context.transport.clear(event.id); }); this._state.cancel(ticks); return this; } /** * The callback function invoker. Also * checks if the Event is done playing * @param time The time of the event in seconds */ protected _tick(time: Seconds): void { 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. */ protected _getLoopDuration(): Ticks { 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 * import { ToneEvent } from "tone"; * const note = new ToneEvent(); * 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; } }