Tone.js/Tone/event/Part.ts
matt-savvy 1234b7c04d
Fix example for Part
The first example for Part doesn't play. 

## Changes
- adds start(0) to example code
2021-04-25 11:28:10 -04:00

473 lines
12 KiB
TypeScript

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 { StateTimeline } from "../core/util/StateTimeline";
import { isArray, isDefined, isObject, isUndef } from "../core/util/TypeCheck";
import { ToneEvent, ToneEventCallback, ToneEventOptions } from "./ToneEvent";
type CallbackType<T> =
T extends {
time: Time;
[key: string]: any;
} ? T :
T extends ArrayLike<any> ? T[1] :
T extends Time ? null : never;
interface PartOptions<T> extends Omit<ToneEventOptions<CallbackType<T>>, "value"> {
events: T[];
}
/**
* Part is a collection ToneEvents which can be started/stopped and looped as a single unit.
*
* @example
* const synth = new Tone.Synth().toDestination();
* const part = new Tone.Part(((time, note) => {
* // the notes given as the second element in the array
* // will be passed in as the second argument
* synth.triggerAttackRelease(note, "8n", time);
* }), [[0, "C2"], ["0:2", "C3"], ["0:3:2", "G2"]]).start(0);
* Tone.Transport.start();
* @example
* const synth = new Tone.Synth().toDestination();
* // use an array of objects as long as the object has a "time" attribute
* const part = new Tone.Part(((time, value) => {
* // the value is an object which contains both the note and the velocity
* synth.triggerAttackRelease(value.note, "8n", time, value.velocity);
* }), [{ time: 0, note: "C3", velocity: 0.9 },
* { time: "0:2", note: "C4", velocity: 0.5 }
* ]).start(0);
* Tone.Transport.start();
* @category Event
*/
export class Part<ValueType = any> extends ToneEvent<ValueType> {
readonly name: string = "Part";
/**
* Tracks the scheduled events
*/
protected _state: StateTimeline<{
id: number;
offset: number;
}> = new StateTimeline("stopped");
/**
* The events that belong to this part
*/
private _events: Set<ToneEvent> = new Set();
/**
* @param callback The callback to invoke on each event
* @param events the array of events
*/
constructor(callback?: ToneEventCallback<CallbackType<ValueType>>, value?: ValueType[]);
constructor(options?: Partial<PartOptions<ValueType>>);
constructor() {
super(optionsFromArguments(Part.getDefaults(), arguments, ["callback", "events"]));
const options = optionsFromArguments(Part.getDefaults(), arguments, ["callback", "events"]);
// make sure things are assigned in the right order
this._state.increasing = true;
// add the events
options.events.forEach(event => {
if (isArray(event)) {
this.add(event[0], event[1]);
} else {
this.add(event);
}
});
}
static getDefaults(): PartOptions<any> {
return Object.assign(ToneEvent.getDefaults(), {
events: [],
});
}
/**
* Start the part at the given time.
* @param time When to start the part.
* @param offset The offset from the start of the part to begin playing at.
*/
start(time?: TransportTime, offset?: Time): this {
const ticks = this.toTicks(time);
if (this._state.getValueAtTime(ticks) !== "started") {
offset = defaultArg(offset, this._loop ? this._loopStart : 0);
if (this._loop) {
offset = defaultArg(offset, this._loopStart);
} else {
offset = defaultArg(offset, 0);
}
const computedOffset = this.toTicks(offset);
this._state.add({
id: -1,
offset: computedOffset,
state: "started",
time: ticks,
});
this._forEach(event => {
this._startNote(event, ticks, computedOffset);
});
}
return this;
}
/**
* Start the event in the given event at the correct time given
* the ticks and offset and looping.
* @param event
* @param ticks
* @param offset
*/
private _startNote(event: ToneEvent, ticks: Ticks, offset: Ticks): void {
ticks -= offset;
if (this._loop) {
if (event.startOffset >= this._loopStart && event.startOffset < this._loopEnd) {
if (event.startOffset < offset) {
// start it on the next loop
ticks += this._getLoopDuration();
}
event.start(new TicksClass(this.context, ticks));
} else if (event.startOffset < this._loopStart && event.startOffset >= offset) {
event.loop = false;
event.start(new TicksClass(this.context, ticks));
}
} else if (event.startOffset >= offset) {
event.start(new TicksClass(this.context, ticks));
}
}
get startOffset(): Ticks {
return this._startOffset;
}
set startOffset(offset) {
this._startOffset = offset;
this._forEach(event => {
event.startOffset += this._startOffset;
});
}
/**
* Stop the part at the given time.
* @param time When to stop the part.
*/
stop(time?: TransportTime): this {
const ticks = this.toTicks(time);
this._state.cancel(ticks);
this._state.setStateAtTime("stopped", ticks);
this._forEach(event => {
event.stop(time);
});
return this;
}
/**
* Get/Set an Event's value at the given time.
* If a value is passed in and no event exists at
* the given time, one will be created with that value.
* If two events are at the same time, the first one will
* be returned.
* @example
* const part = new Tone.Part();
* part.at("1m"); // returns the part at the first measure
* part.at("2m", "C2"); // set the value at "2m" to C2.
* // if an event didn't exist at that time, it will be created.
* @param time The time of the event to get or set.
* @param value If a value is passed in, the value of the event at the given time will be set to it.
*/
at(time: Time, value?: any): ToneEvent | null {
const timeInTicks = new TransportTimeClass(this.context, time).toTicks();
const tickTime = new TicksClass(this.context, 1).toSeconds();
const iterator = this._events.values();
let result = iterator.next();
while (!result.done) {
const event = result.value;
if (Math.abs(timeInTicks - event.startOffset) < tickTime) {
if (isDefined(value)) {
event.value = value;
}
return event;
}
result = iterator.next();
}
// if there was no event at that time, create one
if (isDefined(value)) {
this.add(time, value);
// return the new event
return this.at(time);
} else {
return null;
}
}
/**
* Add a an event to the part.
* @param time The time the note should start. If an object is passed in, it should
* have a 'time' attribute and the rest of the object will be used as the 'value'.
* @param value
* @example
* const part = new Tone.Part();
* part.add("1m", "C#+11");
*/
add(obj: {
time: Time;
[key: string]: any;
}): this;
add(time: Time, value?: any): this;
add(time: Time | object, value?: any): this {
// extract the parameters
if (time instanceof Object && Reflect.has(time, "time")) {
value = time;
time = value.time;
}
const ticks = this.toTicks(time);
let event: ToneEvent;
if (value instanceof ToneEvent) {
event = value;
event.callback = this._tick.bind(this);
} else {
event = new ToneEvent({
callback: this._tick.bind(this),
context: this.context,
value,
});
}
// the start offset
event.startOffset = ticks;
// initialize the values
event.set({
humanize: this.humanize,
loop: this.loop,
loopEnd: this.loopEnd,
loopStart: this.loopStart,
playbackRate: this.playbackRate,
probability: this.probability,
});
this._events.add(event);
// start the note if it should be played right now
this._restartEvent(event);
return this;
}
/**
* Restart the given event
*/
private _restartEvent(event: ToneEvent): void {
this._state.forEach((stateEvent) => {
if (stateEvent.state === "started") {
this._startNote(event, stateEvent.time, stateEvent.offset);
} else {
// stop the note
event.stop(new TicksClass(this.context, stateEvent.time));
}
});
}
/**
* Remove an event from the part. If the event at that time is a Part,
* it will remove the entire part.
* @param time The time of the event
* @param value Optionally select only a specific event value
*/
remove(obj: {
time: Time;
[key: string]: any;
}): this;
remove(time: Time, value?: any): this;
remove(time: Time | object, value?: any): this {
// extract the parameters
if (isObject(time) && time.hasOwnProperty("time")) {
value = time;
time = value.time;
}
time = this.toTicks(time);
this._events.forEach(event => {
if (event.startOffset === time) {
if (isUndef(value) || (isDefined(value) && event.value === value)) {
this._events.delete(event);
event.dispose();
}
}
});
return this;
}
/**
* Remove all of the notes from the group.
*/
clear(): this {
this._forEach(event => event.dispose());
this._events.clear();
return this;
}
/**
* Cancel scheduled state change events: i.e. "start" and "stop".
* @param after The time after which to cancel the scheduled events.
*/
cancel(after?: TransportTime | TransportTimeClass): this {
this._forEach(event => event.cancel(after));
this._state.cancel(this.toTicks(after));
return this;
}
/**
* Iterate over all of the events
*/
private _forEach(callback: (event: ToneEvent) => void): this {
if (this._events) {
this._events.forEach(event => {
if (event instanceof Part) {
event._forEach(callback);
} else {
callback(event);
}
});
}
return this;
}
/**
* Set the attribute of all of the events
* @param attr the attribute to set
* @param value The value to set it to
*/
private _setAll(attr: string, value: any): void {
this._forEach(event => {
event[attr] = value;
});
}
/**
* Internal tick method
* @param time The time of the event in seconds
*/
protected _tick(time: Seconds, value?: any): void {
if (!this.mute) {
this.callback(time, value);
}
}
/**
* Determine if the event should be currently looping
* given the loop boundries of this Part.
* @param event The event to test
*/
private _testLoopBoundries(event: ToneEvent): void {
if (this._loop && (event.startOffset < this._loopStart || event.startOffset >= this._loopEnd)) {
event.cancel(0);
} else if (event.state === "stopped") {
// reschedule it if it's stopped
this._restartEvent(event);
}
}
get probability(): NormalRange {
return this._probability;
}
set probability(prob) {
this._probability = prob;
this._setAll("probability", prob);
}
get humanize(): boolean | Time {
return this._humanize;
}
set humanize(variation) {
this._humanize = variation;
this._setAll("humanize", variation);
}
/**
* If the part should loop or not
* between Part.loopStart and
* Part.loopEnd. If set to true,
* the part 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.
* @example
* const part = new Tone.Part();
* // loop the part 8 times
* part.loop = 8;
*/
get loop(): boolean | number {
return this._loop;
}
set loop(loop) {
this._loop = loop;
this._forEach(event => {
event.loopStart = this.loopStart;
event.loopEnd = this.loopEnd;
event.loop = loop;
this._testLoopBoundries(event);
});
}
/**
* The loopEnd point determines when it will
* loop if Part.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._forEach(event => {
event.loopEnd = loopEnd;
this._testLoopBoundries(event);
});
}
}
/**
* The loopStart point determines when it will
* loop if Part.loop is true.
*/
get loopStart(): Time {
return new TicksClass(this.context, this._loopStart).toSeconds();
}
set loopStart(loopStart) {
this._loopStart = this.toTicks(loopStart);
if (this._loop) {
this._forEach(event => {
event.loopStart = this.loopStart;
this._testLoopBoundries(event);
});
}
}
/**
* The playback rate of the part
*/
get playbackRate(): Positive {
return this._playbackRate;
}
set playbackRate(rate) {
this._playbackRate = rate;
this._setAll("playbackRate", rate);
}
/**
* The number of scheduled notes in the part.
*/
get length(): number {
return this._events.size;
}
dispose(): this {
super.dispose();
this.clear();
return this;
}
}