mirror of
https://github.com/Tonejs/Tone.js
synced 2024-12-28 12:33:12 +00:00
0bc28e742a
feat: adding onerror to ToneBufferSource and Player
253 lines
6.7 KiB
TypeScript
253 lines
6.7 KiB
TypeScript
import { connect } from "../../core/context/ToneAudioNode";
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import { Param } from "../../core/context/Param";
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import { ToneAudioBuffer } from "../../core/context/ToneAudioBuffer";
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import { GainFactor, Positive, Seconds, Time } from "../../core/type/Units";
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import { defaultArg, optionsFromArguments } from "../../core/util/Defaults";
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import { noOp } from "../../core/util/Interface";
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import { isDefined } from "../../core/util/TypeCheck";
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import { assert } from "../../core/util/Debug";
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import { OneShotSource, OneShotSourceCurve, OneShotSourceOptions } from "../OneShotSource";
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import { EQ, GTE, LT } from "../../core/util/Math";
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export type ToneBufferSourceCurve = OneShotSourceCurve;
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export interface ToneBufferSourceOptions extends OneShotSourceOptions {
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url: string | AudioBuffer | ToneAudioBuffer;
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curve: ToneBufferSourceCurve;
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playbackRate: Positive;
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fadeIn: Time;
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fadeOut: Time;
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loopStart: Time;
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loopEnd: Time;
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loop: boolean;
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onload: () => void;
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onerror: (error: Error) => void;
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}
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/**
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* Wrapper around the native BufferSourceNode.
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* @category Source
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*/
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export class ToneBufferSource extends OneShotSource<ToneBufferSourceOptions> {
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readonly name: string = "ToneBufferSource";
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/**
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* The oscillator
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*/
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private _source = this.context.createBufferSource();
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protected _internalChannels = [this._source];
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/**
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* The frequency of the oscillator
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*/
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readonly playbackRate: Param<"positive">;
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/**
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* The private instance of the buffer object
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*/
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private _buffer: ToneAudioBuffer;
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/**
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* indicators if the source has started/stopped
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*/
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private _sourceStarted = false;
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private _sourceStopped = false;
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/**
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* @param url The buffer to play or url to load
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* @param onload The callback to invoke when the buffer is done playing.
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*/
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constructor(url?: ToneAudioBuffer | AudioBuffer | string, onload?: () => void);
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constructor(options?: Partial<ToneBufferSourceOptions>);
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constructor() {
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super(optionsFromArguments(ToneBufferSource.getDefaults(), arguments, ["url", "onload"]));
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const options = optionsFromArguments(ToneBufferSource.getDefaults(), arguments, ["url", "onload"]);
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connect(this._source, this._gainNode);
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this._source.onended = () => this._stopSource();
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/**
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* The playbackRate of the buffer
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*/
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this.playbackRate = new Param({
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context: this.context,
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param: this._source.playbackRate,
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units: "positive",
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value: options.playbackRate,
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});
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// set some values initially
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this.loop = options.loop;
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this.loopStart = options.loopStart;
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this.loopEnd = options.loopEnd;
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this._buffer = new ToneAudioBuffer(options.url, options.onload, options.onerror);
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this._internalChannels.push(this._source);
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}
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static getDefaults(): ToneBufferSourceOptions {
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return Object.assign(OneShotSource.getDefaults(), {
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url: new ToneAudioBuffer(),
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loop: false,
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loopEnd: 0,
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loopStart: 0,
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onload: noOp,
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onerror: noOp,
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playbackRate: 1,
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});
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}
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/**
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* The fadeIn time of the amplitude envelope.
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*/
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get fadeIn(): Time {
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return this._fadeIn;
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}
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set fadeIn(t: Time) {
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this._fadeIn = t;
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}
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/**
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* The fadeOut time of the amplitude envelope.
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*/
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get fadeOut(): Time {
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return this._fadeOut;
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}
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set fadeOut(t: Time) {
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this._fadeOut = t;
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}
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/**
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* The curve applied to the fades, either "linear" or "exponential"
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*/
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get curve(): ToneBufferSourceCurve {
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return this._curve;
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}
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set curve(t) {
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this._curve = t;
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}
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/**
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* Start the buffer
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* @param time When the player should start.
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* @param offset The offset from the beginning of the sample to start at.
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* @param duration How long the sample should play. If no duration is given, it will default to the full length of the sample (minus any offset)
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* @param gain The gain to play the buffer back at.
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*/
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start(time?: Time, offset?: Time, duration?: Time, gain: GainFactor = 1): this {
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assert(this.buffer.loaded, "buffer is either not set or not loaded");
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const computedTime = this.toSeconds(time);
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// apply the gain envelope
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this._startGain(computedTime, gain);
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// if it's a loop the default offset is the loopstart point
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if (this.loop) {
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offset = defaultArg(offset, this.loopStart);
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} else {
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// otherwise the default offset is 0
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offset = defaultArg(offset, 0);
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}
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// make sure the offset is not less than 0
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let computedOffset = Math.max(this.toSeconds(offset), 0);
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// start the buffer source
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if (this.loop) {
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// modify the offset if it's greater than the loop time
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const loopEnd = this.toSeconds(this.loopEnd) || this.buffer.duration;
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const loopStart = this.toSeconds(this.loopStart);
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const loopDuration = loopEnd - loopStart;
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// move the offset back
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if (GTE(computedOffset, loopEnd)) {
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computedOffset = ((computedOffset - loopStart) % loopDuration) + loopStart;
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}
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// when the offset is very close to the duration, set it to 0
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if (EQ(computedOffset, this.buffer.duration)) {
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computedOffset = 0;
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}
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}
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// this.buffer.loaded would have return false if the AudioBuffer was undefined
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this._source.buffer = this.buffer.get() as AudioBuffer;
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this._source.loopEnd = this.toSeconds(this.loopEnd) || this.buffer.duration;
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if (LT(computedOffset, this.buffer.duration)) {
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this._sourceStarted = true;
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this._source.start(computedTime, computedOffset);
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}
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// if a duration is given, schedule a stop
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if (isDefined(duration)) {
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let computedDur = this.toSeconds(duration);
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// make sure it's never negative
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computedDur = Math.max(computedDur, 0);
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this.stop(computedTime + computedDur);
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}
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return this;
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}
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protected _stopSource(time?: Seconds): void {
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if (!this._sourceStopped && this._sourceStarted) {
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this._sourceStopped = true;
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this._source.stop(this.toSeconds(time));
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this._onended();
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}
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}
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/**
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* If loop is true, the loop will start at this position.
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*/
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get loopStart(): Time {
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return this._source.loopStart;
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}
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set loopStart(loopStart: Time) {
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this._source.loopStart = this.toSeconds(loopStart);
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}
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/**
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* If loop is true, the loop will end at this position.
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*/
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get loopEnd(): Time {
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return this._source.loopEnd;
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}
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set loopEnd(loopEnd: Time) {
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this._source.loopEnd = this.toSeconds(loopEnd);
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}
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/**
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* The audio buffer belonging to the player.
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*/
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get buffer(): ToneAudioBuffer {
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return this._buffer;
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}
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set buffer(buffer: ToneAudioBuffer) {
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this._buffer.set(buffer);
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}
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/**
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* If the buffer should loop once it's over.
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*/
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get loop(): boolean {
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return this._source.loop;
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}
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set loop(loop: boolean) {
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this._source.loop = loop;
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if (this._sourceStarted) {
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this.cancelStop();
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}
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}
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/**
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* Clean up.
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*/
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dispose(): this {
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super.dispose();
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this._source.onended = null;
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this._source.disconnect();
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this._buffer.dispose();
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this.playbackRate.dispose();
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return this;
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}
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}
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