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